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

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 issue 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

Miskatonic Monday #431: The Missing Rabbi of Berezin

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: Miri Rosenau

Setting: Belarus, 1870s
Product: One shot
What You Get: Fifteen-page, 5.26 MB Full Colour PDF
Elevator Pitch: Who let the cold in?
Plot Hook: The village’s rabbi is missing
Plot Support: Staging advice, six pre-generated Investigators, two handouts, and one Mythos monster.
Production Values: Decent

Pros
# Escape the cold grasp of death before the cold grasp of the Czar
# Short, quite straightforward investigation
# Suitable for convention play
# Frigophobia
# Speluncaphobia
# Teraphobia

Cons
# Underplotted
# No helpful maps
# Difficult to read handouts

Conclusion
# Underwritten in terms challenge and plot
# Intriguing time and place to set a Mythos scenario

Sunday, 26 April 2026

Therapy & Terror

What if the monsters today sent young men and women off on pointless wars of aggression and pride? What if the monsters today sat at their keyboards and spread hate and lies—and were even paid to do it? What if the monsters today printed or broadcast hate and division in the name of patriotism? What if the monsters today refused life improving and even life-saving medical care because it was deemed too expensive and people suffered because of it? What if the monsters today took hostages for political gain? What if the monsters today poisoned wells and befouled the waters because it was profitable? What if the monsters today were in positions of power and influence, what would happen to the monsters of old? The monsters from under the bed. The monsters from folktales. The monsters from legends. The monsters from just at the edge of the shadows? The monsters reduced to entertainment on screens big and small, in books on the bestseller lists? Would they even be monstrous at all? And if they cannot be monsters as they once were, what will they do?

In Mansters, you roleplay one of these monsters. Classic, even universal monsters. The Vampire, the Witch, the Werewolf, the Mummy, the Not-Frankenstein, the Ghost, the Zombie. Monsters who have lost what they once were, that is, scary, yet they still have the same powers for which they were known. Monsters who in attempting to understand why the world has changed and why humans are no longer scared of them, have lost part of what made them monstrous. And have thus become depressed at their loss of status and loss of opportunity to embrace their true, monstrous natures. Since they are trying to understand humans, they do what every human would do and that is to seek therapy. Fortunately, Doctor Lector runs Depressives Anonymous at which every monster can unburden himself and come to terms with the world that he finds himself in. He also finds an outlet for his monstrousness, seeking the evil men and women of the world and striking fear into them, to prove himself what he once was.

Mansters: Fight Against the Real Monsters of the World is a storytelling game, a satire upon horror stories and the modern political and financial worlds. Published following a successful Kickstarter campaign, it is from Black Lantern, the Greek publisher best known for the Soulmist, the post-apocalyptic setting of a world literally divided into two by darkness and light, written for use with Dungeons & Dragons, Fifth Edition. The aim of the Player Characters—or Monsters—in the game is restore balance in the world, both internally and externally. Externally, they want to return a sense of fear to the world, but keep themselves unknowable. There is a Veil between the ordinary world of humans and the world of Monsters, the Monsters living as ordinary humans on one side and unleashing, even revelling in, their monstrous nature on the other side. A Monster can draw upon his monstrous nature to achieve strange and arcane feats, but pierce that Veil too often and too readily, and a Doom may befall upon him. Internally, they want to understand humans better and restore their self-respect. So, they set out to stop those in power and control who spread fear, uncertainty, and hatred, and commit crimes that go unpunished, so that ultimately, humans will fear monsters.

A Monster in Mansters is first defined by his Abilities and Skills. There are three Abilities—Body, Mind, and Heart—and each Ability has four associated skills. Each Ability is represented by a circle, which is divided into four quarters, or Hacks, and each Hack into two Slices, so that an Ability has four Hacks and eight Slices. Similarly, each Skill can be divided into four Hacks and eight Slices. He will also have a Monster type—Ghost, Mummy, Not-Frankenstein, Vampire, Werewolf, Witch, or Zombie, a Charisma, and a Flaw, two more Banes, and a starting Monstrosity Level. The Charisma is the Monster’s positive quirk, ability, or power; the Flaw a negative, limiting trait; and Banes the aspects of the Monster which will impede him. Some Banes are mandatory, whilst the others a player can choose.

To create a Monster, a player selects a Monster type and then Charisma and a Flaw, two more Banes, and a starting Monstrosity Level. Each of his Abilities starts at two Hacks and he can then assign a further two Hacks. He then determines the number of Slices his Monster has in each Ability and assigns that number of Hacks to the four Skills associated with the Ability. The process is quick and simple.

Dirk Fordice
Type: The Ghost
Charisma: Mind Over Matter
Flaw: Incognito Window
Banes: It’s Cold Out There, Chatterbox

Body 2 (4) – Fight 1, Stealth 2, Shoot 0, Handle 1
Mind 3 (6) – Knowledge 1, Perception 2, Investigation 2, Politics 1
Heart 3 (6) – Manipulate 2, Insight 2, Intimidate 1, Streetwise 1

Mansters uses what it calls the Hack & Slice System. It makes clear that it is not a ‘hack & slash’ roleplaying game. To have his Monster undertake an action, a player will roll either a number of six-sided dice equal to the number of Hacks his Monster has in an Ability or the number of Hacks in an Ability and a Skill. The aim is to roll successes, that is, rolls of five or more. A Difficult task would require two successes for a Monster to succeed, whilst an ‘Are you insane?’ task would need four. To make a task easier, a player can spend Slices. A Slice spent from an Ability lowers the number of Successes required to succeed, whereas a Slice spent from a Skill a reroll of any dice that have not rolled Successes. A short rest will restore some, but not all Slices, whereas a long rest of several days under the care of Doctor Lector will restore them all.

Confrontations can be physical, mental, or social. They are opposed rolls, with the winner inflicting damage equal to number of Successes rolled more than the defender. Each point of damage inflicted removes one Slice, whether that is physical damage from Body, mental damage from Mind, and social damage from Heart. If a combatant rolls two Successes more than his opponent, he gains the Edge. This applies to both the Monster and the NPC, and gives limited narrative control to the combatant with the Edge. For the Monster, the plater decides what happens and for his opponent, the Doctor—as the Game Master is known—decides. If a roll is failed, it adds to the Monster’s ‘Skutendo’ clock.

When a Monster wants to use one of his Monster Superpowers, his player makes a Monstrosity roll. This is equal to the Monster’s Monstrosity Level. If the number of Successes rolled is equal to the Difficulty of the particular Monster Superpower, it is activated. However, this is not easy and it has consequences. A higher Monstrosity Level means that the roll is more likely to succeed, but a high Monstrosity Level will add even more to the Monster’s ‘Skutendo’ clock. A player can choose to lower the Difficulty by expending Ability Hacks, but this will lead to exhaustion if done too often. A player is thus forced to make a choice and as much as Monster strives for some kind of balance in game, there is no balance here. The consequence is to add to the Monster’s ‘Skutendo’ clock and also to the Doctor’s ‘D(oo)M’ Clock.

So what is Skutendo? It represents unlucky events that occur near the Monster, rolled randomly. For example, it could be ‘The Little Cousin’ in which the Monster’s aunt asks him to look after his cousin or a ‘Monster Movie Craze’ in which people start dressing up and acting as the monster, making it more difficult for him to intimidate anyone. It is triggered when the Monster’s ‘Skutendo’ clock is filled and then cleared again. When it is triggered it, it also adds to the ‘D(oo)M’ Clock. This tracks the likelihood of Hunters turning up to look for the Monsters, the Slices from the ‘D(oo)M’ Clock being spent by the Doctor to bring them into play.

They include the sibling monster hunters, the Losechester Sisters, Van Helsing, and Scrood-Be-U, a gang of monster hunters which travels in a van called the Misery Machine and whose members benefit from eating Scrood-be-Snacks. Antagonists in Mansters are talked about in terms of archetypes (as are the Player Characters). These consist of Mr. Moneybags, The Man in the High Chair, the Long Arm of the Law, the Underworld, and so on. These are supported by detailed examples, such as Elton Mask for the Mr. Moneybags. It is here in the naming references that Mansters best and most obviously shows its satire. There is some advice for the Doctor, but it is very light. There is, though, an introductory adventure in which the Monsters investigate a landlord who is evicting all of his tenants to turn a block of flats into short stays for Airbnb.

One issue with the scenario is that it does not fully showcase all of the roleplaying game’s mechanics since a Hunter is not intended to appear as the ‘D(oo)M’ Clock fills. This is disappointing, but it means that the Doctor can save Mansters’ Hunters for a scenario of her own. Oddly, it does introduce another mechanic, ‘Initiative Points’, which essentially tracks the effects of the Monsters’ actions and determines how well they have done at the conclusion. What this means is that it is not entirely the typical adventure the Doctor might expect as an introductory adventure for Mansters when it comes to showing the rules in action. This does not mean that the actual adventure itself is bad as it is otherwise enjoyable and nicely detailed. It also showcases how a typical adventure starts with the Monsters all attending Doctor Lector’s Depressives Anonymous sessions, which are as much social events as they are therapy sessions. Despite the name, the Doctor is not evil, but part of later therapy sessions will involve some reflection of the adventure or situation that just happened. These post-investigation/post-defeat the banality of evil session are also where the players expend Experience Points. This has the potential for some interesting roleplaying scenes if the Doctor and players want them.

Unfortunately, the rulebook does not list the experience point costs for improving the Monsters. Nor does it list the Monstrosity Levels for each type of Monsters. Nor does it really explore how a Monster’s Monstrosity Level goes up or down. In fact, only the Vampire has a Bane which can increase his Monstrosity Level. Instead, Experience Points are intended to be spent on permanently lowering the Difficulty of activating a Monster’s powers. Ultimately, it may be up to the Doctor to decide, depending upon a Monster’s actions, whether his Monstrosity Level goes up or down. Mansters should have explored this aspect of its design and developed mechanics for it.

Physically, Mansters is well presented. The artwork is fun, capturing the tedious normality of the Monsters’ lives versus their true nature. The writing could have been clearer in places and it is repetitive in others. The cover also suggests that monsters other than the ones given in the book can be played when that is not the case.

Mansters does come as a boxed set. In addition to the rulebook, the box also contains a set of dice, a deck of ‘Skutendo’ cards, Monster portfolios for each Monster type, and oddly, a set of Monster-themed coasters and a set of Monster-themed bookmarks! One advantage of the boxed set is that the Monster portfolios do give each Monster’s starting Monstrosity Level.

There can be no doubt that the intent of Mansters is good, a satire of classic monsters versus the banality of modern live and the banality of modern evil, and of old evil versus new evil. Unfortunately, Mansters does not quite achieve what aims for. Mansters can be played as is, but the lack of interplay with and of potential to shift the Mansters’ Monstrosity Levels means the roleplaying game’s intended imbalance between the Monsters’ everyday, humdrum human existence and their inhuman, monstrous nature cannot be explored as it really should.

Saturday, 25 April 2026

Extra! Extra!

What initially stands out about Deadline – A Clockwork Press: A News-Chronicling & Map-Making TTRPG is its physical presence. It consists of what appears to be a tabloid newspaper that comes in an envelope of its own. So, it has a slightly rough feel to it, even a cheapness to it. However, because what that quality hides is a rather engaging storytelling in which the players get together and create a city and tell its story—or at least the stories that are reported in its newspapers. This is the simple set-up for Deadline – A Clockwork Press, a map-making and storytelling—or rather story reporting—game. In a single session, the players create a city whose origins are medieval and propel it forward into an age of steam-powered industry, corruption, and rebellion, plus a pinch of the arcane. Once that is done, they take it in turns to develop and report stories that explore the city, investigate the benefits and detriments of the new industries, uncover that corruption, and perhaps get a little ensorcelled along the way. It is published by The Wanderer’s Tome, best known for Flabbergasted!A Comedy Roleplaying Game inspired by Jeeves and Wooster and Fawlty Towers, and perhaps could be used to create a city for that roleplaying game as an alternate setting. Deadline – A Clockwork Press is inspired by cities such as Pratchett’s Ankh-Morpork and Lovecraft’s Arkham, and Dunwall and Midgar from the Dishonoured and Final Fantasy VII computer games respectively. It designed to be played by up to four players, but can be played solo. It can also be used to create cities where steampunk and magic is rife for other roleplaying games, to create a city that can have stories written about it, or it can simply be an exercise in creativity and storytelling with geography for a single afternoon.

Deadline – A Clockwork Press: A News-Chronicling & Map-Making TTRPG comes as a twenty-four page newspaper. The players will need one twelve-sided, two six-sided dice, and a twenty-sided die as well as pens and pencils in a variety of colours. In addition, the players will need a City Record (broad)sheet upon which they can record its political climate, power source, primary industry, and arcane influence along with its districts and factions. Plus, a sheet upon which they can draw the map of the city. It is played in two phases, the Establishment Phase and the Chronicling Phase.

In the Establishment Phase, the players discuss what elements of the city interest them and the tone that they want to set. Then they take it in turn to roll for the city environment, its eight districts, political climate, power source, primary industry, arcane influence, notable features, and lastly, they name it. Some prompt a player to draw another element on the map. For example, a crater city is located in the crater formed by an ancient meteor impact with the crater’s wall forming a natural defence and then the player is directed to draw the crater’s edge as the limits of the city. Others prompt a player to answer questions, such as for the city’s primary and trade being arcane research, explaining what areas of arcane research are conducted in the city. The arcane influence is where it begins to get a bit weird, with entries such as ‘Echoes of Past Lives’, ‘Eternal Fog’, and ‘Eldritch Horrors’. Possible notable features include gardens, bridges, fighting arenas, clock towers, and more, and the players add two of these. At the last step of process, there is a helpful table for naming the city. By the end of the Establishment Phase, the players will have created a fully fashioned city with notable buildings and geographical features and more, but none of this is set in stone, the players being free to adjust their creation to their satisfaction.

Then, in the Chronicling Phase, the players get to play with their city. They work as journalists, writing the headlines for events which occur in the city. They need to decide what type of newspaper they work for and what its outlook is and which group in society it usually aligns with. (This also lends itself to the possibility that each player could be writing headlines for a different newspaper rather than the same one, though this is not explored in Deadline – A Clockwork Press.) The Chronicling Phase consists of a series of News Cycles, typically one, two, or three on a playthrough. Each News Cycle consists of six headlines, beginning with an Arcane Headline, followed by four Minor Headlines, and finished with a Major Headline. The Minor Headlines can be political, environmental, unrest, culture & society, infrastructure & innovation, and outsider influence. For example, an Arcane Headline might be ‘Magic Users Hunted’, followed by the Minor Headlines of ‘Civic Protest’, ‘Aberrant Weather’, ‘Masked Vigilante’, and ‘World Showcase’, before ending with the Major Headline of ‘Public Execution’. At each stage, the players come up with headlines and sub-headlines for their newspapers and even though there is a table of suggested headline formats, this is actually not that easy. After all, this is normally the purview of professional journalists and editors, not someone sitting down to play a game and tell a story. This does not mean that it cannot be fun though.

Physically, Deadline – A Clockwork Press is very nicely, thematically presented as if it was a newspaper. Alongside the multiple tables of prompts there are engaging adverts that definitely feel as if they should be in an actual nineteenth century newspaper. The only issue with Deadline – A Clockwork Press is its physical nature. In newspaper format, it cannot avoid feeling flimsy.

What is interesting about Deadline – A Clockwork Press is that although by the end of a playthrough of its two phases, the result is twofold, one of which is not what you would expect. The obvious one is the creation of a city and its geography; the less obvious one is its history. The city has a history because it is being generated during the play, but only in the broadest of strokes and instead of the history being recorded as is, it is being reported upon and an opinion being formed on each and every incident. The play is not to create history so much as reportage. There is still room to create that history in detail, though perhaps away from the game itself, because that is not what the players are creating in play. Plus, more reportage in the game if the players want to continue with more playthroughs of the Chronicalling phase as many times as they want.

Deadline – A Clockwork Press: A News-Chronicling & Map-Making TTRPG combines an utterly charming physical presence with an intriguingly different approach to map-making and storytelling. It is an entertaining process and the results have potential to be explored beyond the confines of the roleplaying game’s headlines.

Blackmail & Betrayal

If you are one of the few wealthy Drow in the Spire, then the Silver Quarter is where you come to see and be seen. If you are one of the Aelfir in the Spire, then you need deign to descend to such lows as the Silver Quarter, unless you want to rebel and have fun and perhaps even cause a scandal. Famous—or is that notorious?—for its casinos, gambling houses and members-only clubs, the quarter is a renowned hotbed of dubious, if not outright illegal activity that its bosses can pay off the local bosses and local detachment of the city guard to look the other way. At the heart of it all, is Mesye So, a powerful and influential Drow, who controls the Silver Quarter from behind layer after layer of the best security that his money can buy and the best ignorance of his involvement that his bribes can engineer. Still, he hungers for greater power and influence, and perhaps his ambition and his hubris will be his undoing. It is certainly an affront to ‘The Ministry of Our Hidden Mistress’. A council of elders of these freedom fighters—or terrorists—has decided that enough is enough and that a figure such as Mesye So, of their own, should be bent to their cause. They have purchased a base of operations from which a teams of Ministers can operate in the Silver Quarter, a rundown, not quite seedy gambling den called the Manticore. Armed with what they know about Mesye So and other leading figures seen in the Silver Quarter—represented by a handful of newspaper clippings—the Ministers are to gather further intelligence and use to extort and blackmail Mesye So and others in support of ‘The Ministry of Our Hidden Mistress’ and its aims. This is the set-up for The Kings of Silver: A Campaign Frame for Spire RPG.

It is a mini-campaign
for Spire: The City Must Fall, the roleplaying game of secrets and lies, trust and betrayal, violence and subversion, conspiracy and consequences, and of committing black deeds for a good cause. It is set in a mile-high tower city, known as the ‘Spire’, in the land of the Destra, the Drow, which two centuries ago the Aelfir—or ‘High Elves’—invaded and subjugated the Dark Elves. The Drow have long since been forced to serve the High Elves from their homes in the city’s lower levels and allowed only to worship one facet of Damnou, the moon goddess, instead of the three they once did. However, not all of the Drow have resigned themselves to their reduced and subjugated status and joined ‘The Ministry of Our Hidden Mistress’, or simply, the Ministry. Its members—or Ministers—venerate the dark side of the moon, the goddess of poisons and lies, shadows and secrets, her worship outlawed on pain of death, and they are sworn to destroy and subvert the dominion of the Aelfir over the Drow and the Spire. Published by Rowan, Rook, and Decard Ltd., Spire: The City Must Fall inverts traditional fantasy, making the traditional enemy in fantasy—the Drow—into the victim, and certainly the protagonist, but not necessarily the hero.

The Kings of Silver: A Campaign Frame for Spire RPG is
not a traditional roleplaying scenario. It foregoes the traditional construction with prewritten encounters that the Player Characters play through one after another. Nor does it not suggest any plot or story threads, something that other campaign frameworks for Spire: The City Must Fall, such as Eidolon Sky: A Campaign Frame for Spire RPG do. Instead, it sets up a situation, that is, a chief villain (and others) who are going to be the targets of the Player Characters’ actions, and a base of operations from where the Player Characters will operation. Instead of briefing given by the council of elders, the Player Characters are furnished with a set of newspaper clippings. These include titles such as ‘New Captain of the Watch Appointed in Silver Quarter’, ‘Temple Brawl Kills Five’, ‘Mr Silver Quarter: Looking for Love?’, ‘Midwife Murderer Walks Free’, and ‘Walks-On-Light Drinks Docks Dry!’, from which the players and their characters are going to extract clues about their targets and begin to formulate a plan or two. There is a total of fourteen such clippings and they are all presented as handouts for the players. They tell the players and their characters about the doings of not just Mesye So, but also the extremely wealthy Lay-Deacon Stride-Out-Harmonious; Hestra Wander-The-Lost, famous for being famous who wants to even more famous; and Loq Walks-On-Light, a rebellious Aelfir, who might just turn on his own. Each of these and other NPCs is nicely detailed as why they are so important to the cause of ‘The Ministry of Our Hidden Mistress’, how they differ from other Aelfir, what they desire and what they despise, and what could the Player Characters get from them. Each is also accompanied by some suggested where they might be encountered, but in some cases such as Lay-Deacon Stride-Out-Harmonious and Hestra Wander-The-Lost, what they do not come with is stats. This is deliberate, since they are combatants and if they are being fought, then the probability is that the Player Characters’ blackmail and/or exhortation attempts are going poorly.

The Player Characters also receive The Manticore, the gambling club from which they will be operating. This is nicely detailed in a couple of pages, with a particular emphasis placed upon the staff. They are only given the simplest of descriptions each, but that leaves room aplenty for the Game Master to develop them according to the needs of the campaign. The players and their characters are free to leave the day to day operation of The Manticore to the staff, but they can also have their characters get involved with both of its operation and the staff and their lives, which could open up a lot of roleplaying possibilities.

The Game Master is supported with advice on running The Kings of Silver and given several tables to roll on as a source of prompts and ideas, including ‘Which House Is This Drow Noble Claiming To Come From?’ and ‘What’s The Name Of This Gambling House/Club, And What’s Interesting About It?’. There is a list too of the primary places in the Silver Quarter. Although what might happen in between is not discussed, there is an examination of the possible endings to the campaign as well as its set-up. These look at the ultimate possible consequences of the Player Characters’ actions, not all of them good.

Lastly, The Kings of Silver presents six pre-generated Player Characters. They include a Bound, one of the vigilantes who bind small gods into their weapons, who can infiltrate locations with ease; a night-club singer who is secretly a Blood-Witch with a long history of terrifying others; a Knight of the North Docks with an encyclopaedic knowledge of the city’s public houses who has brought his daughter with him as his squire; an ex-masked servant able to move amongst high society; an ex-embezzler good at cutting deals; and an ex-priest turned confidence trickster. They all come with their own character sheets.

Physically, The Kings of Silver: A Campaign Frame for Spire RPG is well presented and its contents are neatly organised and easy to reference, done in an easy-to-grasp style from start to finish. The news clippings each have a page of their own enabling the Game Master to print or copy them and once in play, the players can consult them again and again.

Although it is of scenario length, The Kings of Silver: A Campaign Frame for Spire RPG is very much a campaign framework, with a beginning and an ending (or endings). It is a juicy set-up, with lots for the players and their characters to think about, whilst giving them complete agency as how they act upon the set-up and the information that it gives them. After that, the campaign is primarily player driven as they decide how their characters will act against the NPCs they are targeting, with the Game Master supporting and reacting to those decisions. There is no set length to the campaign either, the length likely depending upon the players’ decisions and how many of the NPCs their characters will move against. The Kings of Silver: A Campaign Frame for Spire RPG lays out the basis for an entertaining campaign, but where it goes is entirely up to the players.