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Saturday, 4 April 2026

[Fanzine Focus XLI] Carcass Crawler Issue #0

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 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 is ‘The Official Fanzine Old-School Essentials zine’. Published by Necrotic Gnome, Old 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. To date, Carcass Crawler #1, Carcass Crawler Issue #2, Carcass Crawler Issue #3, and Carcass Crawler Issue #4 have all focused on providing new Classes and Races, both in ‘Race as Class’ and ‘Race and Class’ formats as well as general support for 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.

Carcass Crawler Issue #0 offers eight new Classes and three new fantasy Races. The first of the new Classes is the Arcane Bard, surprisingly inspired by the version of the Class found in Advanced Dungeons & Dragons, Second Edition! It is less than a variant upon the Druid, but more of a jack-of-all-trades Class which combines the abilities of the Fighter, the Magic-User, and the Thief. The Class’s songs can have an ‘Anti-Charm’ effect, cast arcane spells from Second Level, has various Thief-like skills, and in particular, has the ‘Lore’ skill that enables the Class to know about monsters, magic items, or heroes of folktale and legend. The Beast Master is alternative warrior to the Ranger, the Class forging strong bond with animal companions coming to be able to view their eyes and communicate with them empathically. The Changeling Class offers the chance for a player to roleplay a Doppelgänger! The Changeling’s ‘Beguile’ skill enables the Class to speak highly persuasively in an almost Charm-like effect, at least temporarily, and with ‘Shape-Stealing’ can mimic the forms of others, unconscious or slain, an effect lasting for one Turn per Level. The Chaos Knight can ‘Command the Dead’, effectively the reverse of the Cleric’s ‘Turn Undead’, cast spells at high Level, gains an Infernal Steed, and daily, touch a victim to ‘Life Drain’ and heal himself with the drained Hit Points. Essentially, the Chaos Knight is the equivalent to the classic anti-Paladin concept.

Where the Classes in Carcass Crawler Issue #0 gets interesting is the Mage, which instead of Vancian magic uses a skill system like the Thief Class. It is inspired by Tolkien’s Gandalf the Grey, and has the skills of ‘Detect Magic’, ‘Open/Close’ doors and locks, ‘Rally/Fear’, ‘Read Magic’, and ‘Suggestion’, as well as a powerful Mage’s Staff and even a magical bonus to Armour Class and limited ability to heal others. Although the Class can cast spells from scrolls, it is much, much less of the artillery-style Class seen elsewhere in other iterations of Dungeons & Dragons, offering more flexibility overall, but less damage output. The Mutoid is an odd Class that mixes in some Thief skills with abilities granted by the mismatched body parts of various creatures. For example, ‘Beast Ears’ gives better hearing, ‘Clawed Hand’ an improved unarmed attack damage, and ‘Sticky tongue’, which enables a Mutoid to grab a nearby object and even attack with it. Of the eight Classes featured in the issue of the fanzine, this is perhaps the least interesting and feels more as if it should be in a post-apocalyptic setting.

The Mycelian takes a classic of Dungeons & Dragons fantasy and turns it into a character Class. This is the Mushroom Men found in underground caverns everywhere and as a Class is a maximum of Sixth Levels Class that can spray pacifying or hallucinogenic spores daily, has a Infravision, no need to eat or sleep only rejuvenate daily, and gains increased damage and Armour Class as it grows one foot Level by Level. At Sixth Level, its ‘Fungal Reanimation’ enables it to reanimate human corpses as fungal zombies! Lastly, the Warden is a non-magical version of the classic Ranger. The Warden has better ‘Awareness’ and less easily surprised, and is better at ‘Foraging and Hunting’, ‘Pursuit’, ‘Surprise Attack’ in the wilderness, and ‘Tracking’.

Of the previous eight Classes, the Changeling, the Mutoid, and the Mycelian have adhered to Old-School Essentials Classic Fantasy and done ‘Race as Class’. In other words, there is no separation of Race and Class. The three fantasy Races Carcass Crawler Issue #0 offer the alternative which adheres to Old-School Essentials Advanced Fantasy and does ‘Race and Class’. This gives greater flexibility and greater skills for all three Races.

The ‘Expanded Equipment’ lists and describes thirty-three items, from Backpack, Barrel, and Bedroll to Whistle, Wine (two pints), and Wolfsbane (one bunch). Serviceable.

Physically, Carcass Crawler Issue #0 is well written and well presented. The artwork is excellent and the cartography good. It sets the template for future issues.

Ultimately, Carcass Crawler Issue #0 is a problematic issue of the fanzine. Not because it is bad, because it is not. It actually sets the template for the issues that have followed and its content is eminently playable. Rather, the problem is that it was an exclusive to the Kickstarter and is no longer available. Perhaps there is scope for an Old School Essentials Class Companion which would reprint the Classes in this effectively ‘lost’ issue and other issues to reach a wider audience? In the meantime, if you have access to Carcass Crawler Issue #0, the equipment list is useful and the Classes offers more choices for your classic fantasy roleplaying.

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