Friday, 10 April 2026
Friday Fantasy: A Darkness at Runegate
This is the set-up for A Darkness at Runegate, a scenario for RuneQuest: Roleplaying in Glorantha published by Chaosium, Inc.. It comes complete with a set of four pre-generated Player Characters and can be played as a one-shot, but its location and time frame actually make it easy to add to a campaign. It is located in the northwest of the Colymar tribal lands, a day or so’s travel west of Apple Lane. It takes place late in Earth Season of 1625. This combination makes it easy to add to a campaign based in the area, especially if the Game Master has used or is using the campaign material set in and around Apple Lane primarily found in the RuneQuest Gamemaster Screen Pack.
Begrudgingly welcomed into the town, the Player Characters find any fears they had upon reaching Runegate, quickly confirmed. The townsfolk are suffering from a widespread outbreak of disease, but the situation worsens as their only source of respite, the Chalana Arroy priestess, is found murdered in the Lightbringers Temple. This escalates A Darkness at Runegate from a horror scenario into a murder mystery. This being a scenario for RuneQuest: Roleplaying in Glorantha, the cause of the diseases is essentially already known. In Glorantha, bad spirits cause disease, sent by the Goddess of Disease, Mallia, and nearly all of the inhabitants of the town have been touched by a disease spirit, and when they interact with them, there is a strong possibility that the Player Characters will be touched by them too. This adds to the impetus driving the scenario. That is, to find the source of disease that it is not only afflicting the townsfolk and its leadership, but potentially the Player Characters. If Mallia, the Mother of Disease and one of Unholy Trio of Chaos gods, is involved, the likelihood is that there are cultists devoted to her operating in Runegate or nearby. Investigation and talking to the townsfolk able to talk will reveal the depth of the problem, but observation will reveal that with the failure of the Chalana Arroy priestess to find the cause and alleviate the symptoms—prior to her death—some in the town are turning to another healer, recently arrived in Runegate.
The scenario will culminate in a confrontation with The Healer as the Player Characters attempt to work out quite who she is and who she actually worships, whilst she obfuscates and prevaricates. The scenario presents several ways in which this can play out, but whether The Healer lives or dies, is captured or escapes, she still has a group of quite nasty allies nearby. Ideally, the Player Characters will be able to identify and deal with the threat that blights the people of Runegate and thus as her delegates, show Queen Leika in a favourable light. Four pre-generated Player Characters are provided if A Darkness at Runegate is to be run as a one-shot or demonstration scenario. They consist of a good mix, particularly ages. There is a young priestess of Ernalda; her elder sister, an initiate of Orlanth Adventurous (Vinga); a middle-aged initiate of Issaries; and a young initiate of Humakt. All four have quite detailed background, but these are not presented separately for easy provision to the players.
Physically, A Darkness at Runegate is decently presented in the style you would expect for RuneQuest: Roleplaying in Glorantha. The new artwork is good, as is the map of the town. There is no map of the region which might have been useful considering that the actual climax of the scenario is likely to take place outside of Runegate.
One thing to note is that A Darkness at Runegate is not a new scenario, it having been used as a demonstration scenario prior to it now actual publication. What this means is that there will be some players who will have already played this scenario, so it will not be of use to every group or Game Master. Of course, given the diversity of games run in Glorantha, this applies anyway. The scenario itself is a little dense, but that is often the way of mystery scenarios. Otherwise, this is a great little scenario that shows off some of the consequences of Sartar’s immediate history and how the world of Glorantha is different to other fantasy settings. A Darkness at Runegate is a desperately disease-driven scenario as a one-shot or convention, but a good addition to a Sartar-based campaign.
Friday Filler: 7 Wonders Dice
7 Wonders Dice plays both exactly like 7 Wonders and exactly unlike 7 Wonders. Like 7 Wonders, it is designed to played by up to seven players, is played simultaneously, can be played in thirty minutes or less, and player controls the fate of a city home to one of the Wonders of the Ancient World. Unlike 7 Wonders, the game play of 7 Wonders Dice revolves around dice—as the game’s title suggests—and the results are not tracked by cards drafted and played, but by results of dice shaken that are recorded on player city boards. 7 Wonders Dice is actually a ‘Roll & Write’ rather than a straight dice game.
The game consists of ten dice, seven boards, seven dry-erase pencils, seven cloths, one box, scoreboard, three player aids, and a rulebook. All ten dice have different symbols on their faces, matching resources in the game. Seven of the dice—three grey and one each of blue, red, yellow, and green—are the starter dice. The colours match the colour of the cards in 7 Wonders. Thus, blue for culture, red for military, yellow for merchants, and green for science, whilst the grey cards are basic resource cards like the brown cards in 7 Wonders. The black, white, and purple dice are special dice. These only come into play when tracks on the University are completed and actually replace the base dice. The black die is the Spy and enables a player to cross off spaces in the buildings on his board; the white die grants access to the Gallery of Leaders and will help speed up construction; and the purple die allows access to Guild Court.
Each board is divided into two parts. The bottom part represents the city’s economy and is where a player tracks what resources he has access to in the city’s Warehouse and how much money he has in the Gold Reserve. The upper part is the city itself and here there are seven areas. These are the city’s blue-coloured Agora where culture is tracked; yellow-coloured Market where gold is generated; red-coloured Eastern Barracks and Western Barracks from where a player launch attacks against his neighbours and defend against attacks from his neighbours; green University where the special dice are unlocked; and purple Guild Court where a player can gain Victory Points from progress made by his neighbours. In addition, each board for its city’s Wonder and a set of three bonuses that can be gained by completing buildings.
At the start of the game, each player receives a board and a dry-erase pencil. A random player places the starting seven dice in the box. This box is the cleverest part of the game. It comes with a lid and when the lid is on, it looks like, and is called, the Forum. The bottom of the box is divided into four quadrants. These are priced from zero to three and separated by raised ridges. The Forum is shaken in a circular direction and the lid removed. The dice will now be distributed between the four quadrants. The face up symbols on the dice are what is available to buy at the Forum that turn and the value of the quadrant they are in determines how much they will cost to purchase that turn. A player can purchase only one die per turn and more than one player can purchase the same die.
Once each player has decided on the die he wants to purchase, he can one of three things with it. First, he can use it construct a building. Each building has one more or tracks showing what can be built next as well as the cost that has to be paid in addition to the price at the Forum. Construction cost can be offset by resources, but these need to be purchased and marked off in the Warehouse. Once done though, they are permanent and a player will not need to keep purchasing their resource over and over. Second, he can build a stage of his city’s Wonder and gain its benefits. This does not require a die to do so, but simply resources and gold. Third and last, a player can pass instead of selecting a die and receive three coins.
When a player completely fills in a single building and gained its benefits, there is an extra bonus to be gained. Once a player has filled in a total of three buildings and gained all three bonuses, the players are allowed one more turn before the game ends. At the end of the game, each player totals up the number of Victory Points earned from filled in spaces in the buildings across his city. The player with the most Victory Points is the winner. In comparison to 7 Wonders, determining which neighbouring cities defeated each other is slightly more complex, but otherwise scoring is a lot simpler in 7 Wonders Dice.
7 Wonders Dice faces the same problems as 7 Wonders in that it is not easy to teach or learn its nuances. The basics are fine—shake the dice, spend a die, and so on, but initially there is likely to be a lot of hand holding. Further, , the adaptation of 7 Wonders into the ‘Roll & Write’ 7 Wonders Dice has come at a cost. Gone is the interaction between neighbouring players in terms of purchasing resources, and instead, there is the ability of neighbouring players to invest in military defence that reduces the Victory Points gained by neighbour in his military offence. Gone is the ability to tell a story. There is no sense of a city being built, features being added, and it being developed along side the efforts to build the Wonder. This is not helped by the fact that the differences between one city and another are slight. They are there, but nowhere as distinctive as they are in 7 Wonders.
This is not to say that there is sense of progress to the game, more so when one or more of the special dice is purchased and they replace the base game, representing the city needing more sophisticated resources as they do in 7 Wonders. It is relatively slight though. On the plus side, 7 Wonders Dice is compact compared to 7 Wonders and has fewer components, making it easier to set up and play, as well as teach.
Physically, 7 Wonders Dice is a well presented. Everything is of good quality and bright and breezy and the rulebook is well written. Care will be needed to ensure that the boards—both the city boards and the scoreboards—are wiped clean after each play lest they mark permanently.
7 Wonders Dice plays fast and it plays simultaneously, both great features it shares with 7 Wonders. Yet it lacks nuance and the differences between the Seven Wonders of the Ancient World that made 7 Wonders so good in the first place, that of developing a civilisation, of attempting to win with different civilisations, of trying out their differing strategies, and ultimately telling a story. 7 Wonders Dice ultimately feels like 7 Wonders-themed game than an actual 7 Wonders game. 7 Wonders Dice is likeable, but not likeable enough to warrant coming back to too often.
Monday, 6 April 2026
[Fanzine Focus XLI] The Travellers’ Digest #8
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 be 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. However, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone. Although not the case now, the popularity of Traveller would spawn several fanzines, of which The Travellers’ Digest, published by Digest Group Publications, was the most well known and would eventually transform from a fanzine into a magazine.
The publication of The Travellers’ Digest #1 in December, 1985 marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a magazine that all together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Travellers’ Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Travellers’ Digest and thus when the campaign begins is 152-1101, the 152nd day of the 1101st year of the Imperium.
The eighth part of ‘The Grand Tour’ in The Travellers’ Digest #8 is ‘Feature Adventure 8: Shoot-Out at Shudusham’, written by Gary L Thomas and Joe D. Fugate Sr. The publishing date for the adventure is 060-1113, or the sixtieth day of the year 1113, whilst the starting date for the campaign as a whole is 014-1103, or the fourteenth day of the year 1103. The adventure takes place in the Shudusham system of the Core subsector of the Core Sector. The four travellers are just four weeks’ travel away from Capital where they are due to knighted by Emperor Stephon himself! Shudusham is a water world best known for the location where the Shudusham Concords were signed by the Sylean Federation, a century before the founding of the Third Imperium, which governed the types of weaponry which could be mounted on robots. For the past seven hundred years, it has been the venue for the Shudusham Robotics Conference, a year-long event which takes place every ten years and attracts hundreds of thousands of visitors and delegates from across explored space. The Shudusham has even built an underwater arcology specifically designed to host the event. OF course, given the nature of the event, both Doctor Theodor Krenstein and ‘Aybee’ are interested to attend.
The scenario is decently supported. This includes details of both Shudusham and the Shudusham Robotics Conference as well as full stats and details for the ‘Baby Bruiser Robot’ (it is a tough opponent as you would expect for a warbot), the various NPCs (including both Hiver and K’kree), and the Hiver Explorer starship and the K’kree Xeekr’kir! merchant vessel. There is not a map of the Shudusham Robotics Conference given, but there is a cutaway of the arcology where it is held.
[Fanzine Focus XLI] LOWBORN Issue 3
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 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 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. Most, but not all fanzines draw from the Old School Renaissance. Some provide support for much more modern games.
Lowborn is ‘An Independent Grim Perilous Fanzine for Zweihänder RPG’. As the subtitle suggests, this is a fanzine for the Zweihänder: Grim & Perilous RPG, published in 2017 and thus modern, but actually a retroclone of another roleplaying game. That roleplaying game is the definitive British roleplaying game, Warhammer Fantasy Roleplay, published by Games Workshop in 1986.
Peter Rudin-Burgess’ ‘Drama Dice and Pools’ suggests another pair of alternative rules to handle the drama of play in a broad rather than a specific sense. The first is the sue of drama dice. Essentially, using a die to track the progress of the Player Characters’ failures and when the die number reaches a particular threshold, an alarm of some kind is triggered. The second is dice pools, the more challenging the situation, the fewer the number of six-sided dice in the pool. When a failure is rolled, the dice pool is rolled and any six rolled means that a die is removed from the pool. When it is emptied, the alarm is triggered. These are both quite serviceable, offering an alternative to the countdown clock device found in other roleplaying games and in the case of the dice pools, randomising it a little.
Later in the issue, Irene D. B. offers her own development of this with ‘Chaos Overclocked’. This is to roll percentile dice when the six face is revealed and an alarm is triggered, but instead of it being triggered, the Game Master rolls to see if its triggered. It is a counterpoint to the certainty of the alarm being triggered when the six face is revealed, but this really, is a boxed text for the first article given its own article, which seems unnecessary. Plus, ‘Drama Dice and Pools’ already provides a perfectly good random means of triggering an alarm or other effect with the dice pool idea.
The feature of the issue is ‘Cytoplasm’. This is a scenario by Ignacio M, a locked room mystery in which the Player Characters wake up to find themselves in the attic of a house which as they explore, they will find out that they are trapped. Designed as one-shot, but it could easily be added to any campaign, the Player Characters have to explore the house, examine its furniture and fittings, search for secret doors, and find clues as to where they are, what is going on, and how they get out. This is nicely detailed puzzle box of a scenario that includes decent floorplans of the house and good descriptions of each location. Although they do not know it initially, the Player Characters are up against the clock as the thing trapping them inside attempts to squeeze itself in through whatever gaps it can find. Fortunately, there are multiple ways of getting out if the Player Characters can find them or solve the puzzle. The scenario is let down by the fact that none of the rooms are marked with numbers to link them to their descriptions in the text, so it is just slightly more difficult to run than it should be. Anyway, good puzzle box adventure than relies on brains rather than brawn.
Irene D. B.’s ‘Perilous Tactics: The Death Hedge’ is the first in a series of article that examine the combat tactics for various creatures from the bestiary from the Zweihänder Core Rulebook. It breaks down and analyses the stats for the Death Hedge, an immobile, sweet-smelling rose bush, mutated by the Aether Winds into a deadly ambush predator. The author manages to get two tightly packed pages of material out of this one twisted plant, which surprising given that it only has the one attack, its flailing, thorny branches, does not tend to attack humanoids, and is otherwise, mindless. It is exhaustively overwritten and really could have done with advice on how to use it in a scenario as much as in combat. There are hints throughout, but really, this series could have better launched with an entry from the Zweihänder Core Rulebook that actually does use tactics and would be more of an interesting opponent than a flailing bush.
Sunday, 5 April 2026
[Fanzine Focus XLI] The Beholder Issue 6
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 be 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. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.
The Beholder Issue No. 6 was published in September 1979. It is heralded as the DragonMeet II edition and even has a competition that would be run at the convention. The editors—Michael Stoner and Guy Duke—implore readers to submit ides for the forthcoming monster issue, likely to be Issue 7 or Issue 8, but otherwise, the issue covers a broad of Dungeons & Dragons-related topics. There are dungeons and adventures, monsters and more. This issue is very much a grab bag of topics and articles, and so varies in quality. It is not entirely clear as to who wrote what in the issue.
The monsters in ‘Monster Summoning’ are not particularly interesting. They include the Chameleonmen, evil humanoids that have all the abilities of a Chameleon; the Giant Chameleon, a ten-foot version, but otherwise the same as the normal reptile apart from the powerful tongue which as a stun effect; similarly, the Giant Snail; the Tarhospehk is a bovine creature with a human face and ivory horns summoned to guard ancient tombs, burial barge, and pyramids; the Living Hole which lies in wait for the unwary, waiting for them to fall in and dissolve in the acid at the bottom; the Mushroom which uses its head to attack; the Sound Eater, which looks like the demon, Juiblex, and uses its tentacles to suck up sound and so grow Hit Die by Hit Die; and the Flame Spirit. None of the monsters really stand out and ultimately feel as if they should be thrown into a table of random monsters rather than be used to populate a setting, let alone a dungeon. The Giant Snail and the Tarhospehk are attributed to Barney Sloan later in the issue.
‘DM’s Corner’ is the first of a series new to The Beholder. This gives good advice for the then prospective Dungeon Master such as placing tougher monsters deeper into the dungeon, theming levels if not the whole dungeon, make the dungeon tough for the players and their characters, that monsters do not always wants to fight to death, and ensure that it is fun to play. It gives a checklist for the Dungeon Master to work through prior to the campaign, much like a ‘Session Zero’, and also an example of play in a living dungeon as well as an analysis of it. The advice is solid and would have been useful at the time, but would likely have been repeated at the time as it subsequently has. The example of play and its analysis is interesting as it illustrates how the monsters in the example, a tribe of Kobolds, are acting intelligently and used the Player Characters’ mistakes against them. Overall, good advice for 1979, and solid advice today, if familiar.
Surprisingly, given that it is a fanzine, what The Beholder does not have is a letters page. A letters page can be a boon and a bane. It can help foster a sense of community around the fanzine and it is a good way to fill a page or two of each issue, but the content has to be carefully curated lest it devolve into a fractious bearpit. The Beholder Issue No. 6 introduces a ‘Letters’ page. Kept to a single page, it is not so much a letters page as a ‘Questions & Answers’ page in response to some of the feedback that the editors have received. The answers in turn explain why a month is not put on each issue (because the editors wanted to avoid issues slipping from schedule and to avoid dating issues); why the fanzine does not do dungeon write-ups, that is, write-ups of a group exploring a dungeon (popular at the time, and the reason the editors had not included them because it was something another fanzine, Underground Oracle, was renowned for and they did not want to step on, but with that then being no more, dungeon write-ups would be included in future issues); and the call for more dungeons, especially competition dungeons (the editors say that the dungeons are popular, but appear to want to include non-dungeon scenarios too, and planned to include competition dungeons in the future). Oddly, no one letter writer is named and the result is not very much not what you would expect a traditional letters page to be.
Physically, The Beholder Issue No. 6 is slightly untidy in places, but readable. The layout is tight and that does make it difficult to read in places. The illustrations are reasonable, but the cartography, certainly for the scenario, ‘Of Brae-Land and Wold’, does not support the issue as well as it should. The cover is notable as having been drawn by Simon Washbourne, later designer of roleplaying games such as Lashings of Ginger Beer.
The Beholder has a high reputation for content that is of good quality and playable and in coming back to these issues, it is clear that these early issues do not yet meet that reputation. There are highlights in any issue, but not yet the consistency of that reputation, and The Beholder Issue No. 6 reflects that as a whole. This is because there are no real highlights in the issue and the potential highlight, the scenario ‘Of Brae-Land and Wold’, fails to meet the ambitions of its authors. The Beholder Issue No. 6 is possibly worth picking over for some of its ideas, such as ‘Runes’, but this is only a serviceable issue at best.
[Fanzine Focus XLI] The Hobonomicon #2
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 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 Dungeon Crawl Classics Role Playing Game.Bar the cover—which is done in colour, front and back, inside and out—as with previous issues, The Hobonomicon #2 is heavily illustrated in black and white throughout. The artwork is excellent, ranging from grim to gruesome, from daft to disturbing, but it all fits.
Saturday, 4 April 2026
[Fanzine Focus XLI] Carcass Crawler Issue #0
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 be 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. Then there is also Old School Essentials.
Carcass Crawler Issue #0 is an exception in one or two ways. Published as part of the Old-School Essentials Advanced Fantasy Kickstarter campaign in November, 2020, it focuses almost exclusively on new Races and Classes with relatively little general support for the retroclone and was only available as part of the Kickstarter. Primarily, it presents eight new Classes, but it does ask the question, “Too Many Classes?”. The combination of Old-School Essentials Classic Fantasy and Old-School Essentials Advanced Fantasy offers numerous Classes, all of them the roleplaying game’s variations upon traditional Dungeons & Dragons-style Classes. From issue to issue, Carcass Crawler offers more and more choice, but is it too much? The answer to the question is a bit of a prevarication, suggesting out that lots of groups like lots and lots of Classes because they like the choice, whilst also suggesting that the choice could be restricted according to the nature and flavour of the campaign the Game Master is running. The latter is not a new idea, but it would be fascinating to see the idea put into practice for Old-School Essentials with a set of campaign frameworks that see and explain the use of both standard Classes for Old School Essentials and those drawn from the pages of Carcass Crawler.





