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

Sunday, 3 May 2026

[Fanzine Focus XLII] The Beholder Issue 7

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 group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will 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 was a British fanzine first published in April, 1979. Dedicated to Dungeons & Dragons and Advanced Dungeons & Dragons, it ran to twenty-seven issues, the last being published in July, 1981. It was popular and would be awarded ‘Best Games Fanzine’ at the Games Day convention in 1980. After the final issue of The Beholder, the editors would go on to release a number of anthologies which collected content from the complete run of the fanzine such as Beholder Supplement Glossary of Magic, which collected many of the magical items which appeared in the fanzine and collated them into a series of tables for easy use by the Dungeon Master, and Fantasie Scenarios – The Fanzine Supplement No. 2, the first of several scenario anthologies.

The Beholder Issue No. 7
was published in October 1979.
It is the post-DragonMeet II issue and the editors noted that nobody approached them at the event to point out the ‘deliberate mistake’ hidden in the previous issue. They do explain what it was, but you really have to know your Dungeons & Dragons spells to have spotted it. The issue is
also the much-heralded ‘SUPER MONSTER ISSUE !’. To that end, its contents start with ‘The Super Monster competition results’. Some seventy-five entries were received and some twenty of those are printed in the first third of the issue. The article leads with the winners. First place went to Peter M. Bright for the ‘Relkor’, a distorted human head with spider’s legs that gnaws off the head of its victims and then shoves its legs into the neck to control the body with the head on atop the stump. It can attack in surprise by leaping from the neck and it keeps its treasure below the neck. Dave Davies won second place with the ‘Stone Creature’. It is an ogre-like creature that can switch back and forth between a flesh form and a stone statue form and then use stealth to pick off its prey. (The issue’s editors suggest buffing it with a stealth ability.) The ‘Bleeder’ from Peter Williams is a version of the Rust Monster that feeds off the iron in blood and so when it bites and feeds slowly off its victims, they also suffer anaemia. These three definitely deserve their top three placement, because the rest are pretty much of a muchness. For example, the ‘Greebly’ by Andrew Whitcombe is a cold- or dungeon-dwelling ape that hates fire; James McRobert’s ‘Firefly’ is an insect so hot that its breath ignites into a jet of flame; and the undead ‘Singing Shadow’ by Martin Stollery can make any sound, throw its voice, and form into any shape.

‘Dragonmeet II’ is a convention report by the editors on the London-based convention and barring the fact that the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition was on sale for the first time, there was little to enjoy at the event. They complain that other Dungeon Masters can be nasty when it comes to running the game. Both editors played part of G3 Hall of the Fire Giant King and it resulted in a total party kill, whilst the ‘D&D competition’ was described as absurd, with both a Paladin and an Anti-Cleric being in the same party, suggesting that the party should open a door was taken as the player’s character going through the door and almost dying, monsters that were actually other monsters, and arbitrary rulings. It just shows you that not every convention game was guaranteed to be good back in 1979, just as it is not today.

‘The Goblin Complex’ answers the fanzine’s readers’ request for a dungeon after the wilderness adventures of the previous two issues. It sets out to be what it calls a ‘coherent’ design with rooms that have a purpose and monsters that have reasons to be there and potential consequences to the actions of the Player Characters. In other words, this is not a ‘zoo’ dungeon with the underground complex being populated at random. It is suggested that the dungeon be run with miniatures and floorplans and gives some answers to questions raised in the playtest, such as “How far does the sound of a battle travel?” and “How easy is it to get up after being knocked down in heavy armour?”. It is designed for a party of six Player Characters of Third Level. The background to the dungeon is that after successful riads by Goblins from the mountains, retaliatory action against them has forced them to flee and many bands have dug refuges into the mountain. The scenario describes one of these. The Dungeon Master is warned that the Goblins will act intelligently, will surrender if forced to (rather than dying in a suicide charge), and will ransom prisoners—though the Hobgoblins are more likely to sacrifice them to their god, ‘Gax’. There is the occasional bit of tactical advice too as to what the Player Characters’ best course of action is, such as using the Cleric spell of Silence or the Wizard spell Sleep to ease their entry into the complex unannounced. It is a serviceable dungeon that in places does undermine the intended coherency such as the Hobgoblins wanting to sacrifice captives (though the Player Characters could persuade Goblins to ransom them instead, potentially leading to a squabble between the Goblins and Hobgoblins), there being pet giant scorpions and tigers, martial arts Hobgoblins, and even a (young) Black Dragon being effectively the last room in the dungeon. It is still playable and its design intent is obvious and well meant if not quite clearly carried through.

There is no playtest report of ‘The Goblin Complex’, but instead, the ‘Play Test’ is about an adventure set in a samurai castle. Only a page in length, it depicts a brutal raid on the castle to capture the Samurai King that ultimately goes wrong. The write-up does not outstay its welcome, but without the context of the adventure itself, it lacks context.

The publication and availability of the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition mentioned previously in ‘Dragonmeet II’ leads to ‘The… AD&D Dungeon Master’s Guide – A Precis’ by co-editor, Guy R. J. Duke. It provides an overview of then the new book and notes rules chances such as the Monk now attacking on the Cleric/Druid table rather than the Thieves table, praises the ‘secret’ section on magic for the Dungeon Master, which expands the rules for magical research, potion concoction, scroll preparation, and more. The precis is less enamoured of the appendices randomly generating dungeons and wilderness as experienced Dungeon Masters are less likely to want them, but found that the alphabetical listing of the monsters with their attack and defence modes, Hit Dice, Experience Point rewards, and so on, to be very useful. Duke concludes by saying, “I can only advise you to buy the Guide as you can. The hardback version is well produced with impressive illustrations and a few jokes to relieve the overwhelming impression that the book has.” He continues, “Indeed, who can afford not to buy the Guide; it was guaranteed as a sell-out since its very conception. Those who don’t move with the time will be left far behind. The Dungeon Master’s Guide is not a thing to miss out on. Compared with the primary rules and its additional booklets of Greyhawk etc. Advanced Dungeons and Dragons is superior and above all cohesive.” Here then, what you have is that shift away from what Dungeons & Dragons was, which was rough and modular, to more coherent, singular point of reference, as seen through the eyes of a player and commentator.

The last article in the issue is ‘Magic Jar’, a collection of new magic items. The entries in the article include Fazzan’s Howling Skull, a magical skull which can be set as a surveillance device and which will howl and cause fear if any intruders are detected; the Cursed Illusion Sword which will make its wielder think it is a Dancing Sword; and a Ram Head of Terrible Destruction, a tough skull of a ram that if applied to a battering ram is more effective than a Horn of Blasting! These are all suitable additions to setting with a lot of magical items.

Physically, The Beholder Issue No. 7 is slightly untidy in places, but readable. The layout is tight and that does make it difficult to read in places. Both illustrations and cartography are reasonable.

The Beholder Issue No. 7 is interesting to read because it is a good snapshot of the hobby in 1979 and what the preoccupations of its players were. Notably more monsters and ways in which to test or surprise the players and their characters, and the eager anticipation with which the next big release from TSR, Inc. was expected. This is a solid issue, not necessarily great, but not bad either. It is interesting to see how the hobby occupies the attention of the editors and how much time they would have needed to devote to both it and the very regular releases of the fanzine.

[Fanzine Focus XLII] Satanic Panic Zine #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 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. The Satanic Panic Zine sets out to do something different and that is to chronicle and examine some of more events of the satanic panic of the eighties and nineties and their effect upon roleplaying games and the roleplaying hobby. Alongside that it will provide some gaming content.

Satanic Panic Zine #1, subtitled, “Why parents in the 1980s lost their fuckin’ minds over D&D”, was published in December, 2025, following a successful Kickstarter campaign. Published by Bloat Games, this is a very American fanzine, which makes sense because all of the events it describes and the moral panic itself—for the most part—took place in the USA. It opens with a table of ‘d66 Reasons Your Mom Thinks You Are A Satanist’, with entries such as “Mazes and Monsters was the movie of the week – thanks Tom Hanks!” and “The preacher tells her playing D&D will make you burn in hell.” and “She read a Chick Track.” and “Newspaper article on video games and the occult.” Slightly tongue-in-cheek, it sets the tone for the issue. The historical content begins with the expose by The 700 Club on the Christian Broadcasting Network, titled ‘ “Rock Music, D&D, Cartoons’. ” in which Pat Robertson alleged that youth of America were being corrupted by organized and secrets cults working in league for Satan himself. Bloat provides detailed description of the programme before countering it with his own personal experiences as a youth of the time, persecuted for his way of dressing, reading comics, and of course, playing Dungeons & Dragons.

He then goes on to condemn Robertson as ‘Ratt Pobertson’, “…[A] weak-minded, feeble old fool. His forked tongue only spews lies and hate. While he tries to convince everyone that he is righteous, holy, and good, he is a liar and a con.” providing stats for him as a fiendish, lying goblin, Chaotic Evil with stats for both Dungeons & Dragons, Fifth Edition and ShadowDark. There is even a table of “[T]otally bogus Ratt Pobertson rumors, completely made up for this author’s amusement”. The other gaming content is ‘Garzax (Demon) With Occultists’, this time for Old School Essentials and lastly the Satanic Cult Member and the Satanic Cult Leader Necromancer, both for Bloat games’ own Survive THIS!! line of compatible roleplaying games.

Bloat asks if ‘The Stanic Panic Started in Canada?’ This examines the novel Michelle Remembers which recounts of suppressed memories satanic ritualistic abuse suffered as a child unlocked via therapeutic treatment and whilst subsequently debunked, it was quickly adopted as proof by Christian conservatives. He also looks at ‘The Sad Tale of Dallas Egbert’, which recounts the events of his disappearance from Michigan State University in 1979 and William Dear’s subsequent investigation and self-aggrandisement. He also ties it into Mazes & Monsters, Rona Jaffe’s novel, clearly inspired by the disappearance and its subsequent adaptation as a television film in 1982.

It is all a bit obvious. It also not really balanced by the gaming content or the reflection. Of course, there may be readers who are unaware of either the Satanic panic or its effect upon gaming, but they are going to be few in number. After all, the primary audience for the fanzine is those who lived through this period or have an interest in the history of gaming. Then the gaming content is nothing to write home about. There may be an amusing entry or three on the issue’s various tables, but barely a handful of monsters for multiple systems do not make for useful content and they certainly do not work as a means to explore the Satanic Panic and its effects through gaming. No scenario, no plot hooks, no guide to bringing the Satanic Panic to life in anyone’s game. Plus, the reflection goes no further than it having been bad for the author.

Physically, Satanic Panic Zine #1 is well laid and liberally illustrated.

There is plenty of scope for a gamer and creator to recount the events of the Satanic Panic and examine how they affected both him and the hobby itself and then couple it with some gaming content. That scope remains because Satanic Panic Zine #1 does not really fulfil its remit. Whilst the key events of the Satanic Panic are highlighted, their consequences are not, whether personally by the author or gaming at large—especially the latter. They are, in fact, ignored. Similarly, there is gaming content, but not useful gaming content. It could have been better if there had been multiple voices recounting their experiences of the Satanic Panic, if there had been a scenario or just a plot hook or two or if the author had any interesting to say. Satanic Panic Zine #1 could have been something, but it just manages to be underwhelming and self-indulgent at the same time.

Saturday, 2 May 2026

[Fanzine Focus XLII] Gamma Zine #4

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. As popular in the Old School Renaissance as the genre is, not all fanzines are devoted to fantasy.

Gamma Zine carries the subtitle, ‘A Fanzine supporting early post-apocalyptic, science-fantasy RPGs – specifically First Edition Gamma World by TSR.’ This then, is a fanzine dedicated to the very first post-apocalyptic roleplaying game, Gamma World, First Edition, published by TSR, Inc. in 1978. Gamma Zine #1 was published in April, 2019, following a successful Kickstarter campaign as part of Zine Quest 1, whilst Gamma Zine #2 was published in February, 2020, following its own successful Kickstarter campaign as part of ZineQuest #2. Published by ThrowiGames!, it came as a black and white booklet, packed with content, including adventures, equipment, monsters, and more. Published as part of ZineQuest #3, Gamma Zine #3 was published in February, 2021 and promised more of the sameadventures, equipment, monsters, fiction, and so on.

Gamma Zine #4 was published in March, 2025, some four years after Gamma Zine #3! Published following a successful Kickstarter campaign for both Gamma Zine #4 and Back to BasiX #13. The delay between issues means that this the editorial is essentially an apology for the delay! The content proper starts with ‘Interview with Brian Shutter, Super Savage Systems’, the designer and publisher of Neon Lords of the Toxic Wasteland, the gonzo vomit-punk post-apocalyptic cassette futurism, using Basic Dungeons & Dragons. It explores his gaming history and the origins of the roleplaying game, but really does not make the setting itself interesting enough for the reader to want to take a look.

‘Horrors of the Wasteland’ adds new threats for post-apocalyptic settings. These include the ‘Mind Mongrel’, vicious canine hunters who form bonded pairs for life and use to telepathy to hunt together, such that a lone Mind Mongrel is at a penalty to attack. The Mind Mongrel can be trained as a pet, but this can only be done with puppies. The ‘Intelligent Gorilla’ is less interesting and just too basic. There is scope to present intelligent primates in a variety of ways for post-apocalyptic settings, but this ignores such possibilities entirely to just give a standard gorilla more brains.

‘Class Option – The Scaled’ continues the fanzine’s exploration of character concepts through the use of Classes, character archetypes which do not appear in Gamma World, First Edition. ‘The Scaled’ has high Constitution and limited Dexterity due to repeated exposure to radiation that has caused his skin to harden into scaly skin. He is also immune to petrification and has greater resistance to radiation. The Class can either have physical and mental mutations or use the extra abilities included with it description, such as ‘Enhanced Radiation Toughness’, ‘Steel Scales’, ‘Prehensile Tail’, and more. This is a solid Class which would work in a variety of post-apocalyptic roleplaying settings.

As would the Incendiary Grenade, Radiation Grenade, and other grenade types in ‘Artifacts of the Ancients. ‘Adventure #1 – Prepper’s Paradise’ will require a bit more work, but describes a surprisingly extensive family-built bunker built to survive the apocalypse. It has long been abandoned, flooded with radiation and infested with plants and bugs. Part of the bunker is hidden, so the Player Characters may not explore its depths. Ultimately, this is really only an opportunity missed as there is no reason given for the Player Characters to explore the bunker. Perhaps with a hook or two, there might have been? If they do, there is potential for the Player Characters to restore the bunker and turn it into a base.

The fanzine’s fiction, ‘The Hunted’, continues. Its continuing appearance is an excuse—or is that a need?—to go back and read the previous given that it has been so long between issues. It takes a while to get back into this, and it is enjoyable enough.

The second adventure in the issue is ‘Adventure #2 – Cicero’s Zoo’. This describes what was before the apocalypse a private zoo of endangered and deadly creatures. Its tight security and walls meant that it has survived, but still affected by radiation and other biological or chemical agents. The scenario takes the idea of the intelligent ape given earlier in ‘Horrors of the Wasteland’ and develops its potential. It is not an adventure as such, but rather an adventure site that the Game Master can add to her campaign. In typical Planet of the Apes fashion, it is led by an ape with a Classical name, in this case Cicero. He is intelligent and can read and talk and will trade and treaty with visitors. The zoo is nicely detailed and has a good map—though it could have been bigger for clarity—useful if the Player Characters want to raid it or break in. Cicero is given some motivations, but there is little in the way of advice for the Game Master on how to use it. The Game Master will need to work hard to do more with this, but otherwise, Cicero’s Zoo is ready to drop straight into her campaign.

The issue moves to a close with a Loot Table for ‘Office Desk Search’ which is serviceable enough and two ‘Artifact Use and Operation Charts’, one for ‘Simple Trap Detection’ and one for ‘Mechanical Trap Detection’, which develop the concept of working out what an artefact does into a broader application. Lastly, the issue closes with ‘In Memoriam: Jim Ward’, a short tribute to the designer of Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship, the progenitor of Gamma World. It is fitting, but perhaps a bit short.

Physically, Gamma Zine #4 is neat and tidy. It is decently written and nicely illustrated with good art throughout. Each of the scenarios is accompanied by excellent maps.

The ultimate problem for Gamma Zine #4 is the gap between it and its previous issue. This leaves the fiction unmoored and requiring more work to remind the reader what it is about. Elsewhere though the content is good and it is useful, but the adventures warrant a bit more to make immediately useful and applicable to a Game Master’s campaign. The content is easily adapted, but better suited for post-apocalyptic roleplaying games with a drier, slightly less fantastic tone, such as Free League Publishing’s Mutant: Year Zero – Roleplaying at the End of Days. It is debatable whether the wait for Gamma Zine #4 has been worth it. The content is good, but the adventures need some plot and some hooks to make them really useful.

[Fanzine Focus XLII] 13 This Week – Issue 1

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. That said, not all fanzines support or are written for the Old School Renaissance. That said, not all fanzines support or are written for the Old School Renaissance. Some are written for more modern roleplaying games. 13 This Week from Savage AfterWorld is written for use with Weird Heroes of Public Access: The Roleplaying Game, a roleplaying game in which the hosts of public access television shows investigate odd happenings in the town of Fairhaven and try to prevent the town from getting too weird, It is no surprise though, that the simple roleplaying game has a fanzine of its own, since its designer has written for the Old School Renaissance with fanzines such as Ninja City, written for use with the Dungeon Crawl Classics Roleplaying Game.

13 This Week – Issue 1 was published in December, 2024 by Savage AfterWorld. It is a short affair at just eighteen pages in length, but essentially designed as the channels listings for the station, WHPA TV13. In keeping with that, the issue includes public announcements, local programmes, and special features. The first of these is ‘WHPA JOB POSTINGS’ which offers up two new programme hosts. One is the children’s clown entertainer, who as a ‘Clown School Graduate’ can dodge or tumble out of the way of any body damage, all the children of Fairhaven love him and will tell him everything, and as a ‘Birthday Party Maven’, knows lots of families and people in the town. The Infomercial Salesperson is the Master of the ‘Hard Sell’ and has a high Mouth Skill, with ‘I Just Happen To Have One With Me’, has a carload of slightly rubbish goods to sell that have appeared on his programme, and starts off with extra income. These are both entertaining and lend themselves to roleplaying the cliches.

‘13 This Week: WHPA Public Access for the week beginning January 10’ lists the programmes for the week. These include ‘Bowling Is Good For Your Soul!’, ‘Safecracking For Fun And Profit’, and the headlining quiz, ‘Name That Squatch!’. All of the entries have a short description, and most are accompanied by a scenario hook in the footnotes. For example, ‘Morton Douglas Reems’ Brusque Conversations’ is a bombastic and confrontational talk show in which host Morton Douglas host deals with the topics other talk shows are afraid to address, such as ‘Gun Licences for Toddlers’ and ‘What’s With All These Mouthy Broads?’ The footnote explains that Reems is actually a chaos demon, practicing Discordian, and minion of Eris who sows discord and unrest wherever he materialises! There are lots and lots of ideas here that the Game Master can develop with a bit of an effort.

The issue includes one, but not two ‘WHPA TV13 Special Feature Presentations’. The first of these is ‘Wiseguys On Wheels’ in which the Hosts are asked by the Station Manager to investigate the change in behaviour of the team members of Fairhaven’s beloved roller derby team, the Reamin’ Demons. The scenario is an entertaining mix of roller-skating action, mafia crime spree, and ghosts, hopefully culminating in a confrontation in the rink. This is followed by ‘Hello World’ in which the Station Manager asks the Hosts to investigate a cry for help. The message is sent via fax—how modern?—from a woman called Eliza who explains that she is being held prisoner by cultists of ‘The Church of GOTO 10’ somewhere in Fairhaven. The Hosts get to do a raid on the cultist hideout and rescue Eliza. Both scenarios are short, but entertaining. Easy to drop into a campaign or run as one-shots.

Physically, 13 This Week – Issue 1 is presented in cheesy fashion and tone. The artwork is fittingly cheap and cheerful.

13 This Week – Issue 1 successfully emulates entertainment pages in entertaining fashion. Two ready-to-play scenarios and lots and lots of hooks. Hopefully, this issue and others will collected into a single volume.

Friday, 1 May 2026

[Fanzine Focus XLII] Tales from the Locker #1

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. A more recent Old School Renaissance-style roleplaying game that fanzines are being based upon and inspired by is Mörk Borg, the Swedish pre-apocalypse Old School Renaissance retroclone designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. However, there are far fewer fanzines for its swashbuckling cousin, Pirate Borg, published by Limithron and set in the zombie-infested, isolated Dark Caribbean.

Tales from the Locker #1 is published by SkeletonKey Games. Published in May, 2026, this describes itself as a “PIRATE BORG compatible anthology … a place where cursed maps, dangerous ideas, and half-buried legends are pulled from the depths and dropped straight into your campaign.” What it actually provides is three adventure locations, three new Classes, some new equipment, and an awful lot of prompts, all of which are undeniably useful and interesting, and which could be added to a Game Master’s Pirate Borg campaign. What strikes you first about this inaugural issue is the price. It does seem high for what is just a forty-page fanzine. The second thing that strikes you is that it is in full vibrant colour that veers from the cartoonish to the carnage and back again. This is a good looking affair that actually looks like a supplement for Pirate Borg and is actually better professionally produced than most fanzines. The quality is enough to warrant the price even if that does mean that Tales from the Locker #1 looks too good to be an actual fanzine.

At the heart of the issue is a quartet of adventure locations. This leads off with ‘Temple of the Spider God’ by Lars White. This describes a ziggurat deep in the jungle standing at the base of a dormant volcano, infested with deadly Jaguar spiders, the spawn of the Spider God, and Shepherds of the Spider God, cultists who maintain the webs that festoon the temple inside and out. It is bright and colourful, the ziggurat depicted side on as a cutaway. This a solidly done, if simple location, that is easy to drop into a jungle somewhere in the Game Master’s campaign. However, it is yet another ziggurat location and the Game Master will need to come with a reason why the Player Pirates might want to go there. This is because there are no hooks with which to get them involved.

The second location is Alexander Jatscha-Zelt’s ‘The Cartographer’s Den’. This details Nathaniel Pellwick and his home, a wealthy shop and town house in Port Royal as it was before it was struck by an earthquake. Pellwick has a reputation across the Dark Caribbean as a master cartographer, who buys, draws, and sells maps and charts of its islands and seas. His own maps are remarkably detailed and often depict secrets and routes unknown. This has earned him the patronage and protection of the good and the bad of the port. The Player Pirates can come to Pellwick as customers and develop into a recurring contact and resource who will in turn buy from them. The location details both Nathaniel Pellwick, who he is, what he wants, and what he is currently doing, his services, what he buys, and his house from the master bedroom and other rooms on the first floor to the cellars under the house. This could be simply enough, but the description includes a plot too. Pelliwick has let slip that he has come into possession of a unique chart, but despite enquiries of several interested parties, has so far refused to sell. Some of those parties are willing to go further and hire agents to steal the map. Alternatively, Pellwick suspects a burglary and hires extra protection. As to the chart itself, the details are left up to the Game Master to decide, but suggestions include ‘The Isle of 1000 Corpses’ which follows in the issue, as well as locations in Ravaged by Storms by Golem Productions, Down Among the Dead by Limithron, and These Bloody Sales by ThisEffinGM.

‘The Cartographer’s Den’ is the issue’s highlight. It gives a setting and options in terms of how the Game Master uses it. Its only limitation is when it is set, that is before the earthquake in Port Royal, but other than that, this is flexible and easy to use.

The third adventure location is ‘The Isle of 1000 Corpses’ by Philip Reed. This is the foulest and vilest of the trio—and intentionally so. Subtitled ‘A Shocking Tale of Dark Caribbean Carnage’, it describes an island of floating corpses and body parts, undead and flailing such that it swims randomly across the region. Complete with random rumours (oddly all true) and encounters, everything on the island is made of undead, rotting flesh and rattling bones. This includes a spire of corpses that form a lighthouse, a sea turtle sanctuary that has accidently been turned into a sanctuary of zombie sea turtles(!), and a rotting whale corpse home to sailor called Jonah. Also included is a trio of ‘meaty jetsam’, the corpse raft, corpse barge, and corpse cay, sea-going corpse vessels to add to the naval combat aspect of the roleplaying game. It is inventively grim and grungy and brings an element of the Grand Guignol to Pirate Borg. However, there are no hooks to get the Player Pirates to the island and the Game Master will need to develop them herself.

This is less of an issue for the fourth and final adventure location in Tales from the Locker #1. Julius ‘kin’ Karajos’ ‘Ash Fall’ opens with an Ash meteor crashing to the earth on a nearby island, which with the revelations as the nature of ASH—created from burnt zombies—has led to an ASH rush as pirates, cultists, and Spanish miners seek to capitalise on the bounty. By the time the Player Pirates turn up, the mining site has turned into a hellhole. The soldiers accompanying the Spanish miners have turned it into an armed camp, miners continue to descend into the crater where they scrape Ash from the weird stone meteor, all are in danger of catching the ASH disease which eventually turns sufferers into undead (which can then be burnt down into ASH), and the jungle seems to seethe and regularly and violently encroaches on the camp. The scenario has a weirder feel to it than most others for Pirate Borg, being infused with Cosmic Horror a la H.P. Lovecraft’s ‘The Colour Out of Space’.

The four adventure locations are followed by a trio of new Classes. The ‘Ironclad’ by Thomas Zitkevitz details a warrior swathed in armour salvaged from a lost conquistador and gain benefits from it such as carrying ‘Heavy Metal’ weapons that are double the size and inflict extra damage and ‘Deflect Shots’ with armour so shiny it can reflect bullets back at their firers! Christopher Samson’s ‘Occult Sailor Master’ whose navigational ability is supernatural indicated by the symbols on his body. These can be activated for spell-like effects, for both normal and maritime play. For example, Shoals warns of hidden danger, secrets, and hidden doors, whilst at sea, guides the ship through dangerous waters, negating potential travel penalties, whilst Jolly Roger can paralyse a foe with fear whilst in naval combat, makes it easier to have enemy crews surrender or mutiny! Lastly, the ‘Tusked Raider’ by Ed Bourelle is a feral hog twisted into an anthropomorphic creature renowned for its toughness. It can be a ‘Greased Pig’ less easy to be hit in the first round in combat, an ‘Indiscriminate Eater’ that heals more if it overeats, and ‘Pig Headed’ with a bonus to resist being controlled, influenced, or coerced where it was once cowed and preyed upon. All three Classes are simple and easy to add to a campaign and give a player lots more options, playing around with the horror and the Pulp tones of the setting.

Penultimately, Tyler J. Stratton’s ‘Quartermaster’s Corner’ presents Two-Tone Heller, a ready-to-play NPC that can be added to the crew of the Player Pirates’ ship. As his name suggests, his manner can flip depending upon the circumstances from jovial leader to harsh disciplinarian. The write-up suggests Gibs from Pirates of the Caribbean or Sergeant Hartman from Full Metal Jacket. It is followed by the tables, ‘D12 Problems Among The Crew’ and ‘D20 Crew Punishments’, which would support stories that involve Two-Tone Heller, but also be useful in a Pirate Borg campaign in general.

Tales from the Locker #1 starts and ends with tables. The Old School Renaissance has its ‘I loot the body’ or ‘dx Things to find on a corpse’ tables, and Pirate Borg has its equivalent, which is ‘d10 Messages in a Bottle /on a Corpse’. Written by Ed Bourelle, this has entries such as “I be marooned on a spit of sand no bigger than a whale’s back, with a pistol, two damp biscuits, and a singing skeleton. If mercy yet sails these waters, look for the carrion gulls that circle above me. I’ll share secrets better than gold.” and ones that link to the adventure locations given earlier in the fanzine, like, “Pellwick marked a reef that no man had seen, not even the oldest salt among us. We laughed until our hull split upon it at dawn, just where his ink had dried. He even charted the graves on the beach before we dug ’em. If ye meet the man, ask him what else he’s been drawin’.” These serve as good prompts, as does the ‘Plot Twists’ at the front of the issue, also by Ed Bourelle. These provide two set-ups and then three explanations for each, in a manner similar to the Patrons format of Traveller. For example, ‘In Port’ opens with the Player Pirates in a port when one of the ships anchored in the harbour lets lose an unexpected broadside on the harbour front or another vessel, potentially even the one aboard which the Player Pirates serve. The options for hook include Deep Ones shanghaiing the ship and testing the guns, vengeful ghosts settling a grudge with the ship’s guns, and the ship’s crew mutinying. These are solid ideas which the Game Master can easily develop with the addition of some stats and so on.

Physically, Tales from the Locker #1 is excellent. The artwork is good, the fanzine is well-written, and the cartography decent. This is a good-looking affair, but that gives it a slickness that some might argue that a fanzine should not have.

Tales from the Locker #1 is an impressive first issue. The only problem with it is the lack of hooks for several of the adventure locations, but other than that, the content is all easy to use or add to a campaign. The star of the issue is ‘The Cartographer’s Den’, but no Pirate Borg Game Master will be disappointed by the content in Tales from the Locker #1.

[Fanzine Focus XLII] Crawling Under A Broken Moon Issue No. 12

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

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

Crawling Under A Broken Moon Fanzine Issue No. 12 was published in in January, 2016 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe and Crawling Under A Broken Moon Fanzine Issue No. 6 continued that trend with another inspiration, Mad Max. Crawling Under A Broken Moon Fanzine Issue No. 7 continued the technical and vehicular themes of the previous issue, whilst also detailing a major metropolis of the setting. Crawling Under A Broken Moon Fanzine Issue No. 8 and Crawling Under A Broken Moon Fanzine Issue No. 9 were both a marked change in terms of content and style, together presenting an A to Z for the post-apocalyptic setting of Umerica and Urth. Crawling Under A Broken Moon Fanzine Issue No. 10 switched back to more traditional content by focusing on monsters, whilst Crawling Under A Broken Moon Fanzine Issue No. 11 examined some of the gods and patrons of Umerica and Urth.

Crawling Under A Broken Moon fanzine No. #12 continues the humour of the previous issue and puts satire right on the cover with the depiction of a clown-like server delivering a tray of fast food whilst wearing a badge that reads, “I HEART to serve man.” Which can be interpreted in many ways. Except not, because let us not dance around the issue—or rather, the theme of the issue. To cut to the chase, Crawling Under A Broken Moon fanzine No. #12 is the cannibal issue and Crawling Under A Broken Moon fanzine No. #12 is the fast food issue. Both of which are combined in a cannibal cult that is a parody of certain global fast food franchise. Subtle Crawling Under A Broken Moon fanzine No. #12 is not.

The issue also continues the examination of religion from the previous issue, because patrons know that at every branch of Buddy O’Burger, for a small donation, be served fresh,  tasty food by happy clowns and receive the word of the humour-filled gospel of Buddy O’Burger, the beneficent Burger god. So effectively, Buddy O’Burger is very minor cult with a lot of branches. Except that both the restaurants and the cult dedicated to the Burger god are a front. Where Buddy O’Burger, the beneficent Burger god appears dedicated to feasting and customer service, it is actually dedicated to feasting, customer service, and cannibalism! Most people accept the branches of Buddy O’Burger for what they are, but there are heretics and naysayers (otherwise known as food critics), who criticise both food and the cult. Often when a new branch of Buddy O’Burger opens up, they are the first to disappear.

As well as presenting the history of the cult from its founding to its current widespread status, the issue presents a handful of scenario hooks, amusingly listed under the ‘O’Burger Adventure Value Menu’. These include having to rescue a warlord’s children that have been harvested for the O’Burger value menu or having to defend against an O’Burger hit squad determined to stock up on meat. It is possible to play a Buddy O’Burger cultist in the form of ‘The Clownight’, who looks like he is wearing clown makeup, but has actually been transformed into a clown and been ‘blessed’ with all of a clown’s garish, bulbous features! ‘The Clownight’ has rubbery skin so gets an Armour Class bonus, a jaw filled with multiple rows of ever-sharpening, gnashing teeth for bite damage, and can gorge himself to temporarily enter food rage and gain an Attack Bonus Die. As Classes go, ‘The Clownight’ is definitely weird and creepy, and possibly too unsettling for some due to the high probability that the Class is a cannibal.

Buddy O’Burger himself gets the full Dungeon Crawl Classics treatment as a god in ‘Buddy O’Burger: the god clown patron’, which though replicates some description given earlier in the issue, does present some entertaining spells for his devotees. The Crave inflicts hunger on the caster’s opponents, Healing Feast summons a range of options from the O’Burger menu, and Meat Harvest opens a portal from the High Burger Temple through which giant gloved hands reach forth and grab the caster’s opponents for meat processing. The parody of the fast food franchise continues with ‘The Circus of Friends: The pantheon of the immortal servants of Buddy O’Burger’ including the Grumpus, a purplish, hippopotamus-like creature only placated by a frosty O’Burger milkshake, but is rumoured to mumble out prophecies that come true (which is why he is kept locked up by Buddy O’Burger in the High Burger Temple where he has his own agenda) and the Fry Filcher, a shadowy cloaked figure who steals french fries, but actually operates as a spy for Buddy O’Burger. Parallels between these servants and the other characters from that other fast food franchise are intentional, but given a sharp twist.

In between, ‘What is in that Jolly Meal box?’ gives a range of thematic, but minor artefacts such as Pocket Compass that always points to the nearest branch of O’Burger and collectable toys that give benefits if the owner eats at a O’Burger restaurant at least once a week, like being able to reroll a failed vehicle control roll once a week for the O’Krazy Kar toy. The inventiveness does not stop there, ‘The Delicious Artifacts of Doctor Dippinstein’ describing several artefacts in some detail. For example, each time a bite is taken out of The Double Death Deluxe Burger, it permanently increases the Stamina and Luck of the consumer, but several random creatures or persons within a mile drop dead. The consumer is aware of this. Eat blithely or at the peril of conscience…

The theme continues in ‘Twisted Menagerie’ with more fast food inspired monsters. The Clownug is a trusted servant of Buddy O’Burger which uses its clown-fun image to harvest ‘meat’ for processing, whilst the ‘Clownaut’ is the ultimate protector of the Buddy O’Burger, a giant clown. Lastly, the Fryder is a spider-like golem, searingly hot because it is made of fresh French fries. They hate all humanoids, but as you would expect, are very tasty once killed. Lastly, the issue ends with ‘Avatar Golems: The tools of the lesser mascot gods’, which gives the Judge the means to create lesser known mascots of the pre-cataclysm world and turn them into aspects of her own campaign world.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 12 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. However, some of the artwork is better than in past issues, perhaps inspired by the theme of the issue and consumption of a Buddy O’Burger Jolly Meal box. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 12 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded by a cleaner, slicker presentation of the material.

Your reaction to Crawling Under A Broken Moon Fanzine Issue No. 12 is going to vary depending upon how you feel about clowns and cannibalism, let alone fast food. The contents in the issue are tasteless, even distasteful, but they are parody, adding a fresh and garnished meat patty of dark satire to the world of Umerica that is decidedly well done. Of course, the content  (though its tone may not) will work with other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.

Monday, 27 April 2026

Miskatonic Monday #432: The Bail Jumper of St.Isidore

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Publisher: Chaosium, Inc.
Author: Alexander Nachaj

Setting: Canada, 1928

Product: Scenario
What You Get: Thirty-four page, 1.86 MB Full Colour PDF

Elevator Pitch: A missing artefact leads to a missing man leads to a man eater
Plot Hook: When a monster crosses your path...
Plot Support: Staging advice, five handouts, four NPCs, one map, one Mythos spell, and one Mythos monster
.
Production Values: Tidy.

Pros
# Very straightforward investigation
# Easy to slot into an existing campaign
# Easy to adjust to other times and places
# Easy to run as a convention scenario
# Plays to the Private Detective tropes
# Entertaining NPCs
# Boxophobia
# Gynophobia
# Diokophobia

Cons
# Needs an edit
# Very straightforward investigation
# Plays to the Private Detective clichés
# Handouts are text handouts, even for the photographs

Conclusion
# Straightforward investigation with some entertaining NPCs
# Plays to the tropes and clichés of the Private Detective genre and is easy to adapt