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Showing posts with label Straycouches Press. Show all posts
Showing posts with label Straycouches Press. Show all posts

Friday, 26 August 2022

[Fanzine Focus XXIX] Crawl! Number 12: The Luck Issue

On the tail of the 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 another DM and 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 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but 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 choice is the Dungeon Crawl Classics Role Playing Game.

Published by Straycouches PressCrawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3: The Magic Issue was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V: Monsters continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! was a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying, whilst Crawl! No. 8: Firearms! did a fine job of giving rules for guns and exploring how to use in the Dungeon Crawl Classics Role Playing Game and Crawl! No. 9: The Arwich Grinder provided a complete classic Character Funnel in Lovecraftian mode. 
Crawl! Number 10: New Class Options! provided exactly what it said on the tin and provided new options for the Demi-Human Classes, whilst Crawl! Number 11: The Seafaring Issue took the Dungeon Crawl Classics Role Playing Game.

Published in August, 2016, Crawl! Number 12: The Luck Issue takes the Dungeon Crawl Classics Role Playing Game on a deep delve into what is perhaps one of the most confusing parts of its rules—and that concerns Luck. In some situations a player has to roll under to make a Luck save in the Dungeon Crawl Classics Role Playing Game, but in others a traditional Difficulty Check value needs to be rolled against, the roll modified by the Player Character’s Luck Bonus or Penalty, if any. Numerous authors provide as many options as they can for the Judge to pick and choose from depending upon what would suit her game. This starts with ‘High or Low? Tips for Dealing with Standard Luck Checks’, by the fanzine’s editor, the Rev. Dak J. Ultimak. He suggests using a standard Ability Check, lowering it for a heroic campaign, raising it for a gritty campaign; determining the Difficulty Check randomly each time; or simply just stick to rolling under Luck. There are guidelines too for group Luck Checks. He then counters these options with ‘Alternative Luck Checks – Different Luck Mechanics Instead of Luck Checks’. The options here rolling as per a Traveller skill check; rolling dice al a Craps; pushing a Player Character’s Luck a la the games Dice or Greed; and even what it calls ‘Story Mode’, essentially the Failure, ‘Yes, but’, and ‘Success’ mechanics of roleplaying games using Powered by the Apocalypse. Lastly, in ‘Luck as a Guiding Force – Luck as a Motivator’, Rev. Dak J. Ultimak picks up on using Luck as a motivating force as suggested in chapter seven of Dungeon Crawl Classics, using Luck as rewards for suitable actions in a campaign. So, protecting innocents for a heroic campaign, completing missions in a mercenary campaign, and so on. So numerous options to choose from, the Judge being almost spoilt for choice Except no…

Crawl! Number 12: The Luck Issue does leave the Judge spoilt for choice. The choices continue with ‘Lucky Strikes of Derring Do – A New Way to Burn Luck’ by R.S. Tilton. This enables Classes other than the Warrior to burn Luck and so gain access to a Deed Die—the more Luck burned, the higher the Deed Die—as well as ‘Dastardly Deeds of Deceit’ for the Thief and Halfling Classes with ‘Hamstring’ and ‘Hindering Strike, or Strap Cutter’ manoeuvres, which open up the range of actions they can do.  These are joined by options such as burning Luck to gain a die reroll, to gain a die bump, to turn an ordinary item into a lucky one, and more. ‘Luck Tables’ cover everything (well mostly) from ‘Recovering the Body’ to ‘Feeling Lucky?’ via ‘Bad Hair Days’, the latter most amusing table in the issue.

Rounding out the issue is ‘The Dungeon Balladeer – Bard Songs’ by Mark Bishop. This gives the lyrics for ‘The Ballad of Pervis Grumcobble’, a song regularly performed in the DCC Tavern about the luckiest Halfling to ever live in the kingdom. Thematically, it sort of fits the theme of Crawl! Number 12: The Luck Issue, Halflings, of course, being renowned for their luck, but it is such a change of tone and subject matter that the article is very much an outlier in what is very mechanically focused issue. Plus, as what was designed to be the first in a series, ‘The Dungeon Balladeer – Bard Songs’, tuned out to be the only entry as Crawl! Number 12: The Luck Issue was the last issue of the fanzine.

Physically, Crawl! Number 12: The Luck Issue is decently done, a clean and tidy affair. The artwork—done by Mario T—is decent enough, but hampered by the theme of the issue as there really is not all that much that can be done to illustrate Luck.

Crawl! Number 12: The Luck Issue is the most disappointing issue to date. This is not to say that it is a bad issue per se, or even useless. Dedicated to Luck and overflowing with options that a Judge can pick and choose from, the question is, how many options do you need? How many are you going to use? Of course once chosen, the Judge may never want to look at the other articles and options and this issue itself again. The options are all reasonable, yet it is just too much Luck, too many options for the one issue. Then again, once a Judge has read through Crawl! Number 12: The Luck Issue, she will never have to read another article about Luck again.

She should be so lucky.

Friday, 15 April 2022

[Fanzine Focus XXVIII] Crawl! Number 11: The Seafaring Issue

On the tail of the 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 another DM and 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 1970s—Dungeons & DragonsRuneQuest, and Traveller—but 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 choice is the Dungeon Crawl Classics Role Playing Game.

Published by Straycouches Press, Crawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3: The Magic Issue was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V: Monsters continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! was a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying, whilst Crawl! No. 8: Firearms! did a fine job of giving rules for guns and exploring how to use in the Dungeon Crawl Classics Role Playing Game and Crawl! No. 9: The Arwich Grinder provided a complete classic Character Funnel in Lovecraftian mode. Lastly, Crawl! Number 10: New Class Options! provided exactly what it said on the tin and provided new options for the Demi-Human Classes.

Published in September, 2015, Crawl! Number 11: The Seafaring Issue takes the Dungeon Crawl Classics Role Playing Game onto the ocean waves with a quintet of articles that provide new rules for sea going action and adventure, a new monster, and some campaign tools. Half of the issue is dedicated to a single article, ‘Naval Warfare for Ocean Crawlers’, by Bob Brinkman. This defines a ship by its type, size, crew types, propulsion type, top seed, Hit Points, Damage Reduction, and Armour Class. Two types of propulsion are discussed, oars or sails, and their strengths and weaknesses highlighted. Ships under sail are much faster, whereas ships propelled with oars are slower, but more manoeuvrable in close combat. The enormous size and sturdiness of the ships means that are actually hard to damage and so have Damage Reduction, the bigger the ship, the higher the Damage Reduction. For example, the Pinta, a caravel, has a Damage Reduction of ten, whereas a viking longship, has a Damage Reduction of four. However, ship’s weaponry, such as cannon, catapults, and fire throwers not only do damage, but also reduce a vessel’s Damage Reduction. Heavier cannon reduce Damage Reduction more, and the Damage Reduction can be cut even further depending upon the type of shot used. Similarly, spells capable of inflicting damage also reduce the Damage Reduction, with higher Level spells reducing it more. If a ship’s Damage Reduction is reduced to zero, it is no longer seaworthy. 

In addition to a handful of example ships, the article also covers combat manoeuvres such as boarding and ‘Crossing the T’, and the role of the Player Characters in nautical adventures. One thing the article does make clear is that they are not invulnerable at sea. A direct hit from a cannon will kill a Player Character, and there is a table of ‘Brutal Injuries’, which includes flying splinters, falling rigging, and more. There are also tables for ‘Cannon Crits’ and ‘Cannon Fumbles’, ‘Fire Thrower Crits’ and ‘Fire Thrower Fumbles’. Further, like the sailors of back in the day, Player Characters cannot swim! Not so much sink or… as just sink. Notably, the rules in ‘Naval Warfare for Ocean Crawlers’ are sort of designed to be used on a hex grid and run as a kind of naval wargame, though this is suggested more as an aside in the text. Overall, the rules are serviceable and should provide a gaming group with enough to take their Dungeon Crawl Classics Role Playing Game to sea.

Accompanying ‘Naval Warfare for Ocean Crawlers’ is ‘Nautical Mighty Deeds’, also by Bob Brinkman. With tables for ‘Mighty Deeds of Boarding’, ‘Mighty Deeds of Gunnery (Cannon)’, and ‘Mighty Deeds of Piracy’ gives the Warrior-type Classes of Dungeon Crawl Classics with some nautical options to enhance the Mighty Deed of Arms mechanic, especially if a player wants his Warrior to be piratical!

Reverend Dak expands on the propulsion type in the earlier ‘Naval Warfare for Ocean Crawlers’ with ‘Fantastic Forms of Sea Ship Propulsion’. This offers eight alternatives to ships being sail or oar powered. These include sunjets, starsails, and moonsails for environmentally powered vessels before adding odder and odder options. For example, the Eel-ship is a deck and seats straddling the length of a giant eel, whilst the Turtle Ship is built into the shells of giant shells, and both require careful handling and feeding lest they dive under the sea! Two options are given the undead, especially if the captain is a necromancer or has a necromancer on board as a crewmember. One is having skeletons as crews of rowers, the other is Wind Wraiths. These are the angry spirits of bitter sailors that died at sea, ripped from their corpses and mounted on the rigging. Full stats are provided and they make for very grumpy shipmates!

With ‘The Deep Elder’ Daniel Bishop mixes some classic not-Mythos style creatures with some classic Dungeons & Dragons colour coding and ties it in with the Purple Duck Games scenario, The Portsmouth Mermaid. These starfish-like creatures worship Dagon, come in blue, green, and yellow flavours, each with their own weekly power. The blue Deep Elders cast Weather Control once a week to create storms that can isolate sailors in the dark; green Deep Elders can enthrall a target for up twelve rounds once a week; and yellow Deep Elders can cast Ray of Enfeeblement once a week. All of which is to work them into positions where they can posses any living creature and survive out of the deep ocean indefinitely… This enables them to further Dagon’s plans on land. One interesting option allows for Player Character possession and for the player to continue roleplaying the character. Such a character gains the ability of the Deep Elder, but loses his Class abilities. He can even gain a new Class and keep when the Deep Elder is driven out! It also represents a fantastic roleplaying challenge for any player.

Lastly, ‘Life Aboard’ by Sean Ellis presents a set of tables for running events at sea. These cover ‘Ship Morale’, ‘Wind Speed’, and ‘On-Board Events’, such as a Halfling Bumboat selling food and other goods or the crew hosting a ‘Church Service’ to some strange god in an act of impromptu religiosity. Accompanied by notes for health aboard the vessel, this is not a system for running campaigns at sea, but rather a collection of notes and prompts that the Judge can use to help her run her game.

Physically, Crawl! Number 11: The Seafaring Issue is decently done, a clean and tidy affair. The artwork—done by Mario T—is once again a lot of fun and has a nice sense of the nautical.

Crawl! Number 11: The Seafaring Issue is another serviceable issue. It is very specific, so if the Judge does not want to take her campaign to sea, then it is not as useful, but if she does, then the rules are very workable. It is a pity that it really on addresses the role of the Warrior Class at sea, but that is really the only downside to the issue. Otherwise, the Deep Elders could be a fun monster to work into a campaign, and the rest is shipshape and Bristol fashion enough for any seafaring Dungeon Crawl Classics Role Playing Game campaign.  

Friday, 27 August 2021

[Fanzine Focus XXVI] Crawl! Number 10: New Class Options!

On the tail of the 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 another DM and 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 1970s—Dungeons & DragonsRuneQuest, and Traveller—but 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 choice is the Dungeon Crawl Classics Role Playing Game.

Published by Straycouches PressCrawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3 was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! was a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying, whilst Crawl! No. 8: Firearms! did a fine job of giving rules for guns and exploring how to use in the Dungeon Crawl Classics Role Playing Game and Crawl! No. 9: The Arwich Grinder provided a complete classic Character Funnel in Lovecraftian mode.

Published in August, 2014, Crawl! Number 10: New Class Options returns to the theme of the earlier Crawl! No. 6: Classic Class Collection, that of Class in the Dungeon Crawl Classics Role Playing Game. One of the design cues for Dungeon Crawl Classics Role Playing Game is Basic Dungeons & Dragons in that it employs the ‘Race as Class’ option for its choice of character Classes, that the Dwarf, the Elf, and the Halfling are all Classes in their own right. This as opposed to Advanced Dungeons & Dragons and later iterations of the world’s most popular roleplaying game which separated the two and allowed a player to combine the Race and Class of his choice. Such options are not present in the Dungeon Crawl Classics Role Playing Game though, and further, the Dungeon Crawl Classics Role Playing Game is not a game which has presented such options. So there is no equivalent of the Player’s Handbook 2 or the Dungeon Master’s Guide 2 for the Dungeon Crawl Classics Role Playing Game. The space left by such an omission—if omission it is—is exactly that into which fanzines and similar publications like Crawl! and in this case, Crawl! Number 10: New Class Options, can step.

In particular, Crawl! Number 10: New Class Options focuses on the Demi-Human Classes—the Dwarf, the Elf, and the Halfling. It provides new options to play each of these Races, but through a new Class. For the Dwarf, this is the Dwarven Priest by Jeffrey Tadlock. Primarily Lawful—though Chaotic and Neutral ones exist—this Class combines the abilities of the Dwarf, the Cleric, and the Warrior. The Class gains a deed die from Third Level and can perform a Mighty Deed of Arms, but also gains several spells known per Level. The other three new Classes are by Rev. Dak J. Ultimak. These start with the Elven Rogue which combines the magic of the Elf Class with the thiefing skills of the Thief, which are necessarily beholden to a Patron as the Elf normally is. Just like the Thief, the skill bonuses the Elven Rogue is determined by his Alignment—Lawful, Chaotic, or Neutral. The Halfling Burglar is given a similar set of tables as it moves the traditional Halfling of the Dungeon Crawl Classics Role Playing Game away from his martial bent and towards what is seen as the traditional role for the Halfling—or at least its traditional role for its inspiration. So the Halfling Burglar is thus more like the supposed role of Bilbo Baggins from The Hobbit. Guidance is included in the descriptions of the Elven Rogue and the Halfling Burglar with the ‘My Thief, My Way’ from Crawl! No. 6: Classic Class Collection should a player want to modify which skills he wants his Rogue—Elf or Halfling—to have. The last Class in the fanzine is another Halfling Class which where the Halfling Burglar makes the Halfling be a Thief, makes the Halfling a Warrior! The Halfling Champion combines the Mighty Deed of Arms of the Warrior with Luck of the Halfling and adds to it the ability to wield the longsword, the Warhammer, and the heavy axe not in the one hand as per other Races because Halflings are tiny, but two-handed! This comes at a penalty to the Halfling Champion’s Initiative die, but nevertheless, the Halfling Champion is a doughty, fearless warrior ready to step forward* and protect his village.

* I would have written ‘ready to step up’, but that is Halflingist.

These four Classes are engaging and fun, offering new roleplaying opportunities. For example, playing a Halfling Champion would be wholly different to playing a Halfling. However, it would have been nice to have been given some information on who or what the Dwarven Priest typically worships, so the inclusion of a Patron or two would have been a nice inclusion. As well as offering new choices, the inclusion of the four Classes do something else, and that is push Dungeon Crawl Classics Role Playing Game further away from the baseline of Basic Dungeons & Dragons and more towards Advanced Dungeons & Dragons—though still a long way from getting there. Just as with any content in a fanzine, these four Classes are all optional, but their inclusion would be worth considering.

Just as there is no combining Race and Class in Dungeon Crawl Classics Role Playing Game, there is no Multi-Classing either. ‘Half-Levels’ is Daniel J. Bishop’s solution to this, enabling a player to select a half-Level up to three times, each time choosing the equivalent of Zero Level in another Class. Then at subsequent Levels switch to the new Class. The mechanics feel just a little too complex to easily provide what the author is trying to do, but they include notes for all of the core Classes in the roleplaying game as well as those which appeared in the earlier Crawl! No. 6: Classic Class Collection, so ultimately the article covers a lot of choices whilst providing the player with even more options.

Colin Chapman’s ‘Not Just a Pretty Face’ provides a means for a player to create the random physical appearance for his character. It starts with a baseline for each Race and adds a Baseline followed by hair and eye colour, and so on. Lastly, the player can roll for a physical feature, whether negative, neutral, or positive. All very neat and simple, enabling the player to add colour and detail to his character’s appearance, and the Judge to do the same for her NPCs. Lastly, Noah Stevens casts a spotlight on three different third-party Races in ‘Three Weird Races’. Each is accompanied by a link, whether a blog or DrivethruRPG.com. Potentially useful at the time of the issue’s publication, but ultimately more filler than useful.

Physically, Crawl! Number 10: New Class Options is decently done, a clean and tidy affair. The artwork—done by Mario T—is a lot of fun and really captures the feel of the four new Classes in particular. 

Crawl! Number 10: New Class Options is very serviceable issue. The high points of the issue are the four new Classes, which expand the play of Dungeon Crawl Classics Role Playing Game with new options and new roleplaying potential. Whether or not the Judge or her players want to expand their game and thus move away from the core of the Dungeon Crawl Classics Role Playing Game is their choice, but the options are there.

Friday, 28 May 2021

[Fanzine Focus XXV] Crawl! No. 9: The Arwich Grinder

On the tail of the 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 another DM and 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 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but 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 choice is the Dungeon Crawl Classics Role Playing Game.

Published by Straycouches PressCrawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3 was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! was a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying, Crawl! No. 8: Firearms! did a fine job of giving rules for guns and exploring how to use in the Dungeon Crawl Classics Role Playing Game.

Published in January, 2014, Crawl! No. 9: The Arwich Grinder continues the run of focused issues of the fanzine. In fact, the focus has got tighter and tighter with each subsequent issue such that Crawl! No. 9: The Arwich Grinder contains just the two articles—a scenario and an encounter, both of which are written by Daniel J. Bishop, who has written quite a lot for the Dungeon Crawl Classics Role Playing Game. The scenario is ‘The Arwich Grinder’ of the title and it is designed as a ‘Character Funnel’. If there is a singular feature to the Dungeon Crawl Classics Role Playing Game, it is the ‘Character Funnel’. This takes Zero Level Player Characters—usually four per player—and pushes them through a Zero Level dungeon. Devoid of the abilities and Hit Points that a Class would grant them, a Class is what each of these Player Characters aspires to and can acquire if they survive the challenge each of them will face in the dungeon or adventure. Thus prepared by their terrible experiences they can go onto greater adventures of ever higher and higher Levels. In the meantime, there is the ‘Character Funnel’ in which there is death and danger aplenty, as well as a challenge for the designer, because every has to present the right mix of death and danger if any of the characters are to survive. This is because the characters lack the abilities, spells, and combat acumen that First Level adventurers possess, instead they have to rely upon their luck and their wits.

The scenario begins in almost traditional fashion for the Player Character—they begin in The Hound, the village tavern. Suddenly, a Very Large Man stumbles into the tavern and collapses. Short, but of enormous girth with short arms and legs, he is naked, and also dead. From no discernible cause. However, in his hands he clutches a bonnet belonging to the beautiful Bessie Curwen, one of the Curwen family which has lived up in the pine woods surrounding Arwich Village for long as anyone remembers. The Curwen family keep themselves to themselves, a little odd perhaps and rarely venturing down to the village, but it has always been kind to the inhabitants of Arwich Village. During the very hard winter two years ago, they helped keep many alive with freshly caught food. So the village owes at least a debt of gratitude to the Curwens, and thus somebody must venture up to their family home to find out what has happened and if everyone is all right. That someone will be the Player Characters.

Mention the name Curwen and all good gamers—and especially those with a penchant for Lovecraftian investigative roleplaying—will be thinking of H.P. Lovecraft’s ‘The Case of Charles Dexter Ward’ and they would be almost right to make that connection. ‘The Arwich Grinder’ is a Lovecraftian ‘Character Funnel’, but it has elements of ‘The Dunwich Horror’ too, and whilst the setting is the Curwen family home, it is in effect, a dungeon. The Player Characters will climb up into the woods and perhaps after an encounter, find the Curwen family home. It is damp and dilapidated, mould-ridden and malodorous, seemingly abandoned except for the senile and the unhinged. There are signs of slaughter almost everywhere—hooks and cleavers, preserved meats and curing meats, meat grinders, butcher’s knives and aprons, a coppery tang on the tongue, and more… There are pigs too, but seemingly all too few. The Curwen family must have done a great deal of hunting…

The Curwen family seat is described across two storeys, an attic, a cellar, and caves below that. There are some forty or so locations, each full of details—large and small, which constantly nag at the Player Characters. There are of course horrors to be encountered, and like any good ‘adventure’ for Lovecraftian investigative roleplaying, the best solution would be to run away, especially given the capabilities of Zero Level characters. That is, all but nothing. Eventually, whether through the nagging nature of the facts discovered at the Curwen home or direct confrontation, the Player Characters will realise what is going on. Amusingly, the best solution given to what is actually going on in the Curwen household is a cliché favoured by many a fan of Lovecraftian investigative roleplaying.

However, ‘The Arwich Grinder’ does come unstuck slightly when it comes to the explanation of exactly what is going on in the Curwen household. The problem is that author never tells the Judge what is going on and it is entirely up to the Judge to read through the scenario and put two and two together. It is actually fairly easy, but effectively doubles the preparation time of what is actually a very easy scenario to prepare and run. In fact, the scenario could almost be run from the page with no preparation, it is that straightforward. There is a time limit in terms of when the Player Characters can explore the Curwen house and means to drive them to act if they decide not to, but it feels a bit forced and perhaps it would be easier to simply move the time frame so that the Player Characters get there when they need to. Another issue is that although ‘The Arwich Grinder’ is Lovecraftian themed, both it and the Dungeon Crawl Classics Role Playing Game lack a Sanity mechanic. Which is fine, since the Dungeon Crawl Classics Role Playing Game is a fantasy roleplaying game, but perhaps the Sanity mechanic could be adopted from Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 1? Or indeed, ‘The Arwich Grinder’ run using the rules from that fanzine?

Overall, ‘The Arwich Grinder’ is a decent scenario, which although it does not actually explain what is going on, has it instead become apparent during play. All the whilst skirting around not one, but two short stories by H.P. Lovecraft. It is grimy and atmospheric, and like every ‘Character Funnel’ before it, deadly. The scenario does not necessarily set out to kill the Player Characters—except where it matters, and that gives both room and time for the players to build a rapport with and between their characters, and those of the other players. Which means that when they finally fed into the grinding climax, the deaths of Player Characters are going to count for just that little bit more.

The second entry in Crawl! No. 9: The Arwich Grinder is also by Daniel J. Bishop. ‘But He Sure Had Guts! A Short Encounter’ lives up to both its title and subtitle. It is short and it does involve guts, providing a nasty comeuppance for any Player Character who happened to have disemboweled an opponent in the last few days. The Player Character begins to dream about intestines, seemly alive, seemly wanting to crush? Are they real? Do they belong to someone, perhaps even the Player Character? This is really only suitable for a campaign involving body horror, and maybe even then, it might be better if it remained just a nightmare... ‘But He Sure Had Guts! A Short Encounter’ is weird and not a little creepy, but too short to really build up the atmosphere of ‘The Arwich Grinder’, so it feels very much like an afterthought.

Physically, Crawl! No. 9: The Arwich Grinder is decently presented. The writing and editing are good, and much of the artwork is certainly decent enough to be shown to the Player Characters. As to the content, ‘But He Sure Had Guts! A Short Encounter’ is very much an afterthought, whereas ‘The Arwich Grinder’ is intended as, and is, the main attraction. Sometimes it can feel as if there are too many ‘Character Funnel’ style adventures for the Dungeon Crawl Classics Role Playing Game. This is no surprise as it is the signature feature of the roleplaying game and it almost a rite of passage for an designer to write one for it. ‘The Arwich Grinder’ stands out because of its Lovecraftian themes and atmosphere and potential adaptation, either for First Level Player Characters or to a modern iteration. Either way, the scenario is easy to prepare and should provide a session or two of grimy, creepy play. Crawl! No. 9: The Arwich Grinder provides an atmospheric ‘Character Funnel’ which players of the Dungeon Crawl Classics Role Playing Game who like horror will enjoy.

Friday, 30 April 2021

[Fanzine Focus XXIV] Crawl! No. 8: Firearms

On the tail of the 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 another DM and 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 1970s—Dungeons & DragonsRuneQuest, and Traveller—but 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 choice is the Dungeon Crawl Classics Role Playing Game.

Published by Straycouches PressCrawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3 was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! is a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying.

Published in November, 2013, as its title suggests, Crawl! No. 8: Firearms! is another focused issue, and that focus is on guns and adding guns to your Dungeon Crawl Classics roleplaying game campaign. Guns are something of a difficult subject when it comes to Dungeon Crawl Classics because it is a fantasy roleplaying game and guns, whether because of their history or their technology, do not belong in a fantasy roleplaying game. Much like firearms historically negate the degree of training necessary to wield a bow effectively on the battlefield, in fantasy, they negate the years of study and training necessary to become a wizard, as well as being easier and faster to reload. They are in the main, the province of roleplaying games and campaigns set in the modern day or the future, although historically, the modern day begins in the seventeenth century when armies and individuals wield arquebuses, flintlocks, wheellocks, and the like. Historical precedent aside, this does not mean that a Dungeon Crawl Classics Judge cannot include or add them to her campaign, and well as providing rules for their use, Crawl! No. 8: Firearms! gives at least one way in which they can be added to a campaign.

Crawl! No. 8: Firearms! opens with Reverend Dak’s ‘Firepower!’. This gives a quick discussion of how and why firearms might be introduced into a campaign before providing rules for their use. Should they be powerful and rare or mundane and not much pop? The advice for power and rare at least is to build limitations into their use, whether that includes limiting them to black powder or non-automatic, or using the optional rules included. The basic rules include their being fast and that they can be aimed, so that the user gains Die Bump up to a bigger die for the initiative, attack, and damage rolls. Damage is always the one die, except when it is doubled for aiming. Taking cover is an action and increases Armour Class, and duels are extremely deadly, inflicting a number of dice’s worth of damage equal to the Level of the Player Character or NPC. Since the duellists will be standing facing each other, this seems fair enough—if nasty! 

Optional rules include making Critical hits deadly, firearms complicated—giving users a negative Die bump to rolls until they are properly trained, and automatic weapons can be used to attack everyone in a ten feet area. Actual stats for guns are given in ‘From Gold to Guns’ by Mike Evans with the Reverend Dak. This covers weapons across four eras—of powder and smoke, gear and bullet, destruction and calamity, and lasers and rockets. The latter group is where the article strays into the realms of Science Fiction, but its contents are very easy to use.

Reverend Dak provides a reason for the inclusion of firearms in a campaign with ‘Invasion!’. This sets up an invasion by an alien species, the reasons why it is invading, and so on, with a series of tables. Thus, who they are, where they are from, what they want, and who and what they brought with them, whilst stats are provided for all of the given invaders in a separate appendix. This is the first of several appendices which round out Crawl! No. 8: Firearms!. ‘Appendix R: References’ lists other roleplaying games where firearms play a role, whilst ‘Appendix S: Submissions’ collects the best submissions to the editor’s blog, and notably adds explosives and bombs to the mix. Lastly, ‘Appendix T: Firearms Critical table’ and ‘Firearms Fumble Table’, both by S.A. Mathis, provide exactly what you expect.

Physically, Crawl! No. 8: Firearms! is decently presented. The writing and editing are good, and artwork, if not of highest quality, is all very likeable. The wraparound cover is a nice touch. The subject matter—and thus the whole issue—is going to be a hit or a miss for most Judges, players, and campaigns. It all boils down to whether or not they want to include the use of firearms alongside their fantasy. If they do, then everything is here in a handy fashion to include it. If not, then the issue will be of little interest, though this does not mean that the issue is by any means a bad one. Even if a Judge has no plans to add firearms to her campaign, there is nothing to stop her reading the issue to find out how it might be done, and Crawl! No. 8: Firearms! certainly provides that. Overall, Crawl! No. 8: Firearms! is a solid, serviceable treatment of its focused subject matter which is easy to bring to the table if that is what a Judge wants for her game.