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Showing posts with label Black Pudding. Show all posts
Showing posts with label Black Pudding. Show all posts

Friday, 18 April 2025

[Fanzine Focus XXXVII] Black Pudding #8

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 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and as of Black Pudding No. 6, for use with Old School Essentials as well, so is compatible with other Retroclones, but it is not a traditional Dungeons & Dragons-style fanzine. For starters, it is all but drawn rather than written, with artwork that reflects a look that is cartoonish, a tone that is slightly tongue in cheek, and a gonzo feel. Its genre is avowedly Swords & Sorcery, as much Fafhrd and the Gray Mouser as Conan the Barbarian. Drawn from the author’s ‘Doomslakers!’ house rules and published by Random Order via Square Hex, Black Pudding’s fantasy roleplaying content that is anything other than the straight-laced fantasy of Dungeons & Dragons, but something a bit lighter and not a little tongue in cheek, yet still full of adventure and heroism. Issues one, two, and three showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures, whilst four also included the author’s ‘OSR Play book’, his reference for running an Old School Renaissance game, essentially showing how he runs his own campaign. Issue five included a similar mix of new Classes, NPCs, and an adventure, but did begin to suggest a campaign setting, which six also continued as well as containing its owning wilderness area for the Player Characters to explore.

Black Pudding #8 continues in the same vein as Black Pudding No. 5, Black Pudding No. 6, and Black Pudding #7, containing a mix of new Character Classes, new monsters, NPCs, and mini-scenarios, although no further details or descriptions of Yria, part of the ‘Doomslakers’ campaign are given. The tongue-in-cheek tone of the fanzine begins inside the front cover with the Wizard spell, Foot in Face, which the wizard can prepare a round in advance and then cast instantly as a rejoinder, stunning the defender for a round, whilst on the facing page, ‘The Barbarian Blade’ which parodies Conan and eschews the use of magical swords which makes the men of the south weak. The wielder of this two-handed blade must do so with strength and without fear, but can strike any foe and inflicts 2d8 damage! It is over the top, but in keeping with the genre.

The new monsters are twists on standard types. Thus, the ‘Fee Foe’ is a giant that enjoys the blood of adventurers, lairs on roads and under bridges where it charges a toll. It is also good at throwing rocks and can block passages as if Hold Portal was cast. Hopefully, the players will get the pun in the name. The ‘Troglozyte’ is a version of the Troglodyte, but bigger and nastier with a fast regeneration ability and the possibility that when bitten by a Troglozyte, an adventurer might be transformed into one! The ‘Reeking Rotter’ is an undead thing whose attacks inflict ‘Rot Spatter’ which causes sufferers to retch temporarily and whose bite infests victims with rot worms that reduce their Constitution. The rot worms not only stink, but emit tiny screams! Lastly, the ‘Octonods’ are creepy scientists from another dimension that come looking for wizards’ spells and scrolls that they turn into a noxious gas to incubate their young! They are utterly lacking in joy and can sting with their tentacles, or their gaze attack can inflict damage, cast Charm Person/Monster, cast Telekinesis, or simply teleport a target away. They have the feel of big threat, perhaps an ongoing one.

The first of the issue’s several new Classes is the ‘Alien’. Its strangeness means it suffers a bonus to Reaction rolls, whilst its Weird Food requirements cost more, and Weird Brain makes it immune to Sleep, Charm, and Geases. It adds a degree a complexity with ‘Strange Powers’, which enable it to project powers from its head. These powers are all potion-based, so a player will be looking at the treasure section of the rules—whether ‘Basic’ or ‘Expert’—rather than the spell lists. Whilst the ‘Alien’ is less likely to appear in many a campaign, the ‘Death Witch’ is more obviously useful. She cannot be of Good Alignment and is capable of casting both Cleric and Magic-User spells, can speak to the dead and turn undead as a Cleric, and as a ‘Skull Lover’ turns any weapon decorated with a skull into a magical weapon. In addition, she can make and place a Hex Bag on a target to trigger later for more damage. Should a Death Witch die, she will rise again in three days with a loss of Charisma and indebted to evil…

The ‘Fighting Wombat’ Class is a silly addition, a Fighter type, but with the ability to dig tunnels, store items in its back pouch, and when unarmoured, can hide in natural surroundings like a Halfling. The ‘Goon Royal’, by Jayne X Praxis, is a rare contribution to Black Pudding from an author other than James V. West. Apart from a bite attack which continues to inflict damage until the target makes a successful saving throw versus paralysis and the ability to climb like the Thief Class, there is little to make the Class stand out.

The penultimate Class in Black Pudding #8 is the ‘Feral Knight’. This is a fallen warrior, cursed to wander the wilds until he commits deeds of honour that will restore his lost glory. This is a Fighter Class, but with limited access to arms and armour. Initially only a dagger and a shield, but other weapons and armour become available as the Player Character gains Levels, whilst magical arms and armour can be used at Ninth Level. The ‘Feral Knight’ is ‘Heroic’ and has an attack bonus versus Evil enemies, immune to fear, and his ‘Courage’ gives a bonus versus mind-effecting magic. He also gains Knightly powers as he acquires Levels and does great deeds, including being able to know alignments, casting Cure Light Wounds three times per day, and eventually cast First Level Cleric spells daily. There is a table to determine what caused the fall of the ‘Feral Knight’. There is a lot of detail to the Class, but with it plenty of roleplaying potential.

The last Class is the ‘Norg’, a Giant Kin Class. This is another Fighter Class, but one who fights with a penalty with one-handed weapons, finding armour is difficult because the each member of the Class is at least eight feet tall, is immune to cold magic effects, and has the special abilities of the Polar bear, including knowing their language. The ‘Norg’ can also speak to giants, but they will not trust the ‘Norg’. This is a simple and serviceable Class, easy to add to a campaign and roleplay. Of the six Classes in the issue, the ‘Feral Knight’ is the most interesting and the one with most gaming scope built in.

‘Ghiki’s Hole’ is the first of two scenarios in Black Pudding #8. It is an adventure location, a grated hole in the ground in the wilderness, which opens onto a sheer shaft, two hundred feet deep. The caves at the bottom of the shaft are home to the titular Ghiki, a ‘Cyclops Serpent’, curled up on a pile of bones and treasure. The adventure is short and challenging, but has a pleasingly physicality with the deep shaft, some caves in the walls, and webs near bottom, but above the lair. The lair of Ghiki, quite a tough monster, is shown with the creature winding around the treasure adding further to the sense of place. The second scenario is ‘General Skull Falcon’s Hall’ (possibly, but it is not clear), in which the Player Characters ascend a snowy mountain to consult General Skull Falcon who will respect their bravery in climbing the mountain and reward them with several true facts they did not know and one false fact. This location has a hook built in, but is short enough and compact enough to drop into a campaign when that hook, the Player Character’s need for knowledge they cannot get elsewhere comes up as part of a campaign. So, a good addition in that eventuality.

One of the best features in Black Pudding is ‘Meatshields of the Bleeding Ox’, a collection of NPCs ready for hire by the Player Characters. There is a decent range of NPCs given here, such as ‘Elotar Flatulus’, a Third Level Thief with a love of tea and dislike of loud music, who has seen and done it all, but might just be getting a bit long in the tooth, and ‘Nart Flindasterd’, a Fourth Level Thief who likes precious metals, but hates guards and wizards because as a genius toddler, the son of wealthy wizard, he was dropped on his head, and ever since, he not been a genius and it really irks him. There are eight ready-to-use NPCs and each one will add a little in their own way to a Game Master’s campaign.

The big feature in Black Pudding #8 is ‘Zasto Fillstian, War Wizard, Hellrider, Outcast of Seapath’, a major NPC who is a Seventeenth Level Magic-user and Seventh Level Star Wizard (as detailed in Black Pudding #3) who hunger for power and consequent actions drove him out of the city of Seapath and into a secret sanctuary in the Dweomerdrake Mountains from where he raids hidden and dangerous worlds whilst viciously protecting and hoarding what he finds. This includes, but is not limited to, a Sherman tank, adapted to run on wine or beer, given the lack of diesel. His write-up includes descriptions of his favourite treasures; his trusted agents—an alien as per the Class earlier in the book and a cold-hearted Elf; his Book of Eternal Life, which he won from Hell and from which he cast the spell of the same name; and Golgor, the star from which he gains some of his powers. Together with a map of his lair, this is the real big threat in the issue and would be a major presence in any campaign.

‘Iron Devils II’ describes ten magical swords. For example, Hawkhead is a +1 sword that lets the wielder see through the eyes of a passing bird for a turn or Whiplash, a +1 sword whose curved blade negates bonuses for shields or cover, and can be thrown and will come back if the attack misses, whilst the mirror blade reflects invisible things and lets the user see through a door or over a wall once a day. All ten blades are illustrated and nicely detailed, each one adding a little different flavour.

Physically, Black Pudding #8 adheres to the same standards set by the previous issues. So plenty of good, if cartoonish artwork to give it a singular, consistent look, accompanied by similar cartography. As with previous issues of the fanzine, the potential and obvious problem with Black Pudding #8 is that its tone may not be compatible with the style of Dungeons & Dragons that a Labyrinth Lord or Game Master is running. The tone of Black Pudding is lighter, weirder, and in places just sillier than the baseline Dungeons & Dragons game, so the Game Master should take this into account when using the content of the fanzine.

A new issue of Black Pudding is always welcome, offering as it does a lighter, sometimes sillier approach to Dungeons & Dragons-style fantasy. This gives the fanzine a genuinely unique identity and Black Pudding #8 is no different, offering a mix of content that veers from the instantly useable to the so weird that the Game Master is going to find it harder to add to her campaign. Yet there was the hope that the next issue of the fanzine would further develop the author’s ‘Doomslakers!’ house rules as well his setting of Yria, but Black Pudding #8 does not do that and it is disappointing. Make no mistake, there is good content in Black Pudding #8 and it is a finely produced fanzine, but there is scope to do more than do the same mix again.

Friday, 29 December 2023

[Fanzine Focus XXXIII] Black Pudding #7

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and as of Black Pudding No. 6, for use with Old School Essentials as well, so is compatible with other Retroclones, but it is not a traditional Dungeons & Dragons-style fanzine. For starters, it is all but drawn rather than written, with artwork that reflects a look that is cartoonish, a tone that is slightly tongue in cheek, and a gonzo feel. Its genre is avowedly Swords & Sorcery, as much Fafhrd and the Gray Mouser as Conan the Barbarian. Drawn from the author’s ‘Doomslakers!’ house rules and published by Random Order via Square Hex, Black Pudding’s fantasy roleplaying content that is anything other than the straight-laced fantasy of Dungeons & Dragons, but something a bit lighter and not a little tongue in cheek, yet still full of adventure and heroism. Issues one, two, and three showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures, whilst four also included the author’s ‘OSR Play book’, his reference for running an Old School Renaissance game, essentially showing how he runs his own campaign. Issue five included a similar mix of new Classes, NPCs, and an adventure, but did begin to suggest a campaign setting, which six also continued as well as containing its owning wilderness area for the Player Characters to explore.

Black Pudding No. 7 continues in the same vein as Black Pudding No. 5 and Black Pudding No. 6, containing a mix of new Character Classes, a few monsters, and expanded descriptions of Yria, part of the ‘Doomslakers’ campaign. The issue, though, begins with four new Classes, whose quality varies. The first is the ‘Rat Bastard’, the offspring of Wererat and Human parentage. Treated like a Chaotic Thief, the Class has the ability to shift into a Wererat and use a Claw and Bite attack, but takes extra damage from silver. The Class also has a strong sense of smell, is naturally stealthy and sneaky, including being able to escape bonds and cages. The Turncoat ability forces the ‘Rat Bastard’ to betray everyone if offered more money than the Class is currently receiving… The ‘Rat Bastard’ is intentionally evil/Chaotic Class, suitable for NPCs, most obviously, but also for a campaign where the players are playing evil/Chaotic Classes. If the ‘Rat Bastard’ has a role in certain campaigns, the role of the remaining three Classes is uncertain except for sillier or gonzo campaigns. The ‘Iggy’ Class is a crude, shirtless risk-taking brawler whose ‘Lust for Life’ random, jerky battle dance gives him Armour Class bonuses despite being able to wear armour on his head and legs, make unarmed attacks, steal weapons and use them, and whilst he is partially immune to mind-affecting sleep and spells and all manner of intoxicants, he throws himself into danger, often harming himself in the process. The ‘Flamer’ is an Angel, but on fire, which inflicts fire damage, including the Magic Missile-like Fireburst, block damage with a Fire Shield, can Fly daily, and is, of course, immune to fire. Unfortunately, the ‘Flamer’ incinerates any armour not magically designed for it, has a chance of melting any weapon it uses, and can take double damage from the cold. The Class essentially feels like the Human Torch from the Fantastic Four. Lastly, the ‘Eyeball’ is a walking, talking eyeball, with sight-based abilities, such as being able to read any scroll and spot hidden and invisible things, plus it has the Thief abilities of Sneak, Pick Locks, and Pick Pockets. It suffers penalties in bright light though. It is intentionally a humorous Class, but really all three—the ‘Iggy’, the ‘Flamer’, and the ‘Eyeball’—are pieces of humour rather than necessarily humorous Classes. Their inclusion in any game would change its tone and it would have to be a specific type of campaign, gonzo and absurd, that they would work in.

The five new monsters in Black Budding No. 7 are quick and simply presented, with abilities and their minimal background details, all delivered as a series of bullet points. They include the ‘Rocky’, ‘Grave Crusader’, ‘Dracowisp’, ‘Tyrano-X’, and ‘Queen of the Dark Light’. The ‘Rocky’ and ‘Dracowisp’ consequently feel underwritten because their descriptions do not give them a role, whereas the ‘Grave Crusader’ is an Undead protector of burial sites. The ‘Tyrano-X’ is a Tyrannosaurus Rex-type creature, but intelligent and whose eggs are used in potions and royal breakfasts, so their eggs are hunted, even though one egg per nest poisons the eater. The ‘Queen of the Dark Light’ is a villainous sorcereress, who relishes in the shadows, maintains a coven of witches to serve her, is protected by Shadows, can summon Zombies, and so on. Both the ‘Tyrano-X’ and the ‘Queen of the Dark Light’ are given a full page each—the ‘Queen of the Dark Light’ on an appropriately black page—and so are given more detail, even if only mechanically, that the Game Master can more easily bring into her game.

Half of Black Budding No. 7 is devoted to ‘Yria: A Black Pudding Gazetteer’. It primarily focuses on the five cities of one region—Darkmirth, Frimmsreach, Kanebok, Seapath, and Summertop—with the spaces in-between filled in with rolls on the accompanying ‘d66’ table. These are only given thumbnail descriptions, whereas the individual cities and their environs are given a page each. Darkmirth is described as being ruled by a one kind king whose mind has been lost to the darkness of the Shadow Shrine and black sword in hand, demands the city be made black… Seaport is perched on a cliff over an angry sea and behind a mountain range, but the protection of the god, Krolton, the Blazing Heart, ensures it offers a safe harbour and posterity for the incredibly wealthy guilds and merchants. Underneath lie broken layers of the sewers and older cities, infested and haunted by creatures and monsters that lurk deep within. Here there is opportunity for adventurers to delve deep and find work in a city dominated by guilds—merchants, thieves, and assassins.

‘The Mythos of Yria’ present the pantheon of gods worshipped across Yria. How Mother Nest, the Moon, screamed and birthed life into the world over and over as the Black Wing, the great bird of death, swooped down and snatched it up again and again from around Nexus, the World Tree. The twelve gods are described in detail, including each one’s physical form, how it is worshipped, the requirements of its clerics, what is seen when standing in its presence, and what are the portents of its coming… This the Worm Witch, Mother of 100 Dooms takes the form of a medusa with worm hair, her robes tattered and old, her belly swollen with child, silver mirror eyes, surrounded by one hundred children, each one a monster. She is worshipped in foul festivals of feasts of worms and rotten meat, child sacrifice, and worse… Her clerics must carry and eat worms to know her mysteries, carry daggers, smell disgusting, and summon worm-like monsters daily. Her Alignment varies between Neutral Evil and Chaotic Evil, and standing in her presence is to smell her foul breath, see her black fingernails, and hear her hissing rasp, whilst surrounded by wriggling worms, skittering creatures, and nausea. The portents of her coming include flowers wilting, hordes of bugs, food rotting, the Moon clouding over… Each of the twelve gods is detailed in similar fashion, in each case, adding to the richness of the Yria setting. There is a brutality to all twelve of these gods that suits the Swords & Sorcery genre.

Physically, Black Pudding No. 7 adheres to the same standards set by the previous issues. So plenty of good, if cartoonish artwork to give it a singular, consistent look, accompanied by similar cartography. As with previous issues of the fanzine, the potential and obvious problem with Black Pudding No. 7 is that its tone may not be compatible with the style of Dungeons & Dragons that a Labyrinth Lord or Game Master is running. The tone of Black Pudding is lighter, weirder, and in places just sillier than the baseline Dungeons & Dragons game, so the Game Master should take this into account when using the content of the fanzine.

In terms of quality, Black Pudding No. 7 really divided in two. So, whilst it starts poorly with the four Classes, three of which are unlikely to see a lot of use in any game, the other half, consisting of ‘Yria: A Black Pudding Gazetteer’ and ‘The Mythos of Yria’ which together present a world and help bring it alive. Here there is scope for the Game Master to expand the world and make it her own by developing adventures for it and bringing it to live through play. A starting adventure or two would not go amiss in one of the locations detailed in ‘Yria: A Black Pudding Gazetteer’, perhaps in the pages of Black Pudding No. 8, but Black Pudding No. 7 really does provide a good introduction to the author’s home campaign of Yria.

Monday, 30 August 2021

[Fanzine Focus XXVI] Black Pudding #6

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and so is compatible with other Retroclones, but it is not a traditional Dungeons & Dragons-style  fanzine. For starters, it is all but drawn rather than written, with artwork that reflects a look that is cartoonish, a tone that is slightly tongue in cheek, and a gonzo feel. Its genre is avowedly Swords & Sorcery, as much Fafhrd and the Gray Mouser as Conan the Barbarian. Drawn from the author’s ‘Doomslakers!’ house rules and published by Random Order via Square HexBlack Pudding’s fantasy roleplaying content that is anything other than the straight-laced fantasy of Dungeons & Dragons, but something a bit lighter, but still full of adventure and heroism. Issues onetwo, and three have showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. Black Pudding #4 included a similar mix of new Classes, NPCs, and an adventure, but also included the author’s ‘OSR Play book’, his reference for running an Old School Renaissance game, essentially showing how he runs his own campaign. Black Pudding #5 was more of a return to form, a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. It did, however, begin to suggest a campaign setting.

Black Pudding No. 6 continues where Black Pudding No. 5 left off. Previous issues of the fanzine have always been entertaining, but primarily felt like collections of new Classes, character sheets, monsters, and NPCs from the author’s ‘Doomslayers’ campaign, but without really presenting what that ‘Doomslayers’ campaign actually is. Now Black Pudding No. 5 did contain its own collection of new Classes, character sheets, monsters, and NPCs from the author’s ‘Doomslayers’ campaign, but it also included something more. This included the mini-sandbox, ‘Standing Stones of Marigold Hills’, but was really seen in ‘Adventures in the North’. This was a small region taken from Yria, part of the ‘Doomslakers’ campaign, beset by arctic temperatures, Ice Witch matriarchs, Ice Wights, and more! Parts of Black Pudding No. 6 carry on directly from ‘Adventures in the North’, but there is new setting material too. Further, Black Pudding No. 6 marks another shift, this time in terms of rules, so that it covers Old School Essentials as well as Labyrinth Lord.

Black Pudding No. 6 is not without its new character Classes. These begin with ‘The Fat Lady’, as in, “It’s not over until the fat lady sings.” This Charisma-based Class should ideally be clad in armour with literal breast plates and winged helmets, and is all about singing, first to increase her Strength, to heal, to inflict damage, and influence people. Combine this with the Barbaribunny Class from Black Pudding #1 and the Referee will quickly find herself running What’s Opera, Doc?! ‘The Demodyn’ is a wee demon person who constantly radiates heat, can cast Burning Hands daily and any fire spell from a scroll, and ultimately, open a portal to the Infernal Plane daily. The third Class is the Beastfriend, who possesses a supernatural affinity with wild creatures and can calm, befriend, and ultimately call them to come to the aid of the Beastfriend. 

One of the best on-going features in Black Pudding is ‘Meatshields of the Bleeding Ox’, a collection of NPCs ready for hire by the Player Characters (or in a pinch, replacement Player Characters). As before, there is a decent range of NPCs given here, such as Malloid the Mage, a Fifth Level Magic-User who knows many things, but if not, can ask the Kosmik Halo that constantly whirls about his head; Totterdun of Udderpeak, a Second Level Dwarf from a poorly regarded family of Dwarves, who likes to work, to get the job done as agreed—and no more, and then getting paid; and the Weird Boatmen, several Zero Level creatures who have access to the Boat of Safe Passage, who speak little, but for a price will safely take you across any body of water in complete safety. Where in previous issues there have just too many entries in this ongoing series, here they are kept to just eight and that feels just the right number.

The monsters in the issue a Monstrous Toad with a mucoid skin—the mucus can be collected and boiled to make a frog and toad repellent, and an unpleasant personality who enjoys giving out insults; Iggy the Husker, a pig-man-thing which can be summoned to hunt and dine on man; and the Nightstalker, a dog-like creature which nightly waits in the shadows to hunt those that be Powers That Be committed a bad act and should be punished. Only the victim can see it and he or she cannot ignore it lest their rolls be made at a disadvantage, the Nightstalker making a single claw and gaze attack nightly, the former inflicting deep scratches, the latter the random loss of Attribute points! The monsters here are more singular than is usual and perhaps all the more memorable for it.

‘Adventures in the North’ is continued from the previous issue and as well as adding soft, lumpy, and magical Snowmen who might come to the aid of of unwary travellers in the region, perhaps with healing magic, perhaps with messages written in the snow, it provides a table of things to be found upon the Frozen Victims of the Ice Witches. Found along the road to the north is Trence the Troll’s Roadhouse, owned by a hard man said to have troll’s blood in his veins and be capable of walking naked in the snow for miles, and claim that the weather was no more than, “a bit chilly”. For a good enough tip, he might impart some important piece of information that will help the Player Characters whilst they are in the north, but otherwise he will remain as cold and as tightlipped as his welcome—and he certainly will not explain why he has his mother in the cellar! Beyond lies the Domain of the Snow Witches, which Dembellina Rue, the Matron Prime rules with a cruelly icy grip and breeds goblins from filth and refuse. The two parts—in this issue and the previous one, provide a nicely done and particularly wintery north (barring the Ice Camels which feel silly), that can easily be dropped into a Referee’s campaign.

The feature article in Black Pudding No. 6 is ‘Underground Down Below: An Old School mapcrawl adventure for PC levels 3-6 or so’. This is a wilderness style adventure, but located underground, an underground into which the Player Characters have been cast, perhaps randomly, perhaps not. Down below, the Player Characters will find animated cave mouths capable of chomping them to bits, a shrine to the war goddess Hilda built from dung; mounds—some home to grumpy ants, some ambulatory and home to Granny Naga, other of soft stone upon which to fall asleep and fall prey to their hungry denizens; the remains of a once great, but long dead empire; a mighty palace crumbling under the care of decrepit, aging staff who await the return of their long lost leader; and walking villages home to tiny people who will also try to eat the Player Characters, though their attacks are like insect bites. If attacked the villages flip over and hide under thick shells.

There are almost forty locations in the ‘Underground Down Below’, all of them odd, even creepy. This feel is aided by the map and the intentionally scrappy presentation which pulls apart the map and provides a closer view of each location to accompany the description. This is necessary in part because the main map is cramped on the page, but this is not the real issue with the locale. Although there is plenty of ideas and imagination here, unless the Player Characters are cast down into it at random and thus need to find a way out, it does lack a hook or two for them to want to visit. This may necessitate the Referee combing through the various locations to derive such a motivation from them, which given the format is not as immediately easy as it should be. Overall, there is a lot of imagination to work with here, excepting motivations, and so ‘Underground Down Below’ is not as good as it could be.

‘A Trolling We Will Go’ provides a ready-to-play location, a play upon the idea of rolls being found under bridges. The Troll itself, an Urnt Troll, is a combination of the classic goat-hating Troll and the Dungeons & Dragons Troll, complete with powers of regeneration. The location is built and illustrated around a set of random tables which provide random finds, the Urnt Troll’s treasure, Trollish reactions, and more. Again, this is nicely detailed and easy to drop into a campaign.

Elsewhere in the issue, ‘A Curious NPC Approaches the Party’ provides a ready source of NPCs and their goals, whilst ‘Unfinished Puddin’’ adds numerous untested and undeveloped rules, such as Saving Throws being based directly on a character’s Attributes, better Armour Class for a barbarians if they actually wear less armour, and a more narrative-based Initiative order. All of these are workable to some degree, but adding these will change the retroclone of the Referee’s choice. Lastly, ‘Armour Class Hack: AC is Negative Only When Protection is Magical’ provides another alternative to Armour Class, this one limiting non-magical Armour Class to zero (or twenty, if ascending). Beyond magical armour is required and magical armour should be special, much like weapons can be special. This is a nice touch and has the potential to make armour much more interesting than it typically is in a Dungeons & Dragons-style roleplaying game.

Physically, Black Pudding No. 6 adheres to the same standards set by the previous issues. So plenty of good, if cartoonish artwork to give it a singular, consistent look, accompanied by similar cartography. As with previous issues of the fanzine, the potential and obvious problem with Black Pudding No. 6 is that its tone may not be compatible with the style of Dungeons & Dragons that a Labyrinth Lord or Game Master is running. The tone of Black Pudding is lighter, weirder, and in places just sillier than the baseline Dungeons & Dragons game, so the Referee should take this into account when using the content of the fanzine.

The highlight of Black Pudding No. 5 was that it contained content from the author’s ‘Doomslakers’ campaign and the hope of Black Pudding No. 5 was that this would continue in future issues. It has, but only to the extent that the ‘Adventures in the North’ article started in Black Pudding No. 5 is completed in this issue. It would have been great to see yet more, but this is not to say that the content in Black Pudding No. 6 is poor. The issue benefits from having fewer Classes and NPCs, in their stead there being a good encounter at a bridge, some interesting rules ideas to test out, and a potentially fun underground wilderness. It is this underground wilderness, ‘Underground Down Below’, which ultimately disappoints, only needing a little extra development and support to be more immediately useful. Black Pudding No. 6 is not quite as entertaining as previous issues, but its content is not without promise.

Sunday, 30 May 2021

[Fanzine Focus XXV] Black Pudding #5

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and so is compatible with other Retroclones, but it is not a traditional Dungeons & Dragons-style  fanzine. For starters, it is all but drawn rather than written, with artwork that reflects a look that is cartoonish, a tone that is slightly tongue in cheek, and a gonzo feel. Its genre is avowedly Swords & Sorcery, as much Fafhrd and the Gray Mouser as Conan the Barbarian. Drawn from the author’s ‘Doomslakers!’ house rules and published by Random Order via Square HexBlack Pudding’s fantasy roleplaying content that is anything other than the straight-laced fantasy of Dungeons & Dragons, but something a bit lighter, but still full of adventure and heroism. Issues onetwo, and three have showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. Black Pudding #4 included a similar mix of new Classes, NPCs, and an adventure, but also included the author’s ‘OSR Play book’, his reference for running an Old School Renaissance game, essentially showing how he runs his own campaign. Published in August 2018, Black Pudding #5 is more of a return to form, a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. It does, however, begin to suggest a campaign setting.

Black Pudding #5 opens with ‘Standing Stones of Marigold Hills’. This is a mini-sandbox consisting of a series of hills strewn with tombstones and graves, with many of the latter occupied with the undead and the region by the spirits of the dead. Some of these occupants are given thumbnail descriptions for easy portrayal by the Labyrinth Lord. The tombstones were once tended to by the Marigold Witch, but although she is long gone, it is said that she left her spellbook behind. Perhaps it is in one of the tombs? The Book of Marigold is also detailed as is the fact that it will avoid being ‘captured’ and the three spells it contains. These spells are cartoonishly inventive, such as Arrow Road, which creates path of arrows which the targets of the spell must follow, and Marigold Charm, which creates a sphere of pungent aroma that renders those inside immune to poison, gas, and insect attacks, but at the cost of a reaction penalty and inability to surprise anyone.

The second adventure is ‘The Rat Queen Dies Tonight’, designed for Player Characters of Fourth and Fifth Levels. It is a thirteen-location, fairly linear cavern complex, sparsely written, but nicely detailed. The Player Characters trail a band of marauding rats to this complex and discover what appears to be at first a scavenged tomb then hot and steamy caves. The secret is that the Rat Queen has entered a pact with a demon and according to that pact, she dies tonight! Are the Player Characters the means of fulfilling that pact or is there another solution? There is lots of treasure to be found, including Malefysto’s Grimoire of Nefarious Incantations, another book of spells. These are all fire-themed, such as Malefysto’s Hands of Fire, which gives the caster flaming fists that he can even throw them like mini-fireballs, and Malefysto’s Eyes of Doom which turns the caster’s eyes black and his gaze capable of vaporising anyone he looks upon! The spellbook will be a suitable reward for any Wizard, but there is plenty of treasure to go around and the scenario itself is fun.

 ‘Adventures in the North’. The details a small region taken from the land of Yria, the ‘Doomslakers’ campaign, dotted with independent villages and dwarf strongholds, the latter abandoned after the blue giants known as the Norg drove them out. Even now, the dwarves plan to take their lands back. It takes the traditional concept of the barbarian north and its frosty weather, adds big tables of encounters and rumours of the north, and new monsters and magical items. The new monsters include the Ice Witch, a twisted, cold-hearted woman who lives in an icy house or cloister with her sisters, can cast numerous cold and ice-themed spells, and can be healed from or even reflect cold attacks. When slain, they can rise again as Witch Wights which seek out the warmth of the living, and some Ice Witch matriarchs carry a Staff of the Ice Witch, which will might freeze anyone who grasps it, can cast further spells than those of the Witch Wight, and once a month, conjure a blizzard! There is a lot packed into the four pages of this and it is great to some setting content from the author’s own campaign. Hopefully this will be supported with an adventure or two and more support in future issues.

Black Budding is renowned for its one-page, slightly tongue-in-cheek new character Classes and Black Pudding #5 is no exception with a total of three. The first is the Ninja, which does everything you would expect. The Ninja cannot wear metal armour or wield two-handed weapons, but is good with ranged weapons, a better backstab attack than the Thief potentially inflicting a deathblow, is adept at stealth and can throw flash and smoke bombs. Each Ninja comes from one of eight Ninja Orders which sets certain requirements for being a Ninja, such as the Red Finger order requiring its members to wear red gloves and those of the Morbid Moons to honour the undead! The Ninja Class feels nicely done, but perhaps slightly overly potent in comparison to other Classes.

The Orbii is an ancient race of protectors, said to have served the Daughters of the Moon. They fight as Thieves, but each has a single special talent like being able to forge weapons and armour, including magical weapons and armour at Fifth Level or being able to track and forage. They can also pray to the Moon Goddess once per day to gain ‘Moon Luck’, such as a kiss which heals the supplicant or teleporting the character and his allies anywhere they like! The Boola is the buxom matron of wild places and mother to secrets, who fights as a Cleric, can listen to nature to learn its secrets, and is accompanied by one or more animal companions. Both are thematically strong, the Boola essentially a variant upon the Druid Class.

The monsters in the issue begin with a quartet of unconnected and a quartet of connected creatures. The former includes the Star Troll, wise in cosmic wisdom and with a penchant for Elf flesh; the Ipzee , a cave-dwelling many-toothed thing which cannot be pushed over, swallows its treasure, and whose teeth can be turned into wands; the Ninja Devil, packs of miniature devils which practice Ninjitsu and assassination; and the Angry Shell, a grumpy if multi-lingual sea beast with a great shell who hates to be disturbed, but which might be bribed to talk. The connected creatures are the Arqod Illuminara, the Arqod Champion, the Arqod Dreadling, and the Arqod Sauropod. The Arqod Illuminara are ancient mind-bending, hyper-intelligent humanoids from the time before, always accompanied by their fearsome zealot Arqod Champions, almost suicidal, perpetually hungry for live flesh (and brains and bones) Arqod Dreadlings, and perhaps riding a great Arqod Sauropod, whose ichor can be harvested for its magical properties, and when not serving as beast of burden, likes to play practical jokes by pretending to be small hills. There is something very much of the Alien Universe in these creatures, the Arqod Illuminara being a little like the Engineer for example. Each of these creatures is accompanied by thumbnail descriptions—sometimes a little more, illustrations, and stats, all enough to be both entertaining and playable.

One of the best on-going features in Black Pudding is ‘Meatshields of the Bleeding Ox’, a collection of NPCs ready for hire by the Player Characters (or in a pinch, replacement Player Characters). There is a decent range of NPCs given here, such as Iko Rain, a Fourth Level Ninja whose turn-ons are infiltration and turn-offs are yaks, turtles, and big fights, and The Beast of Bogl, a Four Hit Dice Beast who likes food and fighting, hates talking and not eating, and will not carry anything. Much like the monsters, they each come with full stats, thumbnail description and portrait, as well as a list of their abilities and how much they can be hired for. Unfortunately, seventeen is too many, just as they did in Black Pudding #4, and as inventive and as fun as these are, they do begin to like place fillers rather than actual gaming content.

‘They Come… But What Are They?’ is a one-page NPC/monster generator. With a roll of a handful of dice, the Labyrinth Lord can create the encounter’ looks, alignment, magic, special defences and attacks, toughness, and more. It is quick and dirty and useful. Rounding out The Black Pudding #5 is a quartet of detailed magical weapons. Zam is a +2 sword which can read magic and grant levitation once a day, but really wants to kill Dark Elves; Traumch, a Chaotic +2 battle axe which can smash armour and deals double damage against unarmoured opponents and the undead; and Riveredge and Moonbeam are +1 swords, the first granting water breathing, increased swimming speed, and the ability to walk on water, whilst the second inflicts double damage on lycanthropes and can capture moonlight and shine like a torch. All four are nicely themed and interesting enough that any character capable of wielding them would have fun with them. Lastly, on the back of the issue is a new character sheet for the retroclone, this time laid out as the face of the demon statue being plundered on the cover of the Player’s Handbook for Advanced Dungeons & Dragons, First Edition. It is silly certainly, but a bit of fun, and a nice nod to the origins of the game.

Physically, Black Pudding #5 adheres to the same standards set by the previous issues. So plenty of good, if cartoonish artwork to give it a singular, consistent look and lots of quite short articles, that are in places are underwritten. The obvious issue with Black Pudding #5—and indeed, any of its issues, is that its tone may not be compatible with the style of Dungeons & Dragons that a Labyrinth Lord or Game Master is running. The tone of Black Pudding is lighter, weirder, and in places just sillier than the baseline Dungeons & Dragons game, so the Game Master should take this into account when using the content of the fanzine, but Black Pudding #5 does something that previous issues have to dated avoided. That is, showcase parts of the author’s ‘Doomslakers!’ campaign and that lifts Black Pudding out of just being a madcap medley of monsters, Classes, and NPCs.

Again, just as in previous issues, Black Pudding #5 has too many NPCs and whilst there is still room for ‘Meatshields of the Bleeding Ox’, it should ideally be reduced in size to make way for other content. Especially the author’s ‘Doomslakers!’ campaign which deserves more attention in the pages of the fanzine. Once again, Black Pudding #5 combines a slightly gonzo style and look in a professionally published package offering fun new content and the promise of more of the ‘Doomslakers!’ campaign setting.

Sunday, 26 May 2019

[Fanzine Focus XVI] Black Pudding #4

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and so is compatible with other Retroclones, but it is not a traditional Dungeons & Dragons-style  fanzine. For starters, it is all but drawn rather than written, with artwork that reflects a look that is cartoonish, a tone that is slightly tongue in cheek, and a gonzo feel. Its genre is avowedly Swords & Sorcery, as much Fafhrd and the Gray Mouser as Conan the Barbarian. Drawn from the author’s ‘Doomslakers!’ house rules and published by Random Order via Square Hex, Black Pudding’s fantasy roleplaying content that is anything other than the straight-laced fantasy of Dungeons & Dragons, but something a bit lighter, but still full of adventure and heroism. Issues one, two, and three have showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. Now Black Pudding #4 includes a similar mix of new Classes, NPCs, and an adventure, but is something different for the fanzine.

It opens with the author’s ‘OSR Play book’, his reference for running an Old School Renaissance game which elements of Labyrinth Lord, Swords & Wizardry White Box, and The Black Hack, so a mix of the modern and the old. The most obvious of the former is the use of the Advantage and Disadvantage dice and being able to improve attributes at each Level, but simple Attribute checks of having to roll under the appropriate attribute, a variable amount of luck available to spend per adventure, rules for subdual damage and stunning an opponent, exploding damage dice, and so on point towards a more modern sensibility. Character creation is the standard roll three six-sided dice six times and assign the results as desired, but an attribute can be lowered to improve another on a two-for-one basis. Class options primarily consist of the Wizard, Thief, and Fighter, but no Cleric, and references are made to the new Classes in this this issue of Black Pudding as well as the preceding three issues, plus those from Advanced Dungeons & Dragons, First Edition or Advanced Labyrinth Lord. Only those Classes new to the issue are given in Black Pudding #4, so the Dungeon Master will need to refer to the other sources. Characters also get Specialities, such as the Wizard’s Legendary Lore or the Thief’s Thug, whilst the Thief gets two. Other tables enables a player to add relationships, parentage, a skill or talent, roleplaying traits, backgrounds, and so on to the character. 

Zax Grith
Fighter Level 1
STR 18 (+3) DEX 14 (+1) CON 12
INT 09 WIS 07 (-1) CHR 14 (+1)

Armour Class: 12 Saving Throw: 14 (+2 versus Poison and Death)
Hit Points: 8 Luck: 1
Speciality: Fists & Feet
Weapons Mastery: Fists & Feet (+4 to hit, damage 1d3+4)
Skill/Talent: Cooking
Vice: Beer
Trait: Mellow

Hair Colour: Yellow
Eye Colour: Green

Relationship: Good friend of Nimashte Hrog, the leader of the Doom Cult of Dread
Raised by… politicians
Background: Cheesemaker
What’s in his Pocket: Brass fork
Equipment: Mail undies

The new Classes include the Fighter, Thief, and Wizard as well as Dwarf, Elf, and Halfing, the latter three treated as Race as a Class. The Fighter has Weapon Mastery with a single weapon type, rolls to attack again after rolling a critical attack, and can use Battle Moves like Blinding or Display of Prowess that are awesome stunts which do no damage. The player is free to describe and name the stunt as he wishes. The Thief gets a lot of skills like Acrobatics, Scrolls, or Thug which require a Saving Throw against the Class’ Save value. Not only does the Class have access to all of these skills, at each Level, a Thief can specialise in one or two of adding a +1 or +2 bonus to the roll as appropriate. The Wizard can of course cast spells, but also make scrolls and potions, specialise in wizardly stuff like Languages & Scripts, Battle Magic, or Summoning, can augment his magic with wands, rods, and staves which are used to store spells.  Doing so has the possibility of imbuing the item with a personality and a a desire, so quite possibly making a rod for the Wizard’s back… 

Dwarves are Fighters, but with a higher Constitution, understanding of stonework, a skill in working a particular metal or building underground, and a higher chance of having missing teeth. Elves are more intelligent or charismatic, but not as strong, They are more perceptive and can step into the Faery Realm, the home of the Elves each day. Common Elves are treated as Thieves, but with only one Speciality bonus per Level and the ability to cast one spell. Faery Elves are Wizards who heal better in the Faery Realm and have affinity (or Advantage) when dealing with a particular thing, like Earth or Reptiles. Halflings are small and quick, treated as Fighters who are better at both hiding and healing outside rather than in the city. 

The equipment section in the middle of the issue is fairly standard, although the rules for silvered weapons make them capable of killing lycanthropes with a single blow if a critical hit is rolled. The ‘mail undies; which provide +1 to Armour Class are both silly and support the Swords & Sorcery genre. 

The Class heavy focus of Black Pudding #4 continues with the Goblin, which is treated like a Thief and does have some burglary skills. It specialises as either a Sneak, a Sniper, or a Goon. The Elementarian is treated like a Magic-User, but cannot cast spells, although he can read magical scrolls, and when his ‘Fae’ Stuff roll is made, easily spot secret doors and invisible things. The Class has the advantage when deciphering puzzles and the like. Lastly, the Jungle Lord is a Fighter who climb trees and swing through the canopy better than any Thief. With a jungle scream or yell, he can even call on the animals of the jungle as his friends to aid him. Given the focus of the fanzine’s first half on the author’s ‘OSR Play Book’, these Classes feel slightly silly and a bit removed from the previous six. 

One of the best features in Black Pudding is ‘Meatshields of the Bleeding Ox’, a collection of NPCs ready for hire by the player characters. There is a decent range of NPCs given here, such as Tweets McTussle, a Third Level Fighter who can longer speak to her flying friends and the one-eyed, head-swivelling Dirty Durk of Spleevington who never trusts no-one. That said, there are seventeen listed here and at that number, they do begin to like place fillers rather than actually gaming content.

Rounding out Black Pudding #4 is a short, one-page dungeon, ‘Blackbird’s Cave’. It is straightforward and linear and reasonable enough, though the Referee may want to flesh it out a little.

Physically, Black Pudding # 4 adheres to the same standards set by the previous issues. Now that means a lot of decent if cartoonish artwork to give it a singular, consistent look and lots of quite short articles, that are perhaps underwritten in places. The obvious issue with Black Pudding #4—and indeed, any of its issues, is that its tone may not be compatible with the style of Dungeons & Dragons that a Game Master is running. The tone of Black Pudding is lighter, weirder, and in places just sillier than the baseline Dungeons & Dragons game, so the Game Master should take this into account when using the content of the fanzine, but Black Pudding #4 does something that the previous never really did and that is put the author’s approach to the Old School Renaissance into a coherent form. There have been hints of the author’s ‘Doomslakers!’ in all of the issues of the fanzine to date, but with Black Pudding #4 the author showcases the rules and ideas he uses, an interesting mix of the old and the new. 

On the downside the issue just has too many NPCs and ‘Meatshields of the Bleeding Ox’ feels like it is played out as a format now. Further, as much as the new rules are interesting and playable it would be really nice to see worldbuilding in the issue, to showcase the type of game that the author’ runs as well as the mix ‘n’ match rules variant he uses given here. The ‘OSR Play Book’ in Black Pudding #4 also serves to highlight how its content really deserves to be more than just a fanzine. In terms of mechanics—as shown here, and perhaps setting—as soon as the author presents some, Black Pudding #4 showcases content which deserves to be a roleplaying game of its very own.

—oOo—

The Black Pudding fanzine will be available from Squarehex at UK Games Expo which will take place between June 1st and June 3rd, 2018 at Birmingham NEC. This is the world’s fourth largest gaming convention and the biggest in the United Kingdom.

Sunday, 27 May 2018

Fanzine Focus XI: The Black Pudding No. 3

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 showcased how another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will 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.


Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and so is compatible with other Retroclones. Yet what sets it apart is its consistently singular look, tone, and feel. Set firmly within the Swords & Sorcery genre, its look is cartoonish, its tone is slightly tongue in cheek, and its feel is gonzo. So, this is not the straight-laced fantasy of Dungeons & Dragons, but something a bit lighter, but still full of adventure and heroism. Drawn from the author’s ‘Doomslakers!’ house rules and published by Random Order Creations via Square Hex, Black Pudding No. 3 follows on from the well regarded first and second issues with the same mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. Specifically, five new Classes, eight new monsters, eight NPCs ready to hire, and a wilderness on the road encounter as well as a pair of tables, and the usual character sheets designed to be used with the issue’s various Classes, one for spellcasters and one for non-spellcasters.

The first of the issue’s new Classes is the Luchador, the Mexican style of wrestler. This is a Fighter who wears no armour, but a Sacred Mask he dare not lose and who uses Special Moves such as Ankle Lock, Piledriver, and Flying Clothesline, Level by Level. This sets the gonzo style for the fanzine and if the Class does not fit a campaign, then the Sacred Mask might become a belt or an armband and the Luchador a Martial Artist. The second Class is another Fighter, but this time the Shield Maiden who gains greater protection from her shield and who can perform amazing stunts with it. This is another take on the Amazon-style warrior women and whilst it does come with a selection of magical shields for her to wield, perhaps an idea or two as what stunts might be possible would have been useful too. Another female Class is the Medusa who has all of the accoutrements of the classic monster from Greek Myth with a paralysing gaze, snakes for hair, and the ability to summon snakes and other reptiles. Treated as a Cleric, the Medusa can cast both Cleric and Magic-User, and as powerful as the Class’ abilities there are limits to them. In particular, a Medusa can become a monster and NPC if she uses her Gaze Attack too often and makes her snakes inject venom when they attack. Of course, a Medusa should never stare into a mirror…

Another Magic-User type Class is the Star Wizard, who believes the stars to be alive and enters into pacts with them. This is to ask questions of the stars, to use ESP and Astral Projection, and eventually build a tower in the sky. The downside is that contacting stars can drive the Star Wizard insane, whilst for the Dungeon Master there are rules for creating stars and their personalities as well as a sample Star and its minions. The last Class is much darker and again a Magic-User type. The Raven Heart is a ‘Wizard of the Night’ who can cast Darkness daily and see in the dark, summon a Shadow, and with Gloom, suck the life from the room, inflicting ennui in the process. This works as penalties to attack and Saving Throw rolls and causing Bless and Faith spells to fail. The Raven Heart’s Charisma Curse means that her poor Charisma bonus works as penalty to other saving Throws against her spells; as an Undead Lover she befriends the undead; and her Sad Pose of Drama can make others fall sorrowfully in love with her. Backed by spells such as Raven Claws and Ennui, there is a certain tongue-in cheek quality to this Class, reeking as it does of teenage angst…

The monsters start with the Ork Worgtrainer—both Ork and Worg, whilst the Hag’s Husband is the undead and unhappy companion of a Hag, a sort of undead golem whose unhappiness turns to hate… The Orgthool is a demonic beast which craves blood and can cast a single Fifth Level spell three times a day from its single eye—as can the eye’s owner should he take it, whilst the Szeznin, or Chaos Serpent, with its paralysing gaze and great length, is one of the great dangers to sailors at sea. Meanwhile, the Mangu can answer any question you like, but half the time will not be telling the truth. The chance that it might be telling the truth can be increased through the sacrifice of blood (or Hit Points). The issue’s other two monsters—the Gozog and the Crypt Golem—are not all that interesting.

The issue’s scenario is ‘Into the Nest of the Dopplegangers’ by Matt Hildebrand. This is a low-level encounter on the road at a toll bridge over a fast-flowing river. Dopplegangers have replaced the guards at the toll bridge and plan to rob and kill the player characters. Yet there is something a little odd about the ‘guards’, something that the creatures have not quite got right. Spotting those oddities of behaviour is half the fun for the players and their characters, the other half being for the Game Master who has to roleplay them. This has the potential to be a nice and creepy one-session encounter on the road.

One of the best features in Black Pudding is ‘Meatshields of the Bleeding Ox’, a collection of NPCs ready for hire by the player characters. As with previous issues, these showcase the new Classes in the current issue alongside the standard Classes—Fighters, Magic-users, Thieves, and more. Each comes complete with a hiring cost, likes and dislikes—which affect attempts to haggle with them, a line of background, and more as well as the traditional attribute scores and Hit Points. So Kerra Valteen is a Second Level Shield Maiden who likes mead and righteous quests, hates murder hobo crews, and carries the Shield of the Sky +1, whilst Ghak is a Second Level Fighter who likes gravy, hates loud sounds, and has never thought about much other than hitting things. The selection really should have showcased more of the new Classes as it would have been nice to see them in action, but again, this is both a good and useful mix of NPCs, hirelings, and even replacement player characters. 

Physically, Black Pudding No. 3 adheres to the same standards set by the previous issues. Now that means a lot of decent if cartoonish artwork to give it a singular, consistent look and lots of quite short articles, that are perhaps underwritten in places. The obvious issue with Black Pudding No. 3—as with the previous issues—it is that its tone may not be compatible with the style of Dungeons & Dragons that a Game Master is running. The tone of Black Pudding No. 3 is lighter, weirder, and in places just sillier than the baseline Dungeons & Dragons game, so the Game Master should take this into account when using the content of the fanzine. This though, should not be held against the fanzine or its authors. Perhaps some kind of setting material to put the new Classes, spells, magic items, NPCs, and monsters into context might help ground the fanzine and give the reader somewhere to play with its contents.

Black Pudding No. 3 maintains the high standard as set by the previous issues. There is a good mix of Classes and NPCs, as well as a decent roadside encounter. For the Game Master running a weirder campaign, Black Pudding No. 3 provides further content with which to work.

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The Black Pudding fanzine will be available from Squarehex at UK Games Expo which will take place between June 1st and June 3rd, 2018 at Birmingham NEC. This is the world’s fourth largest gaming convention and the biggest in the United Kingdom.