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Showing posts with label Post Apocalypse. Show all posts
Showing posts with label Post Apocalypse. Show all posts

Sunday, 24 August 2025

[Fanzine Focus XL] Gridshock 20XX ’Zine 2: Roster

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons,RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, but then there are outliers, fanzines for genres, let alone roleplaying games, which you would never expect to receive support in this format.

Gridshock 20XX ’Zine 2: Roster is a fanzine for ICONS Superpowered Roleplaying. Published by VX2 following a successful Kickstarter campaign, this is a product which is very different in many ways. It is a fanzine for the superhero genre, it is a fanzine for ICONS Superpowered Roleplaying, and as superhero fanzine, it actually presents a post-apocalyptic setting. All three factors make it standout as different. As the name suggests, Gridshock 20XX ’Zine 2: Rooster is the second in the series for the fanzine, but there is only a total of four issues.

The first issue in the series, G
ridshock 20XX ’Zine 1: Roadmap presented an overview of its setting. This is the future of the North American continent after society was society ripped apart in 1986 by an event known as the Shock which followed the successful attempt by the mysterious Omegas to destroy a psionic computer network powered by extradimensional energy. The resulting Aftershock killed millions, made more disappear, substituted familiar landscape with alien ones, turned the sky violet, and changed some of the stars to alien ones. Governments collapsed and supervillains seized control to establish their own, ultimately dystopic fiefdoms, together known as the Supremacy. The Shock also disrupted the Grid underlying the whole of reality and weakened it, leading to the opening of ‘Gridgates’ to other worlds and aliens visiting the Earth. Reality storms imperil travel so that long term travel in in convoys and all forms of broadcast media act as vessels for a necrocosmic plague. Only the wealthy has access to any form of direct communication, whilst messages and recorded media are delivered directly. Long distance travel is via the Thunder Road, a continental network of highways and fuel stations controlled by Lord Thunder, the leader of the Sanction.

In the world of Gridshock 20XX, the Player Characters are Vectors. They possess the ability to warp the Grid and thus reality, manipulating it in their favour. Vectors are typically human, but can also be gatecrashers from other realities or hybroids—one of the genetically engineered labour force. Whilst Vectors have superpowers, they do not operate as the superheroes of old. They do not wear spandex and they do not patrol looking for crime. That, combined with the flashiness of their powers, would make it easier for the Supremacy to find them. Instead, they travel the Thunder Road, looking for work and when they can, attempting to strike a blow for justice and freedom. Vectors are meant to be proactive and fight for what is right, forge new alliances, push their powers to the limits of reality—and perhaps beyond, reclaim hope and rebuild civilisation, and explore the secrets of old world and the new.

Gridshock 20XX ’Zine 2: Roster is the character book for the series, the bulk of which is devoted to twelve Vector Templates that a player can chose from. These have one of five sources—Genetic, Mystic, Necrocosmic, Omegalithic, and Technologic. Genetic means that the source is biological; Mystic means the source is derived from a bond or pact with the supernatural; Necrocosmic is tied to the Necrocosm, the dark echo of where daemons come from; Omegalithic, linked to the weird crystalline substance salvaged from encounters with the Omegas before the Shock; and Technologic means that a device or cybernetics are the source. The Vectors Templates consist of the Ace, which is skill and training focused; the Fabricator, equipped with an illegal portable omegatechnology factory; Free Agent, which has been in stasis since before the Shock and uses a psionic amplifier for its powers; a Gatecrasher, an alien from another world or dimension; the Gridjockey, which can use any power by rewiring the Grid temporarily; the Hybroid is a human genetically engineered with animal DNA; the Neogenic has unique superhuman abilities; the Outcaster is empowered by the Dreaming Mother; the Revenant had his lifeforce drained by an unliving being from the Deadside, but is still in possession of his Geist and still needs to feed on the lifeforce of others; the Roguebot is illegal in the Supremacy; the Suitjack is bonded with a relic battlesuit of pre-Shock Omegatechnology; and the Ultra-Knight is a hunter of daemanoids and other evildoers.

Besides the base stats, each Template instructs the player to select one or more powers and specialities, whilst choosing three qualities from the list given. A player can take a Template as written, but each Template also suggests three variants. For example, the Ace Template also gives the Neo-Ninja, the Neutraliser, and the Vigilante as alternatives, whilst for the Outcaster, there is the Daemonologist, Exorcist, and Warlock. In each case, there is an explanation too, of how to create them from the given base Template. All together, Gridshock 20XX ’Zine 2: Roster provides thirty-six possible Vector types beyond the base twelve for a total of forty-eight options.

The last two pages of Gridshock 20XX ’Zine 2: Roster details a pair of ‘Threats and Menaces’. The first is Daemons, of which there are several types and which can only assume physical form in Realspace for a limited amount of time. The information here expands upon that given in Gridshock 20XX ’Zine 1: Roadmap, whilst the second type is given ready made stats. These are for Exhumans, those who have had their lifeforce drained by an unliving being from the Deadside. Ordinary humans drained are converted into Shamblers, whilst Superhumans so drained return as Exhuman NPCs after a few panels. Several types are included, like the Annexator, which boosts the abilities of other Exhumans, the Demolisher—which can be formed from ordinary Shamblers in time, and the Shambler itself. These nicely tie in the with the Revenant Template earlier in the book as well as expanding the threats available for the Game Master to use.

Physically, Gridshock 20XX ’Zine 2: Roster is very nicely presented in swathes of red and black. The artwork is decent, but the typography is difficult to read in places.

Gridshock 20XX ’Zine 2: Roster is a solid continuation of Gridshock 20XX ’Zine 1: Roadmap. It firmly focuses the player and the types of character he can create, whilst for the Game Master the Templates can be used for NPCs as well as using the monsters.

Friday, 22 August 2025

[Fanzine Focus XL] Crawling Under A Broken Moon Issue No. 10

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons,RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, such as Crawl! and Crawling Under a Broken Moon. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with Dungeon Crawl Classics Roleplaying Game. One such fanzine is the aforementioned Crawling Under A Broken Moon.

Crawling Under A Broken Moon Fanzine Issue No. 10 was published in in october, 2015 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe and Crawling Under A Broken Moon Fanzine Issue No. 6 continued that trend with another inspiration, Mad Max. Crawling Under A Broken Moon Fanzine Issue No. 7 continued the technical and vehicular themes of the previous issue, whilst also detailing a major metropolis of the setting. Crawling Under A Broken Moon Fanzine Issue No. 8 and Crawling Under A Broken Moon Fanzine Issue No. 9 were both a marked change in terms of content and style, together presenting an A to Z for the post-apocalyptic setting of Umerica and Urth.

Crawling Under A Broken Moon Fanzine Issue No. 10 is different to previous and that is because it is the fanzine’s ‘monster issue’! Previous issues have detailed new monsters and creatures that the Judge can add to a Umerica and Urth campaign or her own post-apocalypse setting. From the Aetherian War Cat, Bowel Tyrant, and Concrete Giant to Xenotaur, Zilla, and Zmooph presents a total of thirteen new monsters. They include a mix of the weird and the silly and all are given a two-page write up that includes an illustration, stats, and quite a detailed description. Each also includes adventure hooks which lifts the contents far above being a simple, short, mini-bestiary.

The monster list opens with an entry very obviously inspired by one of the inspirations for the Umerica and Urth campaign setting, which is He-Man and the Masters of the Universe. This is the Aetherian War Cat, a combatant so good it has its own Deed Die and can perform its own Mighty Deeds. If a Player Character uses a Deed Die, then he can approach a riderless Aetherian War Cat and attempt to bond with it. When ridden, the only Might Deed it can perform is the ‘Assist Rider’ and the description includes a table of outcomes. The Bowel Tyrant is a tiny, intelligent alien parasite that enters via the bowels of its victims and enslaves them before its slave excretes more when it relives itself, ready in waiting for further victims. It is a bit icky, but sets up an alien invasion of a very different kind. The Concrete Giant lurks in the ruins of broken buildings, its grey, ridged skin looking like concrete enabling it to blend in readiness to ambush its victims and take them back to its lair to eaten raw. Worse are the Cyborg Concrete Giants which are created by the Technomages to lead the other Concrete Giants, being faster, tougher, and armed with shoulder-mounted grenade launchers! The three adventure hooks for the Concrete Giants include them being sent out on random destructive rampages to instil fear by the Technomages; details of where Concrete Giants are forged which could be turned into a raid or encounter; and rumours of road gangs and Concrete Giant wrecking crews actually working together.

Elsewhere, the Flying Laser Ursine, which is exactly what it sounds like, is silly and simple, whilst the Fruiti-Slush Ooze is weird and silly, a jelly formed out of the fruity, partially frozen slushies and partially by the multi-dimensional cataclysm, which do desiccating, freezing Stamina damage that leaves a wound smelling of fruit. Which fruit? Well, there is a table for that! The adventure hooks include harvesting fruity jerky form their victims for exotic gastronomes and having to stand over a cold storage tanker with some sounds of movement coming from inside it… Weird too, is the Harpoonnik, a slimy, batrachian-humanoid with a strange cylindrical mechanism where its head should be. It can fire a tongue-harpoon out of this mechanism, to spear its victims which it drags away and bludgeons them to death! The oddest are the Zmooph, tiny purplish humanoids described as being roughly three grenades tall, but with a quarter of that height consisting of large, speckled cap mushroom that blooms directly from their skull. Ruled by Patriarch Zmooph, they are mostly peaceful, but when they encounter others, they swarm in xenophobic rages and overwhelm the victims of their ire. There is no suggestion as to what they do with such victims or anything about female Zmoophs, but somehow they feel as they should be blue and wear white hats.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 10 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 10 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 10 contains a pleasing variety of monsters and creatures—weird, silly, and even more silly (Flying Laser Ursine, really?). Now to be fair, bestiaries are not always the most exciting to read and certainly not the most exciting to review, especially if there is monster after monster and not much else. That could be case with Crawling Under A Broken Moon Fanzine Issue No. 10, but the adventure hooks make the entries and descriptions that much more readable and much more immediately useful. Not so much, ‘Here’s a monster I can use’, but more ‘Here’s a monster I can use and a suggestion as to how I can use it’, Crawling Under A Broken Moon Fanzine Issue No. 10 goes that little further than you would expect. Plus of course, the monsters will work with a lot of other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.

Saturday, 5 July 2025

[Free RPG Day 2025] Wires in the Wood

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

The world has changed, but whomever changed it, is long gone. The world has been abandoned. This leaves room for the world to be explored and foraged and artefacts found and artefacts upcycled. This is the very simple set-up for Wires in the Woods: A trash-foraging TTRPG. Based on the artwork of Simon J. Curd, this
is published by Critical Kit, Ltd, a publisher best known for Be Like a Crow: A Solo RPG, which can be played as a solo journalling roleplaying game or as a two-player game storytelling game. The Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is the version released for Free RPG Day and as the title suggests is designed to be played solo. It requires a standard deck of playing cards, two six-sided dice, a token to represent the forager’s location, and a means of recording the story.

In Wires in the Woods: A trash-foraging TTRPG Solo Quickstart, the player controls the story of a Forager, an animal who will explore the abandoned world and undertake ‘Upcycling Tasks’. This involves the discovery of artefacts left behind and combining two or more of them to solve a problem. Perhaps a bridge over a ravine creaks and is missing several planks, leaving dangerous gaps or a set of wild hedgerows form a giant puzzle that is easy to get lost in and some creatures need help finding their way out. The cycle of the game is to explore different locations, find artefacts, discover problems, and transport the upcycled artefacts to the problem to solve it. The locations, artefacts, problems, and the upcycled artefacts are used as prompts by the player record the story of his Forager.

A Forager has only the one attribute, Zeal. It costs Zeal to explore and move from location to location, but is earned by completing Upcycling Tasks. The full game allows a player to choose a different Forager, each with a different skill, but the quick-start only includes the one. This is the ‘Scamper’, a raccoon-like creature with horns or antlers, and the skill, ‘Fleet of Foot’. This enables him to move to a location with the red suite without expending any Zeal.

The exploration area has a maximum area of a six-by-four grid. The standard deck of playing cards requires a little preparation. The game is played without jokers, three cards are drawn as trigger cards and three as Upcycling Task cards. Twenty-one cards are drawn to form the locations deck. The details of the trigger cards are shuffled into the locations deck, whilst the Upcycling Task cards are kept to one side. On a turn, the player draws a card from the locations deck, adds it to the grid and notes down the location description determined by the card’s colour and value. If the card drawn is a trigger card, the player can reveal one of the three Upcycling Tasks. This is determined by the value of the trigger card. At the end of a turn, the player rolls for an event or an encounter.

Game play ends when the Forager has either un out of Zeal or completed all three of his Upcycling Tasks. Although Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is a quick-start designed to introduce the game and therefore does not include all of the roleplaying game’s prompts, it does include enough to enable it to be replayed. There are twenty-six location descriptions, thirteen Upcycling Tasks, and twelve Artefacts awaiting recycling. A player could easily play through it a second time and have a different experience dealing with different Upcycling Tasks, and perhaps even a third time!

Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is a post-apocalyptic setting, one in which strange, not quite recognisable (mutated?) creatures explore a world left by mankind? The location and artefact descriptions are recognisably that of our own world, although the descriptions of the artefacts leave out their actual name. Thus, “There’s something trapped inside this that looks at you. Lots of pressy things and two skinny little arms that break easily. It also has a tail. It won’t talk to you.” is actually a television! This is classic post-apocalyptic roleplaying, a player completely aware of what an object from the past is, but having to roleplay his character not knowing what it is and what it does.

Physically, Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is charming little book. Simon J. Curd’s artwork is strange, perhaps a little creepy, and delightful.

Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is a charming and surprising fulsome introduction to the full roleplaying game, one that provides an equally surprising amount of game play. It serves as a decent introduction to journalling roleplaying games and the artwork of Simon J. Curd.

Monday, 30 June 2025

[Free RPG Day 2025] GAS-N-GUNS-A-GOGO

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Perhaps the oddest release for Free RPG Day 2025 is GAS-N-GUNS-A-GOGO, which describes itself as “a zero-prep introduction to roleplaying with cars and guns”. It is published by 9th Level Games, best known for Kobolds Ate My Baby! and more recently, the controversial Rebel Scum roleplaying game. GAS-N-GUNS-A-GOGO is odd because it is written for the Thunder Road: Vendetta RPG and because it comes in a notepad format. Even the Thunder Road: Vendetta RPG is odd because it is based on the Thunder Road: Vendetta board game, the restored version of Thunder Road from 1986, originally published by Milton Bradley, but now published by Restoration Games. The setting for all three of these—Thunder Road, Thunder Road: Vendetta, and Thunder Road: Vendetta RPG—is a post-apocalyptic world in which freeway warriors race and duke it out on what remains of the highways. Effectively, what the board game and the roleplaying game are, are adaptations, unlicensed, of Mad Max, Mad Max 2, and Mad Max Beyond Thunderdome.

Open up GAS-N-GUNS-A-GOGO and it quickly tells the reader, that as the MC, that he is going to be running a game for the next thirty minutes and explains what the various symbols mean in terms of reading thing out to the players, reading for himself, which describe obstacles, and so on. Some sections also have a symbol indicating that the MC tear the page out and flip it over. This is done straight away to reveal the basic rules as well as the characters. There are four Player Characters. They consist of Heavy Metal Crotch Rocket,a motorcycle; Off Road Football Jeep; Spooky Armoured Hearse; and Hefty Garbage Truck.

A Player Character has four stats—Shift, Street, Shoot, and Slam. Shift is a Player Character’s senses and knowledge, Steer is driving and physical action, Shoot covers all violence, and Slam is being brave and tough. Each stat has a run of numbers assigned to each stat. For example, the Heavy Metal Crotch Rocket has ‘2 and 3’ assigned to Shift, ‘3, 4, and 5’ to Steer, ‘4, 5, 6, and 7’ to Shoot, and ‘5, 6, 7,8, and 9’ to Slam. To have his character undertake an action, a player rolls a single die, the size of which depends on the character. A Heavy Metal Crotch Rocket always rolls a four-sided die, for example. In order to roll higher than the maximum on the die, the player needs to roll the maximum on the die, and that allows him to roll again and add the result. In addition, if the player rolls a one and can justify to the MC that his character can do an action, he succeeds. He must ‘Take the Wheel’ and put his character in danger though. In addition, some Player Characters can undertake actions with Advantage, meaning that two dice are rolled and the highest selected.

If a roll is a failure or something bad happens to a Player Character, there is a chance that he is in danger and takes a point of Danger. In which case, the player rolls his character’s die type and if the result is equal to or less than the character’s current Danger value, the character dies! If the roll is above his character’s current Danger value, he survives. Thus, Player Characters with low die types need to be careful, but the system—called the Polymorph System—and used also for the Mazes Fantasy Roleplaying, also published by 9th Level Games, can be lethal. This is especially so with combat, as the system is player-facing, that is, all the rolls in the game are made by the players. So, missing an opponent, means there is a chance of being fatally struck and killed by an opponent! The system is player-facing, so the MC never has to roll any dice.

The set-up for GAS-N-GUNS-A-GOGO is simple. All four Player Characters are from Friendlytown, but whilst they are away, the town was raided by Desert Pirates. Now all four are on the road, on the trail of the Desert Pirates, racing to catch up with them before the get to canyon up ahead. One of Desert Pirates spots them and about face, races to attack the Player Characters. This is played out on a simple map that looks like one of the board pieces from Thunder Road: Vendetta and gets everyone involved in a fight and used to the rules. The adventure will take the Player Characters racing into canyon, dodging obstacles and traps, and eventually to face the pirate captain in her gas station headquarters.

Physically, GAS-N-GUNS-A-GOGO is surprisingly well presented, in that it is surprise to work out exactly how it works and when you do… The information is clearly and cleverly presented for both the MC and the Player Characters in a format which is reminiscent of the flipbooks used for the scenarios for the Dark Sun setting for Advanced Dungeons & Dragons, Second Edition from TSR, Inc. However, the rules for the play are not quite as clearly presented for the MC as they could have been, but most of them become apparent once you play.

GAS-N-GUNS-A-GOGO is a bit cheap and cheerful, but it does succeed in what it sets out to do, and that is present a simple, direct, and exciting roleplaying experience in thirty minutes. It does this with easy to learn rules, a very straightforward scenario, and a clever format.

Friday, 23 May 2025

[Fanzine Focus XXXIX] Gridshock 20XX ’Zine 1: Roadmap

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons,RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, but then there are outliers, fanzines for genres, let alone roleplaying games, which you would never expect to receive support in this format.

Gridshock 20XX ’Zine 1: Roadmap is a fanzine for ICONS Superpowered Roleplaying. Published by VX2 following a successful Kickstarter campaign, this is a product which is very different in many ways. It is a fanzine for the superhero genre, it is a fanzine for ICONS Superpowered Roleplaying, and as superhero fanzine, it actually presents a post-apocalyptic setting. All three factors make it standout as different. As the name suggests, Gridshock 20XX ’Zine 1: Roadmap is the first in the series for the fanzine, but there is only a total of four issues.

Gridshock 20XX ’Zine 1: Roadmap presents an overview of its setting, gives a timeline that runs from antiquity to now, and makes a few additions and changes to the ICONS system. The setting is the North American continent, its society ripped apart in 1986 by an event known as the Shock. This occurred when the mysterious Omegas attacked a project to build a psionic computer network powered by extradimensional energy. The Omegas stopped it, but the Aftershock swept round the world, killing millions and making millions disappear, substituting familiar landscape with alien ones, turning the sky violet, and causing stars to occasionally be replaced by unknown ones. Almost none of the superheroes who fought the Omegas survived and those that did are missing. In the chaos of the Aftershock that saw government collapse, the world’s supervillains and their allies seized control and each established their own fiefdoms or sectors that as a whole became known as the Supremacy. Each Sector is different in terms of its leader’s vision. For example, Sunrise Sector on the west coast is a corporate-controlled kleptocracy and the Sanction is a wasteland of oil fields dominated by a daemoniac narcissist, but all are dystopias of one kind or another!

The Shock also disrupted the Grid which underlies the whole of reality and weakened it, enabling links called ‘Gridgates’ to be established to other worlds, enabling aliens to visit the Earth. Reality storms imperil travel so that long term travel in in convoys and all forms of broadcast media act as vessels for a necrocosmic plague. Only the wealthy has access to any form of direct communication, whilst messages and recorded media are delivered directly. Long distance travel is via the Thunder Road, a continental network of highways and fuel stations controlled by Lord Thunder, the leader of the Sanction.

In the world of Gridshock 20XX, the Player Characters are Vectors. They possess the ability to warp the Grid and thus reality, manipulating it in their favour. Vectorisation means that this is accompanied by visual displays that means that it is never subtle. Vectors are typically human, but can also be gatecrashers from other realities or hybroids—one of the genetically engineered labour force. Whilst Vectors have superpowers, they do not operate as the superheroes of old. They do not wear spandex and they do not patrol looking for crime. That, combined with the flashiness of their powers, would make it easier for the Supremacy to find them. Instead, they travel the Thunder Road, looking for work and when they can, attempting to strike a blow for justice and freedom. Vectors are meant to be proactive and fight for what is right, forge new alliances, push their powers to the limits of reality—and perhaps beyond, reclaim hope and rebuild civilisation, and explore the secrets of old world and the new.

Gridshock 20XX ’Zine 1: Roadmap makes some chances to ICONS Superpowered Roleplaying. The Game Master is replaced by the Grid Master and Vectors possess Vector Potential instead of Determination and Vector Points instead Determination Points. The attributes Prowess and Willpower are replaced by Fighting and Willpower. Some Powers are renamed, such as Attribute Boost instead of Ability Boost; others are replaced, such as Fabrication for gadgets; and still others are shifted from being Powers to being Extras of Powers, such as Force Field being made an Extra of Force Control. In addition, there are several new Powers. These include Fabrication, Geist Control, Gridjockeying, Protection, and Signature Vehicle. Limits and Extras are provided for all. Of these, Geist Control gives a Vector control of daemons, Ultra-Geists, and Liminals when they enter the Realspace of Earth, working like a Mind Control Power, whilst Gridjockeying enables a Vector to use a ‘Grid Intrusion Neural Interface’ to duplicate the effects of another Power! However, it is limited to the basic effect of a Power without mastering one via the ‘Routine’ Extra.

Optional rules in Gridshock 20XX ’Zine 1: Roadmap allow for the Vectors to share and detail a motorrig, suggests some Qualities for Vectors, and offers a list of Specialities to reflect the action-orientated setting of Gridshock 20XX. There are some changes to how damage is handled, but notably this is not a setting in which there is ready access to armour. Unless it is a specific Power, armour simply reduces lethal damage to blunt damage.

Physically, Gridshock 20XX ’Zine 1: Roadmap is very nicely presented in swathes of yellow and black. The artwork is reasonable, but the cartography is slightly difficult to read. The layout does switch in places between portrait and landscape format, not always to easy effect.

Gridshock 20XX ’Zine 1: Roadmap sets everything up for the three parts of the Gridshock 20XX quartet with a lot of intriguing content that suggests a very different style of superhero setting and a very different style of post-apocalyptic setting. Perhaps a combination of Mad Max meets the Thunder Lord?

[Fanzine Focus XXXIX] Crawling Under A Broken Moon Issue No. 9

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons,RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, such as Crawl! and Crawling Under a Broken Moon. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with Dungeon Crawl Classics Roleplaying Game. One such fanzine is the aforementioned Crawling Under A Broken Moon.

Crawling Under A Broken Moon Fanzine Issue No. 9 was published in in August, 2015 by Shield of Faith Studios. It continued the detailing of
post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe and Crawling Under A Broken Moon Fanzine Issue No. 6 continued that trend with another inspiration, Mad Max. Crawling Under A Broken Moon Fanzine Issue No. 7 continued the technical and vehicular themes of the previous issue, whilst also detailing a major metropolis of the setting. Crawling Under A Broken Moon Fanzine Issue No. 8 was a marked change in terms of content and style, but actually quite useful, and one that Crawling Under A Broken Moon Fanzine Issue No. 9 very much continues.

The setting has, of course, gone on to be
presented in more detail in The Umerican Survival Guide – Core Setting Guide, now distributed by Goodman Games. The setting itself is a world brought about after a rogue object from deep space passed between the Earth and the Moon and ripped apart time and space, leaving behind a planet which would recover, but leave its inhabitants ruled by savagery, cruel sorcery, and twisted science.

Crawling Under A Broken Moon Fanzine Issue No. 9 completes the task begun in Crawling Under A Broken Moon Fanzine Issue No. 8. This is because it contains the second part of an A to Z for the post-apocalyptic setting of Umerica and Urth, the first part appearing in Crawling Under A Broken Moon Fanzine Issue No. 8. There was a phase of producing to A to Z guides, such as The Dungeon Alphabet from Goodman Games and The Wilderness Alphabet: A Collection of Random Charts, Tables, and Ideas for use with various Games of Imagination. In each case, the entries in these supplements were not simple guides or descriptions of their subjects, but as the subtitle of the latter book suggests, were instead tables that the Game Master or Judge could roll on—sometimes more than one—to randomly determine elements of the setting such as the description of a door or an altar, the look of an NPC, the contents of a chest, and so on. These tables can be used in play, at the table, the Game Master rolling on them as needed or she can consult them as part of her preparation. This particular issue runs from ‘N is for New Vistas’ to ‘Z is for Zoological Horrors with every table being accompanied by a short description and instructions as to what dice to roll.

The entries begin with two sets of tables really designed to provide scenario hooks as much as flavour. Thus an entry for ‘N is for New Vistas’ reads “You come across a truly enormous tree that has various bits of different large buildings jutting out of it. Many of them seem to still have electricity as the tree glitters with lights. A community of some sort has built catwalks between the buildings and calls this place home.”, whilst ‘O is for Old Ruins’, an entry reads “The broken remains of four skyscrapers melted together by heat and atomic power. Monsters and giant spiders haunt the place and tons of ancient equipment still in operate inside.” The same goes for ‘Q is for Quantum portals’, only weird, like ...a blue-black sun hangs in the sky and weird plant mutants herd 1d24 near-humans into huge copper colored cages. A large meat grinder-like processing plant is nearby and the sound of suffering echoes across the landscape. A strange temple structure holds 1d8 levels of bizarre dungeon structures filled with weird monsters. It might be a zoo or something far stranger.

As well as places to go, there are people to met. The Player Characters can find something to buy from
‘P is for Peddlers’, who might have Two dozen cans of food, all in pristine condition but the labels are quite faded. Could be pork and beans, could be fruit cocktail, who knows? Vendor is looking to move them in a hurry.” or be A shady looking robot with a push cart selling various pharmaceuticals at cheap prices. It seems too good to be true but 1d5 former customers will swear the medicines are good if any inquiries are made.” A slightly more complex table, requiring multiple rolls of a thirty-sided die enables the Judge to generate places to stop and stay in ‘N is for New Vistas’ . This is not the most complex table in the issue. The most complex table in the issue is ‘W is for Weather of the Wastes’ which provides a complete means of creating weather in Umerica and Urth, all the way up to Freak Storms, which have their own table, whose entries include “Bloated gelatinous clouds discharge a downpour of living slime fragments. Every hour that the storm rages, 1d5-1 Primeval Slimes, each of 1d3 HD in size, (DCC RPG, pg 423) will reform from the fragments in each acre the storm covers.” and Swirling Purple clouds unleash a downpour of fish, crustaceans, and amphibians upon the area covered by the storm. Unprotected people, beasts, and structures will suffer damage from the fleshy torrent. The bounty that falls is fully edible and untainted but will quickly begin to rot (goes bad in 5d30 minutes) unless properly stored. Areas not cleared of the rotten mess will have a 20% per day to attract large scavenger type beasts for the next week.

Since the setting of Umerica and Urth is a post-apocalyptic one, the ‘S is for Scavenging’ table with entries that include “Whether it turns out to be just a useless pastime or opens a door to another realm, this six-colored glowing puzzle cube beckons to be solved.”, 2d3 plastic eggs containing sheer pantyhose. If nothing else you’ll look great at the tavern this weekend. And your next hold-up will be memorially fashionable.”, and A complete magician’s kit with top hat, cape and wand. Mystify your friends with over 250 tricks, from guessing your card, shoving a nail through a piece of glass, spot the ball under the cup and the ever famous, “Watch me pull a rabbit out of my hat.””. These are all very entertaining, and perhaps of any of the tables in this issue or the previous one, this is all but mandatory since a major aspect of play is scavenging for things from the past. That said, a whole issue of Crawling Under A Broken Moon could have been devoted to items to be scavenged and everybody would have been happy with it.

Towards the end of the issue, the tables get a little weirder and out of this world. ‘U is for UFOs’ and ‘X is for Xenotech’ cover potential extraterrestrial encounters and the devices that might get left behind following such encounters. However, the most interesting table is ‘Y is for Yestermen (or “Who is in that Cryochamber?”)’, which details the origins of ‘Yestermen’. Each one is grown in a Seeder, a genetic depository which when supplied with raw materials creates robot servitors, then life, and lastly the means to support the wholly new ‘humans’ known as ‘Yestermen’. Originally Seeders were a scientific experiment, then a national and military necessity if a nature is to survive, and then a commercial venture. After that? Who knows? So Yestermen of any Seeder can be of any culture from before the apocalypse and of any persuasion, making any encounter with them more random than normal! They could also be used as the background certain Player Character types, as yet not exposed to the wider damaged world of Urth. Lastly, Crawling Under A Broken Moon Fanzine Issue No. 9 includes the ‘B is also for Bonus Table! Post-Apocalyptic Lucky Roll Table’, which replaces the ‘Table 1-2: Luck Score’ in the Dungeon Crawl Classics Roleplaying Game core rulebook, specifically for the Umerica setting.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 9 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 9 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.

Like the previous issue,
Crawling Under A Broken Moon Fanzine Issue No. 9 is by nature bitty and disparate with its numerous different entries and writeups. It is not an issue to read through from end to end, but to consult from time to time in search of something that will make a Judge’s game just that little bit more interesting and more exciting, which all of its entries have the ability to do. Further, because there really is no specific setting detail given in its various tables, the contents of Crawling Under A Broken Moon Fanzine Issue No. 9 will work with a lot of other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.

Sunday, 18 May 2025

Your Fallout Starter

It is the year 2287 and life is far from easy in the remains of New England, including Boston, an area called ‘The Commonwealth’. Two centuries after a nuclear holocaust that ended a war between the United States and China, there are plenty of pools of radiation hanging around, feral ghouls lurk in tunnels and caves, mirelurks hunt the banks of rivers and shores of lakes, and raiders are a constant threat. Yet there are survivors to protect and old Vaults to explore and even loot. It is a dangerous world out there, but when there is shooting and screaming, it probably means that somebody is in trouble. This is how ‘Machine Machinery’ opens, the mini-campaign in Fallout: The Roleplaying Game – Starter Set. Designed for two to seven players, aged fourteen and over, the Fallout: The Roleplaying Game – Starter Set is introductory boxed for Fallout: The Roleplaying Game, which is based upon the Fallout series of post apocalyptic computer games from Bethesda Game Studios. In particular, Fallout 4, which depicts a post-apocalyptic future that is heavily influenced by American culture of the 1940s, 1950s, and 1960s. In fact, the events of ‘Starter Set Quest: Machine Machinery’ are set before those of Fallout 4. Published by Modiphius Entertainment, Fallout: The Roleplaying Game – Starter Set is an attractive looking boxed set.

Fallout: The Roleplaying Game – Starter Set includes a fifty-six-page ‘Starter Set Rulebook’, a sixty-page ‘Starter Set Quest: Machine Machinery’, six pre-generated Player Characters, two twenty-sided dice, one twenty-sided hit location die, four six-sided Fallout game dice, and fifty-six Nuka-Cola cap tokens. The ‘Starter Set Rulebook’ covers the basics of characters, the mechanics and combat, and equipment, whilst the quest book gives the campaign. The Nuka-Cola cap tokens can be used as Action Points in the game or as in the computer game, as currency. The six pre-generated Player Characters include a Vault Dweller who is good at hacking; a Survivor who hits hard and can lie well; a Ghoul who heals fast and is immune to radiation; a Brotherhood Initiate good at repairing and healing; and a Mister Handy with a pincer arm attachment that can stab and even inflict critical hits! All six of the pre-generated Player Characters are presented on double-sided card sheets complete with a biography. The dice are actually nice and chunky and done in the blue of Vault dweller uniforms.

A Player Character in the Fallout: The Roleplaying Game – Starter Set—and thus the Fallout: The Roleplaying Game—will look more familiar to anyone who has played Fallout 4 than anyone who has played a 2d20 System roleplaying game. A Player Character has seven ‘S.P.E.C.I.A.L. Attributes’. These are Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These are rated between four and ten and will be familiar to anyone who has played Fallout 4. He will ratings in skills including Athletics, Barter, Big Guns, Energy Weapons, Explosives, Lockpick, Medicine, Melee Weapons, Pilot, Repair, Science, Small Guns, Sneak, Speech, Survival, Throwing, and Unarmed. Skills are ranked between zero and six. Some skills are marked as Tag skills, indicating expertise or talent. Tag skills improve a Player Character’s chances of a critical success. Each twenty-sided die rolled for a Tag skill that gives a result equal to or under the skill rank is a critical success, counting as two successes rather than one.

One noticeable difference between Fallout: The Roleplaying Game and other 2d20 System roleplaying games is that the Player Characters have hit locations. This reflects the nature of the computer game. A Player Character will also have several Perks and Traits, essentially the equivalent of advantages and disadvantages, and he will have Luck Points equal to his Luck Attribute. The ‘Starter Set Rulebook’ includes a long list of Perks, many of which the players will recognise from the computer game. For example, ‘Commando’, ‘Gunslinger’, ‘Hacker’, ‘Infiltrator’, ‘Iron First’, ‘Mysterious Stranger’, ‘Ninja’, and more. A Player Character does have a biography and a list of gear as well.

Mechanically, the Fallout: The Roleplaying Game – Starter Set—and thus the Fallout: The Roleplaying Game—uses the 2d20 System seen in many of the roleplaying games published by Modiphius Entertainment, such as Achtung! Cthulhu 2d20 or Dune – Adventures in the Imperium. To undertake an action in the 2d20 System in Fallout: The Roleplaying Game, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of an Attribute and a Skill to generate successes. Each roll under this total counts as a success, an average task requiring two successes, the aim being to generate a number of successes equal to, or greater, than the Difficulty Value, which typically ranges between zero and five. Rolls of one count as a critical success and create two successes, as does rolling under the value of the Skill when it is a Tagged Skill. A roll of twenty adds a Complication to the situation, such as making noise when a Player Character is trying to be stealthy or breaking a lock pick when opening a safe.

Successes generated above the Difficulty Value are turned into Action Points. Action Points are a shared resource and a group can have up to six. They can be used to purchase more dice for a Skill test, to Obtain Information from the Overseer, Reduce Time spent on a test, or to take an Additional Minor Action or Additional Major Action.

With Luck of the Draw, a player can spend his character’s Luck Points to add a fact or detail or item to the area he is in that would benefit him. Other uses include Stacked Deck, which enables a player to substitute his character’s Luck Attribute instead of another, Lucky Timing, which lets a survivor interrupt the Initiative order, and Miss Fortune to reroll dice. The Overseer—as the Game Master is knownhas her own supply of Action Points to use with her NPCs.

Combat in the Fallout: The Roleplaying Game – Starter Set and thus Fallout: The Roleplaying Game, is quite detailed in comparison to other 2d20 System roleplaying games. A Player Character can attempt one Minor Action and one Major Action per round, but Action Points can be spent to take one more of each. Minor Actions include Aim, Draw Item, Move, Take Chem, and more, whilst Major Actions include Attack, Command an NPC, Defend, Rally, Sprint, and others. During combat, Action Points can be expended to purchase more dice for a Skill test, to Obtain Information from the Overseer, to take an Additional Minor Action or Additional Major Action, or to add extra Combat Dice.

Damage is inflicted per random Hit Location and it is possible to target a particular Hit Location. The number of Combat Dice rolled to determine damage is based on the weapon, Action Points spent to purchase more Combat Dice, Perks, and other factors. Combat Dice determine not only the number of points of damage inflicted, but the ‘Damage Effects Trigger’ of the weapon used. This has an extra effect, such as Piercing, which ignores a point of Damage Resistance or Spread, which means an additional target is hit.
Both damage inflicted and Damage Resistance can be physical, energy, radiation, or poison. If five or more points of damage is inflicted to a single Hit Location, then a critical hit is scored. Ammunition is tracked.

Radiation damage is handled differently. It reduces the Maximum Health Points of a Player Character rather than his current Health Points. Until cured, this reduces both his Maximum Health Points and the number of Health Points which can be cured.

One aspect of the Fallout computer games that the Fallout: The Roleplaying Game – Starter Set does not cover is crafting. In Fallout 4 and the other games, the Player Character can craft almost everything—arms, armour, food and beverages, and so on. This falls outside of the remit of the Fallout: The Roleplaying Game – Starter Set, but the ‘Starter Set Rulebook’ does include a lengthy list of equipment which includes plenty of the various items seen in the computer game. It also covers Junk—if not necessarily what to do with it—and also Magazines, for example, Astoundingly Awesome Tales, Massachusetts Medical Journal, and Tumblers Today. When read, these provide a single one-time bonus or Perk that can also be made permanent if the Player Character uses the Perk and learns it when he next gains a level.

The ‘Starter Set Quest: Machine ’ presents a three-part mini-campaign that begins with an investigation of a vault and continues with a trek across and under the dangerous lands of the Commonwealth to Diamond City—Boston that was—and discovery of secrets about the setting. Each chapter should take a session or two to play through. It begins in a slight awkward fashion, with all of the Player Characters facing each other in a circle, in a potential stand-off outside the entrance to Vault 95. Each heard screams and the sound of gunfire and decided to investigate. However, the scenario uses this situation to get the players to talk about their characters by getting the Game Master to ask each of them a question. In the process, the players get an idea of who the other characters are and the characters are pushed towards co-operating with each other, potentially a problem given that they are such a diverse lot. This is only the beginning of the staging advice in ‘Starter Set Quest: Machine Machinery’, which does not overwhelm the Game Master with the rules, but eases both her and her players into the 2d20 System step-by-step.

The scenario also has some nice nods to the computer game, such as being able to befriend a canine companion and the Player Characters get to explore several of the signature location types found in the computer game—a vault, some sewers, a lone warehouse, and of course, Diamond City. There are moments too, for each of the Player Character types to shine, such as the Super Mutant interacting with fellow Super Mutants in order to avoid a fight or the Ghoul holding off some Feral Ghouls that will not attack him. The initial scenes are more action and combat-based, but later on, the players have plenty of room for roleplay and interaction, especially in Diamond City. There are also opportunities for the Player Characters to improve as well. The campaign only has the one side quest, and it is possible to complete that before accepting it from the NPC, but by the end, the Player Characters will either have established themselves in the Commonwealth or be left a challenging villain they still have to track down and defeat. The latter though, lies beyond of the scope of ‘Starter Set Quest: Machine Machinery’, and the Game Master will need to develop that herself. Although there are notes on possible sequels, the scenario stands alone and complete by itself.

Physically, the Fallout: The Roleplaying Game – Starter Set is decently presented. The dice are nice and chunky, the character sheets well done, and both of the ‘Starter Set Rulebook’ and ‘Starter Set Quest: Machine Machinery’ are easy to read and come with plenty of illustrations. The only thing lacking physically, is a map or two.

There is a lot in The Fallout: The Roleplaying Game – Starter Set that fans of the Fallout 4 and the other computer games will recognise and enjoy engaging with, whilst the rules are easily explained and staged to make both learning and teaching them an easy process, all backed up with a solid scenario. The result is that the Fallout: The Roleplaying Game – Starter Set is a very good introduction to both the Fallout: The Roleplaying Game and the post-apocalyptic setting of the Commonwealth.

—oOo—

Modiphius Entertainment will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.



Friday, 9 May 2025

The Horror of the Hum

The Hum has been heard for weeks now, a near-constant source of pain that has been affecting the tribe’s hearing-sensitive mutants and manimals and impeding their ability to invoke their divine gifts. The leaders of the tribe sent out parties of its young Seekers to locate the source and whilst they failed to find it, what one Seeker learned revealed an even bigger threat to the tribe. Her party was ambushed by a gang of Ascended Ones—a violent sect of three-eyed mutants who believe that Pure strain humans were responsible for the destruction of the planet and bringing about Terra A.D. She learned from them that the Ascended Ones were on a quest of their own, to find The Temple of Mutant Alpha: the first known mutant on Terra A.D. or ‘Terra After Disaster’. Does The Temple of Mutant Alpha really exist? If so, if the Ascended Ones find it, there can be no doubt that they will turn it into a site of holy pilgrimage that will further their aims. In response, a stronger and more experienced party of Seekers is to follow up on the information. This is the set-up for Mutant Crawl Classics #15: The Mutant Menace of Lab 47, the fifteenth release for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World published by Goodman Games. It is designed for Third Level Player Characters and will take deep into the history of Terra A.D. to reveal some of its secrets with a big dose of Area 51-style ufology thrown in.

Mutant Crawl Classics #15: The Mutant Menace of Lab 47 begins with Player Characters near the source of the Hum in the glow desert, an oasis of the Ancients. After some exploration of what are nearby tourist facilities a la Rachel, Nevada (the nearest settlement to Area 51), the Player Characters can break into the facility, which reveals itself through notices and announcements to be the Trevino Research Base. There is some knowing fun to be had here, since the adventure assumes that any Player Characters of the Shaman Class or of sufficient Intelligence will know the Ancient Tongue. This means that the players will quickly grasp what is going on at the facility, but their characters will not, effectively adding an element of metaplay as the players have their characters explore the facility in search of conformation of what they know and their characters can understand. The adventure also emphasises classic Gamma World-style play in which obtaining the correctly collared com-badges will allow the Player Characters access to different areas of the facility. Alternatively, the Player Characters can use brute force or Security Systems checks of various difficulties, but the simplest and easiest method of exploring the facilities is to find and use the com-badges.

What the Player Characters find in the Trevino Research Base are clear signs that the Ancients obtained—from a place called ‘Glossop’—alien technology and survivors that scientists were conducting research on, including gene research. Plus, the results of the research may well indeed, have led to the creation of the first Mutant. This research was kept well hidden from the outside world, although of course, conspiracy theorists and UFOlogists thought otherwise, hence the UFO-themed tourist facilities outside of the base. The Player Characters do have plenty of opportunity to learn about this research and even conduct a little of it themselves, but perhaps the most entertaining part of the scenario is the fact that they discover living results of that research begun long ago that will trigger their parental instincts. Consequently, the latter half of the scenario is likely to consist of the Player Characters exploring the rest of the Trevino Research Base whilst caring for squalling, wailing, defecating babies! Although their players will have been alerted much earlier in the scenario, eventually their characters will discover that the base’s self-destruct system has been triggered and they will need to find a way to deactivate it. The scenario ends in a genre classic showdown t the bottom of a missile silo!

In addition, Mutant Crawl Classics #15: The Mutant Menace of Lab 47 suggests some possible sequels if the Player Characters survive the scenario and three appendices. One details the various artefacts that the Player Characters can find in the scenario and make use of, such as the Biomesh Com-Badge Jumpsuit—colour-coded, of course, Illuma-Drones for lighting, and NuEarz, jaunty, animal-shaped hearing devices with various modes, some of them useful. The others describe the new monsters in the scenario and the new Mutation, ‘Binary Voice’, similar to Achroma’s Artificial Intelligence Hack, but without the need to bond with the A.I.

Physically, behind a very suggestive cover, complete with a metallic logo, Mutant Crawl Classics #15: The Mutant Menace of Lab 47 is cleanly and tidily laid out, clearly written, and decently illustrated. The maps are decent too, although a little scratchy towards the end.

Mutant Crawl Classics #15: The Mutant Menace of Lab 47 is a short adventure with an emphasis on exploration and combat. As with other scenarios for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, it is self-contained, but with plot strands to develop, and so is easy to add to a Judge’s campaign. Overall, Mutant Crawl Classics #15: The Mutant Menace of Lab 47 is solid and entertaining.

—oOo—


Goodman Games will be at UK Games Expo
from Friday 30th May to Sunday June 1st, 2025.