Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Monday 26 December 2022

[Fanzine Focus XXX] Carcass Crawler Issue #1

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 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 #1 is ‘The Official Fanzine Old-School Essentials zine’. Published by Necrotic GnomeOld School Essentials is the retroclone based upon the version of Basic Dungeons & Dragons designed by Tom Moldvay and published in 1981, and Carcass Crawler provides content and options for it. It is pleasingly ‘old school’ in its sensibilities, being a medley of things in its content rather than just the one thing or the one roleplaying game as has been the trend in gaming fanzines, especially with ZineQuest. Carcass Crawler Issue #1 is primarily about character Classes and new options in terms of the Player Character. So it includes six new Classes and three new Races, and rules for black powder weapons, Fighter combat talents, d6 thief skills, and Adjudicating thief skills.

The six new Classes follow standard Old School Essentials rules in that it allows for ‘Race as Class’, whilst the three new Races support the separation of Race and Class as per Old School Essentials: Advanced Fantasy. The six entries of ‘Character Classes’ begin with the Acolyte, a priestly or religious Class which switches out the spell memorisation of the Cleric with percentile skills as per the Thief Class. Although the Acolyte can cast Cleric scrolls from scrolls, it cannot cast spells otherwise. Instead, the Class has Bless, Detect Magic, Know Alignment, Purify, Rally, and Turn Undead as percentile skills. In addition, the Acolyte can Lay on Hands to heal. Designed as a thought experiment, this Class is surprisingly untraditional, less divine even, and moves towards a modern presentation of the Cleric. The Gargantua is the opposite of the traditional demi-humans in Dungeons & Dragons—big humanoids rather than small. The Class is a Fighter type, capable of wielding two-handed weapons in one hand, opening doors with ease, and throwing rocks. The opposite of the Gargantua is the Goblin, which with its Defensive Bonus, Infravision, Stealth, and Wolf Affinity being a very traditional adaptation of the demi-human race.

The Hephaestan are another Race of demi-humans, tall, thin with angular features and pointed ears. They are not another version of Elves. Instead, they have mental powers including ESP, Gestalt, Healing Trance, Mind Control, Mind Shield, and Telepathy, which can be used twice per day per Level and require activation. However, they also have the Neuropressure ability, a non-lethal combat technique involving the gripping of the back of the neck, which indicates the inspiration for the Class—the Vulcans of Star Trek. The Kineticist are monk-like, but employ mind over matter to manipulate and control kinetic force. The given mental powers include Control density, Crush Life, Kinetic Fist, Kinetic Shield, Throw Weapon, and more, and the Kineticist is obviously inspired by the Jedi of Star Wars. The Mage is the arcane equivalent of the Acolyte. The Class can only cast spells from scrolls, and again, Detect Magic, Open/Close, Rally/Fear, Read Magic, and Suggestion are skills rather abilities. The Mage’s staff can radiate light once per day and can be used to harm monsters that are otherwise invulnerable to mundane attacks. In comparison to the Magic-User, the Mage is more of a physical interpretation of the arcane Class and inspired by Gandalf of The Lord of the Rings, is suitable to low magic settings.

The Acolyte, Kineticist, and Mage are designed by Gavin Norman, the designer and publisher of Old School Essentials, whilst the Gargantua, Goblin, and Hephaestan are designed by James Maliszewski of the Grognardia blog. Of the six Classes, the Gargantua and Goblin will fit easily into a standard fantasy campaign, whereas the others will change the feel of a campaign. The Acolyte and Mage feel suited to a low-powered campaign, notably because they do introduce the possibility of failure in their abilities, rather than the automatic success of casting a spell like the Cleric and the Magic-User. Whereas the Hephaestan and the Kineticist would push the campaign in a Science Fiction direction. Gavin Norman and James Maliszewski collaborate in ‘Character Races’ which present the Gargantua, Goblin, and Hephaestan as standard Races and give the available Classes and maximum Levels for each for use with Old School Essentials: Advanced Fantasy.

‘Black Powder Weapons’ by Gavin Norman and Donn Stroud provides rules for early firearms such as matchlocks, wheellocks, and flintlocks in Old School Essentials. It covers the stats for these weapons, suggests which Classes can use them—non-martial Classes can only use pistols, semi-martial Classes all firearms bar the heavy musket, and martial Classes can use all firearms—and describes the specialists, the Gunsmith and the Assistant Gunsmith, who can make and maintain them. It also includes the rules for their use with an optional rule of their being able to penetrate armour.

Lastly, Gavin Norman’s ‘Optional Rules’ adds three new ways of handling aspects of the Fighter and Thief Classes. For the Fighter Class there is a ‘Combat Talents’ such as Cleave, Defender, and Slayer, which allow the Class to specialise a little further, whilst d6 Thief Skills which scale the Class’ skill down from a percentile range to that of a six-sided die. The Thief gains Expertise Points which the player can assign to the skills, raising each skill from a one-in-six chance on a point-for-point basis. This version offers flexibility and simplicity, as well as a degree of specialisation in how the player assigns the points. If there is an issue here, it is the missed opportunity for to take this means of handling Thief skills and applying it to the earlier Acolyte and Mage Classes to give them the same flexibility. Lastly, Adjudicating Thief Skills is for the Referee, offering suggestions how they can be handled and ruled in play. So for the Climb Sheer Surfaces skill, it suggests that non-sheer surfaces do not require a skill roll, whilst non-Thief Classes will require specialist equipment for sheer surfaces and a Dexterity check under difficult situations. It does this for each of the Thief Skills and expands and explains their use in game to make the Referee’s job easier.

Physically, Carcass Crawler Issue #1 is well written and well presented. The artwork is excellent. 

Carcass Crawler Issue #1 is a pleasing collection of options and ideas, some new, some old, but here presented for Old School Essentials. They present means for the Referee to adjust her campaign and to make it what she wants—at least mechanically in terms of the Player Characters. Some of the content is too different for a standard fantasy campaign and would warrant more of a Science Fantasy setting than is traditional. Carcass Crawler Issue #1 is an enjoyably old school-style fanzine for Old School Essentials.

No comments:

Post a Comment