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Showing posts with label Carcass Crawler. Show all posts
Showing posts with label Carcass Crawler. Show all posts

Friday, 22 May 2026

[Fanzine Focus XLIII] Carcass Crawler Issue #5

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

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

Carcass Crawler is ‘The Official Fanzine Old-School Essentials zine’. Published by Necrotic Gnome, Old School Essentials is the retroclone based upon the version of Basic Dungeons & Dragons designed by Tom Moldvay and published in 1981, and Carcass Crawler provides content and options for it. It is pleasingly ‘old school’ in its sensibilities, being a medley of things in its content rather than just the one thing or the one roleplaying game as has been the trend in gaming fanzines, especially with ZineQuest. To date Carcass Crawler #0, Carcass Crawler #1, Carcass Crawler Issue #2, Carcass Crawler Issue #3, and Carcass Crawler Issue #4 have all focused on providing new Classes and Races, both in ‘Race as Class’ and ‘Race and Class’ formats as well as general support for Old School Essentials.

Carcass Crawler Issue #5 follows a similar path, but provides more general, but still character-focused content. The issue includes two ‘New Character Classes’ by Brad Kerr and Gavin Norman, one new, one not so new. The new one is the ‘Ratling’. This is an anthropomorphic rat which is difficult to surprise given its strong sense of smell, has Infravision and a prehensile tale, an affinity with other rats and knows the secret language of rats. Its skills include Climb Sheer Surfaces, Detect Poison, Hear Noise, Hide in Shadows, and Move Silently. The Class is categorised as semi-martial, being similar, but not like a Thief.
The second of the Classes is not new, but old, having originally appeared in Carcass Crawler #0. The Changeling Class offers the chance for a player to roleplay a Doppelgänger! The Changeling’s ‘Beguile’ skill enables the Class to speak highly persuasively in an almost Charm-like effect, at least temporarily, and with ‘Shape-Stealing’ can mimic the forms of others, unconscious or slain, an effect lasting for one Turn per Level. The counterpart to the ‘New Character Classes’ are the ‘New Character Races’ by the same authors. It should be no surprise that the Changeling has the most potential as an Assassin as well as an Illusionist or Thief, whilst the Ratling can also be an Assassin, but will also be a good Acrobat or Thief.

‘Cantrips’ by Gavin Norman does exactly what it suggests and introduces minor, Zero Level spells for Old School Essentials. They still need to be memorised, but include cantrips such as Magic Quill, Open/Close Portal, Sense Magic, and Spark. There is an optional rule and cantrip for Read Magic, making scrolls easier to read without having to give up a more powerful spell slot. The cantrips have a very Middle-earth feel, including Rune (caster traces a sigil in the air or on a surface) and Smoke Rings for the pipe-smoking Wizard!

If ‘Cantrips’ looks back to Unearthed Arcana for Advanced Dungeons & Dragons, First Edition, then ‘Level 0 Characters’ by Brad Kerr and Gavin Norman is nod to N4 Treasure Hunt and N5 Under Illefarn, if not the ‘Character Funnel’ beloved of Dungeon Crawl Classics from Goodman Games.
Such Player Characters start with fixed Saving Throws and low Hit Points. By default, they are Humans, but an optional rule allows for Demi-Humans with their inherent abilities. There is a guide to playing ‘funnel style’ adventures which clearly acknowledges the article’s primary inspiration, Dungeon Crawl Classics. A Zero Level Player Character also has a Background, the type depending upon his starting Hit Points. A Zero Level Player Character with more Hit Points tends to be physical and have a job that requires more strength, whilst a Zero Level Player Character with less has more sedentary Background. In addition to be used for Character Funnels, these rules and tables can be used to generate Zero Level NPCs and potential hirelings and be used to create a Background for a normal, First Level Player Character prior to the start of play.

Gavin Norman’s ‘Special Materials’ looks at both weaker and enhanced materials. For the former it lists the properties of weapons and armour made of bone, bronze, stone, and similar materials, and the perils and penalties of using broken or bent weapons, as well as cost of repairs. This opens up Old School Essentials to the possibility of cultures who lack metalworking knowledge, whether at all or enough to mark the iron and steel weapons that are the baseline arms and armour. For the latter, it does the same but for weapons and armour made of adamantine, mithril, and silver. In general, the bonuses provided are not as good as magical weapons, plus they are very expensive. This is followed ‘Expanded Poisons’, also by Norman. It expands upon the nine categories of poison given in Old School Essentials by naming them and detailing their effects. It gives cost, saving throw modification, chance of detection, onset time, and effect for each one along with a description. This adds some nasty flavour, especially if the campaign involves assassins.

In ‘Magic Swords’ by Brad Kerr with Chance Dudinack, the Game Master can create all manner of magical swords with quirky abilities. For example, a wavy wooden sword with an antlered pommel with the ‘Flavour’ quirk which when used to stir food can change its flavour or a blood-grooved blade of demon horn with a twitching eye in the pommel and the quirk of ‘Gloating’, meaning that it laughs evilly in combat, reducing enemy morale! Some entertaining quirks here, enabling the Game Master to create some memorable blades—the quirks could easily be applied to other weapons as appropriate—that will enhance (or ruin) the reputations of both the Player Characters and NPCs that wield them.

Chance Dudinack’s ‘Lake & River Monsters’ details eight new monsters found in freshwater lakes, ponds, and rivers. They include the Giant Beaver, the Freshwater Hag, Grindylow (aquatic prank-playing, but cowardly gremlins), Weretoads, Mudslingers (amphibious fish that hunt by spitting mud), Shellycoat (aquatic humanoids that feed on the corpses of the drowned), Snallygaster (reptilian birds with lamprey mouths full of tentacles that suck the blood of the living), and River Trolls. They are all decently done and are accompanied by decent illustrations, In addition, they appear in the adventure that follows.

‘Up Chaos River’ by Brad Kerr and Chance Dudinack is a two-part funnel adventure designed to be played using twelve to fifteen Zero Level Player Characters. The first part ‘The River’. By Brad Kerr, it is a rivercrawl that begins in the town of Blackwater that recently held its midsummer festival, but which since has fallen under a curse as ooze from the river mutates its inhabitants, including its warriors and wizards. With no-one else to investigate, it is up to a band of townsfolk—brave or foolish enough—to paddle or punt upriver to discover the source and put a stop to the problem. There are some nasty encounters along the way, such as a blade poking up out of the water that draws boats to it to slice them in half or a man yelling for help, stranded on a toad infested island, who if rescued, turns out to be a Weretoad(!), but there are good opportunities too, such as rescuing a mermaid. There is a great variety of encounters here, so it a pity that the players and their characters will not experience them all. There are rules given for river travel and worse, for the effects of the river ooze, should a Player Character touch it.

The second part is ‘Hag’s Lair’ by Chance Dudinack. This details the lair of the creature responsible, constructed by her giant beaver minions. It is thick with mud and chewed wood and festooned with traps. It is a mucky, murky adventure that will ultimately lead to a confrontation with the villain of the piece. She is a fiercesome opponent armed with her own magical wooden spoon. However, one disappointment is that combat is the only option considered for dealing with her. It would have been good if the adventure had included options for negotiating or reasoning with her.

‘Up Chaos River’ is an entertaining adventure, though ‘The River’ is the better of the two parts, having a eerie, weird feel. It will be challenging for the Zero Level Player Characters—let alone First Level Player Characters—and any who survive will be truly seasoned. It makes good use of the monsters in ‘Lake & River Monsters’.

Physically, Carcass Crawler Issue #5 is well written and well presented. The artwork is excellent and the cartography good.

Carcass Crawler Issue #5 is an excellent issue of the fanzine. There is a nice balance between new Character options and content supporting campaigns and scenarios. All capped by a good scenario that will challenge the most experienced of players and provide two or three good sessions’ worth of play. Carcass Crawler Issue #5 is good not just for Old School Essentials, but just about any retroclone.

Saturday, 4 April 2026

[Fanzine Focus XLI] Carcass Crawler Issue #0

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

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

Carcass Crawler is ‘The Official Fanzine Old-School Essentials zine’. Published by Necrotic Gnome, Old School Essentials is the retroclone based upon the version of Basic Dungeons & Dragons designed by Tom Moldvay and published in 1981, and Carcass Crawler provides content and options for it. It is pleasingly ‘old school’ in its sensibilities, being a medley of things in its content rather than just the one thing or the one roleplaying game as has been the trend in gaming fanzines, especially with ZineQuest. To date, Carcass Crawler #1, Carcass Crawler Issue #2, Carcass Crawler Issue #3, and Carcass Crawler Issue #4 have all focused on providing new Classes and Races, both in ‘Race as Class’ and ‘Race and Class’ formats as well as general support for Old School Essentials.

Carcass Crawler Issue #0 is an exception in one or two ways. Published as part of the Old-School Essentials Advanced Fantasy Kickstarter campaign in November, 2020, it focuses almost exclusively on new Races and Classes with relatively little general support for the retroclone and was only available as part of the Kickstarter. Primarily, it presents eight new Classes, but it does ask the question, “Too Many Classes?”. The combination of Old-School Essentials Classic Fantasy and Old-School Essentials Advanced Fantasy offers numerous Classes, all of them the roleplaying game’s variations upon traditional Dungeons & Dragons-style Classes. From issue to issue, Carcass Crawler offers more and more choice, but is it too much? The answer to the question is a bit of a prevarication, suggesting out that lots of groups like lots and lots of Classes because they like the choice, whilst also suggesting that the choice could be restricted according to the nature and flavour of the campaign the Game Master is running. The latter is not a new idea, but it would be fascinating to see the idea put into practice for Old-School Essentials with a set of campaign frameworks that see and explain the use of both standard Classes for Old School Essentials and those drawn from the pages of Carcass Crawler.

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

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

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

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

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

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

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

Friday, 22 August 2025

[Fanzine Focus XL] Carcass Crawler Issue #4

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

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

Carcass Crawler is ‘The Official Fanzine Old-School Essentials zine’. Published by Necrotic Gnome, Old School Essentials is the retroclone based upon the version of Basic Dungeons & Dragons designed by Tom Moldvay and published in 1981, and Carcass Crawler provides content and options for it. It is pleasingly ‘old school’ in its sensibilities, being a medley of things in its content rather than just the one thing or the one roleplaying game as has been the trend in gaming fanzines, especially with ZineQuest. To date Carcass Crawler #0Carcass Crawler #1, Carcass Crawler Issue #2, and Carcass Crawler Issue #3 have all focused on providing new Classes and Races, both in ‘Race as Class’ and ‘Race and Class’ formats as well as general support for Old School Essentials, and Carcass Crawler Issue #4 is no exception.

Carcass Crawler Issue #4 was published in December, 2024 and includes three new Classes, four gods, eight monsters, a shelf of
arcane grimoires and their contents, expanded rules for brewing, purchasing, sampling, and describing potions, and a short adventure. The first two of the three Classes draw heavily from Tolkien’s Middle-earth and specifically The Shire. The first is the ‘Halfling Hearthsinger’ by James Spahn and Gavin Norman, which specialises in collecting and memorising legends, lore, and folk tales. The Class’ primary abilities are ‘Foster Friendship’, enabling the Hearthsinger to temporarily make friends if he can tell a story; recall Lore about monsters, folk tales, legends, and even magical items; and ‘Read Languages’ that are non-magical, including codes and dead languages. He can also better listen at doors and as a ‘Rumour Monger’ learn more rumours from others! Eventually, when he has enough money, he can establish tavern, although there is no Level requirement. The ‘Halfling Hearthsinger’ has a maximum of eight Levels and is a Class designed for interaction, so suitable for players who like to talk and build relationships.

The second new Class is also Halfling related. Designed by James Spahn, the ‘Halfling Reeve’ is more obviously based on the Bounder, who patrols the borders of The Shire. The Class must be Lawful and is a capable forager and hunter, good at stealth, and is also a Goblin Slayer and a Wolf Hunter. In addition, the Class also is able to cast Druidic magic at higher Levels. Again, this Class has a maximum of eight Levels. The Class is effectively a variant upon the Ranger, but pleasingly effective.

The third Class is Gavin Norman’s ‘Arcane Bard’. This is intended to be like the jack-of-all-trades Bard Class from Advanced Dungeons & Dragons, Second Edition, combining skills such as Climb Sheer Surfaces, Hear Noise, Pick Pockets, and Read Languages with the Lore ability as per the ‘Halfling Hearthsinger’ and the casting of Arcane magic. The only musical benefit that the ‘Arcane Bard’ gains is an ‘Anti-Charm’ effect against song-based powers like that of the fairies or Sylvan creatures. With its mixture of Thief abilities and ability to cast magic, the Class is more of a generalist and not quite as interesting a design. It can go up to a maximum of fourteen Levels.

‘Deities and Cults’ by Chance Dudinack and Gavin Norman describes four gods, the benefits of worshipping them, and their spells. For example, ‘The Black Alderman’ is the god of skulls, dentistry, and organ dirges who directs his worshippers to collects skulls for him, including those of rare monsters and influential personages. Some worshippers, known as ‘Bonesmiths’, work as travelling dentists and bone-setters, but its spellcasters gain traits such as a pallid complexion for gaining the ability to cast First Level spells, a sunken, skull-like facial features for Second Level spells, and more. The spells include Skull Speech, which causes a skull to speak, even that of an undead skull; Skull Sentry, which sets a skull to chatter its teeth if anyone of the designed type comes close; Danse Macabre, which makes bones come to life and dace; and Control Skull, which gives complete control of a skull, but not the rest of the bones, to the caster. The other gods include a deity of redemption and light, once a fiendish deity, but now reformed; a god of insane, danger, perils and risk, which revels in seeing others overcome great odds and thus endlessly creates them; and a god of the weird deeps of the Underworld. These are all small cults and will really enhance a campaign as very nicely themed faiths and there are some entertaining spells to go with them as well as some nice roleplaying hooks, whether for a player or the Game Master.

‘The Mage’s Grimoire’ by Brad Kerr and Gavin Norman adds more spells. These consist of Burning Hands, Feather Fall, Shocking Grasp, Unseen Servant, Pyrotechnics, Ray of Enfeeblement, Shrinking Cloud, Blink, Slow, and Tongues. These are all going to be familiar from Dungeons & Dragons, specifically for Advanced Dungeons & Dragons, but which do not appear in Old School Essentials. Now they do. The article also add five tomes, packed with spells, including several of those listed earlier. Not only do they add spells that can be studied and learned, but also flavour. For example, the ‘Book of the Hideous Frog, written by the Frogmancer Neem, is a wide, frog-faced tome bound in damp frog flesh that wiggles in an unnerving fashion and which causes frogs to spawn in the owner’s clothes and belongings each night! These are all great fun and will just add a little bit of flavour to a campaign and inspiration for the Game Master to create more should she need them.

Gavin Norman’s ‘Strange Brew’ expands the basic guidelines for potions included under ‘Magical Research’ in Old School Essentials with a plethora of options. It allows any character able to create magical items to brew potions or if not, hire an alchemist. An alchemist NPC can brew potions at half the time it would take a Player Character, but is an expensive hireling—1,000 gp per month, and that does not include the cost of the actual potions. The article does not discuss either Potions of Delusion or poison, but otherwise, keeps things simple by approximating potion effects with particular spells, such as a Potion of Control Undead with the spell Control Monster and a Potion of Speed with the spell Haste. It also suggests possible potion ingredients, like a Storm Giant’s heart for a Potion of Giant Control or Pegasus feather for Potion of Levitation; what hints might be gained on a sampling a potion for the first time; and a table of options to describe potions. Handling alchemy and brewing potions in Dungeons & Dragons-style games can get bogged down in a lot of detail, but the guidelines here opt for simplicity and clarity. It does not delve too much into the how and why of brewing potions, but suggests ways in which the ‘Magical Research’ rules can be expanded and the use of potions in game play can be enhanced.

Penultimately, Gavin Norman details eight new monsters in ‘Terrors of the Dark’. These are all creatures to be found in the depths of the Underworld. They include the Grue, a thing of magical darkness found stalking desolate places; Oil-Mites, tiny, rock-like mites that lurk in webs and drop onto passing adventurers to consume their flasks of oil; and the Torch-Bearer’s Ghost, the spirit of some poor townsfolk who met his end in a dark dungeon after being hired as a torchbearer by an adventuring party and now haunts the dungeon, carrying a flickering light, and potentially leading other adventurers to their doom in revenge! This is a delightfully thematic octet of threats and dangers several of which play upon the fear of the dark for both players and their characters and their need for light.

Lastly, ‘Noximander’s Cave’ by Chance Dudinack and Brad Kerr is a rare inclusion of a scenario in the pages of Carcass Crawler and a rare appearance of a scenario for old School Essentials for Player Characters of Fourth and Fifth Level. With a map by Glynn Seal, it describes a small complex of rooms and caves used by the illusionist Noximander the Tenebrous to worship Moumb and conduct further research. Located under a city, builders recently broke into the complex via a cellar and the adventurers are hired to investigate. This is a decent mini-dungeon using many of the monsters from ‘Terrors of the Dark’ that could be played through in a session or two.

Physically, Carcass Crawler Issue #4 is well written and well presented. The artwork is excellent and the cartography good.

Although Carcass Crawler describes itself as a fanzine, it is not really a fanzine, since much of its content is written by the designer and publisher of Old School Essentials, it is published by the publisher of Old School Essentials, and it is obviously more polished and professionally produced than most fanzines. That aside, the content in Carcass Crawler Issue #4 is a good mix of the useful and the flavoursome. The new-is spells of ‘The Mage’s Grimoire’ and the potion details of ‘Strange Brew’ are interesting, whilst the flavoursome include the ‘Halfling Hearthsinger’ and ‘Halfling Reeve’ Classes with their lovely bucolic feel, and ‘Deities and Cults’ adds delightful roleplaying details that will make any setting that bit more interesting. Overall, Carcass Crawler Issue #4 is a very enjoyable issue with plenty that will enhance any Game Master’s campaign.

Friday, 22 December 2023

[Fanzine Focus XXXIII] Carcass Crawler Issue #3

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

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

Carcass Crawler is ‘The Official Fanzine Old-School Essentials zine’. Published by Necrotic Gnome, Old School Essentials is the retroclone based upon the version of Basic Dungeons & Dragons designed by Tom Moldvay and published in 1981, and Carcass Crawler provides content and options for it. It is pleasingly ‘old school’ in its sensibilities, being a medley of things in its content rather than just the one thing or the one roleplaying game as has been the trend in gaming fanzines, especially with ZineQuest. Carcass Crawler #0 and Carcass Crawler #1 focused on Classes and Races alongside its other support for Old School Essentials, whereas although Carcass Crawler Issue #2 does provide new Races and Classes, it instead focuses on general support for the Player Character and playing Old School Essentials. Carcass Crawler Issue #3 continues the fanzine’s thread of providing new Classes for Old School Essentials.

Carcass Crawler Issue #3 describes five new character Classes and four new Races. What this means is that it follows
standard Old School Essentials rules in that it allows for ‘Race as Class’ as well as supporting the separation of Race and Class as per Old School Essentials: Advanced Fantasy. ‘New Classes and Races’ by Gavin Norman opens with the first of its new Classes, the ‘Beast Master’. This Class gains a number of loyal animal companions equal to its Level, can identify tracks, and can come to understand the speech of animals and communicate with them. Essentially, this is a Class is going to see the Player Character controlling a pack of animals for various purposes depending upon the animal. Exactly what each animal can do is going for the player and the Game Master to decide. The ‘Dragonborn’ is the first of the four ‘Race as Class’ options in the issue and the first which harks back to an earlier edition of Dungeons & Dragons, in this case, Dungeons & Dragons 3.5. The Dragonborn has a breath weapon and partial immunity according to its draconic bloodline, and so on, and is generally similar to the Dragonborn of Dungeons & Dragons. The ‘Mutoid’ is the first of two radically different Classes. It consists of a demihuman with randomly determined mismatched body parts, such as Beast Ears for improved hearing and Spring Legs for a leap attack. The Class has several Thief skills, plus Mimicry, and can eventually set up a secret lair and start a Thieves’ Guild, but in general, are shunned by society. The second radically different Class is the Mycellian, a humanoid mushroom who can emit a spray of Fungal Spores—either pacifying or hallucinogenic, grow in stature increasing its unarmed combat damage and natural Armour Class, and relies on telepathy for communication. Once a Mycellian reaches Sixth Level it can found an underground stronghold and create a fungal zombie as a minion. The Mycellian is a pleasingly personal take upon the mushroom men-style monster of Dungeons & Dragons. The last of the new races is the second to be obviously drawn from a previous version of Dungeons & Dragons, this time from Advanced Dungeons & Dragons, Second Edition. The Race is the Tielfling and it has Fiendish Heritage, Fiendish Appearance, and a Fiendish Gift, typically a spell or resistance. It also has the power to Beguile with its words and knows the Thief’s stealth skills.

These are all a nice selection of Classes, presenting the Game Master with plenty of choice in terms of deciding what Races she has in her campaign and she is given advice to that end. All five Classes though are presented in the standard two-page spread for Old School Essentials, making them highly accessible. Four of the ‘Race as Class’ Classes—Dragonborn, Mutoid, Mycellian, and Tielfling—are in turn presented as Races. This enables their use in combination with a Class as per Old School Essentials: Advanced Fantasy.

Also by Gavin Norman is ‘Expanded Equipment’. For Adventuring Gear, this adds thing such as the bucket, magnifying glass, sledgehammer, and more. Weapons & Armour lists padded armour, furs, studded leather, banded mail, and full plate, so encompassing the wider range of armour found in Advanced Dungeons & Dragons, whilst new weapons include bastard sword, blackjack, blowgun, bolas, and more. These also have weapon qualities, like Entangle for the whip and Versatile for the bastard sword, which can be used one-handed or two-handed. Overall, it expands the range of equipment and options available to a campaign and the players and their characters.

Donn Stroud pens ‘Woodland Monsters’. This is a bestiary of eight creatures. It includes the ‘Bracketfolk’, humanoid bracket fungi who live in families on a single tree; ‘Burlbug’ are gnarled nocturnal, and territorial simians who howl when disturbed or annoyed and like to collect gems; the ‘Corpse Vine’ is a carnivorous plant that hangs from trees and pulls up its victims to constrict and slowly digest them, tempting them with prior victims turned into twitching corpses; the ‘Ghoul-Stag’ is a horrible decaying corpse of a deer animated after the bite of a Ghoul; the Skull Spider Nettle is a mobile carnivorous plant which occupies skulls and scuttles around injecting its spores into its victims using its lashes; the ‘Spell Croaker’ is a giant tree frog infused with magic as a tadpole, which can randomly disgorge a spell, whilst the ‘Spell Croaker Tadpole’ is the immature form, which flies around disenchanting magical items and spell-casters; and lastly, ‘Stick-Children’ are insects which cover themselves in branches they saw from trees with their mandibles, giving them a humanoid appearance. There is a good mix here which the Game Master can pick and choose from to populate the woodlands in her campaign.

Lastly, Gavin Norman gives advice on monsters in ‘Creating Monsters’. It is a very straightforward piece, suggesting that the Game Master begin with tweaking or re-skinning an existing monster rather than starting from scratch. However, if that does not work in the given situation, it guides
 the Game Master through an eight-step process, looking at factors to consider at each step. This starts with the imagination and then goes through Hit Dice, Armour Class, Movement Rate, Attacks, and Special Abilities before calculating Derived Stats and taking into account any final details. To be honest the article is one the like of which has been written again and again about Dungeons & Dragons-style monsters and their creation. This does not mean that the advice or the article are poor. In fact, this is a useful article which lets the Game Master look at monsters from another angle.

Physically, Carcass Crawler Issue #3 is well written and well presented. The artwork is excellent.

Carcass Crawler Issue #3 feels as if it is capping off a trilogy that comprises a character Class compendium for Old School Essentials. Indeed, Necrotic Gnome could present all of the Classes and Races to appear in the pages of the fanzine and it would be a serviceable supplement providing further options for player and Game Master alike. Hopefully, future issues will contain fewer new Classes and open up the otherwise excellent support for Old School Essentials that Carcass Crawler provides to wider content. That said, Carcass Crawler #3 is a solid issue and its Classes and monsters are interesting and the fanzine continues to be an enjoyable old school-style publication.

Saturday, 26 August 2023

[Fanzine Focus XXXII] Carcass Crawler Issue #2

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

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

Carcass Crawler is ‘The Official Fanzine Old-School Essentials zine’. Published by Necrotic Gnome, Old School Essentials is the retroclone based upon the version of Basic Dungeons & Dragons designed by Tom Moldvay and published in 1981, and Carcass Crawler provides content and options for it. It is pleasingly ‘old school’ in its sensibilities, being a medley of things in its content rather than just the one thing or the one roleplaying game as has been the trend in gaming fanzines, especially with ZineQuest. Carcass Crawler #0 and Carcass Crawler #1 focused on Classes and Races alongside its other support for Old School Essentials, whereas although Carcass Crawler Issue #2 does provide new Races and Classes, it instead focuses on general support for the Player Character and playing Old School Essentials.

The two new classes in Carcass Crawler Issue #2 follow standard Old School Essentials rules in that it allows for ‘Race as Class’ as well as supporting the separation of Race and Class as per Old School Essentials: Advanced Fantasy. Phase Elf & Wood Elf’ are the two in question and interestingly, the latter is inspired by both Moldvay’s Basic Dungeons & Dragons and Advanced Dungeons & Dragons, First Edition, whilst the former is inspired by Original Dungeons & Dragons. The Elf of Original Dungeons & Dragons could switch between the Fighter and Magic-User Classes and do so in between adventures. As a Demihuman Class for Old School Essentials, the Phase Elf can also switch between the two Classes, but can only do so from one day to the next. As well as switching Classes, the Player Character can also switch personalities, whilst still retaining the same body and memories. Where the Phase Elf does not so much mix and match the abilities of the Fighter and Magic-User Classes as alternate between the two, the Wood Elf eschews both. Instead, the Wood Elf is more naturalistic, good at foraging and hunting and hiding in the woods. The Wood Elf is good with missile weapons, but can only wear leather armour. Instead of arcane magic, the Wood Elf can pray for and cast divine magic. If using Old School Essentials: Advanced Fantasy, this can be Druidic magic, but Clerical if not.

The Phase Elf and the Wood Elf are also presented as Races in their own right. As a Race, the Phase Elf has two Classes and these need not be the Fighter and Magic-User Classes. The Wood Elf is more straightforward.

‘Town Services’ covers all of the services an adventurer might need and find in a town. Inns, money changers, and traders and provisioners are all detailed, along with optional rules for haggling and noting that jewelers and moneychangers will hire guards. One of the features of early Dungeons & Dragons is the need for the Player Characters to hire retainers. ‘Town Services’ covers options for this, including townsfolk as porters and torch-bearers as well as actual adventurers. Wages are suggested, as is an optional rule for Treasure-Share-XP. Both articles provide simple, workable means of handling these rules aspects. Ease is the aim of ‘Quick Equipment’, which sets out to provide a quick method of a player equipping his character. This begins with standard basic equipment before making rolls—or choosingfor Class-specific items such as armour, weapons, and extra bits of equipment. Most Classes use the standard Weapons table, but Classes like Acrobat, Bard, Cleric, Druid, and Knight have their own. ‘Item-Based Encumbrance’ offers a new and third option for handling encumbrance in Old School Essentials. This is done on an item-by-item basis, so weapons and armour, bulkier adventuring equipment, and magical items count as a single items. Others, such as torches and rations, can be bundled together to make up single items. After a Player Character is equipped, his player counts up the number of items he is carrying and that determines his movement rate. It is a simple enough system and quick and easy to use. This quartet of articles are not the most interesting content in the fanzine, reflecting the utilitarian side of playing Dungeons & Dragons-style games, but it makes them no less useful.

‘Snake Cult Monsters’ and ‘The Tomb of Aum-Pharath’ are a pair of articles that involve a snake cult. The first lists eight monsters themed around a snake-worshipping cult. They include snakes bred by the cult, like the Alabaster Serpent, placed in suspended animation in treasure chests and urns as traps, and whose bite inflict Dexterity debilitating spasms. Hydral Statues are five-headed stone or bronze constructs that are typically used to guard gates in tombs and temples, whilst the Zombie Snake-Guard are snake-cultists who were ritually sacrificed to serve as tomb and shrine guards. As well as being undead, their bite is poisonous. The eight are nicely thematic and the Player Characters get to face them in ‘The Tomb of Aum-Pharath’. This details a tomb complex consisting of twelve locations detailed over a two-page spread. The Game Master will need to provide the stats, but these are based on the previous ‘Snake Cult Monsters’ article and so easy to create. She will also need to create a hook or two to get the Player Characters to the tomb complex’s doors, or drop it into a sandbox, but otherwise, the location is ready to play. If the Game Master has them, a snake-themed magical item would be a good addition too.

‘Black Powder Weapons’ in Carcass Crawler Issue #2 gave rules for early firearms such as matchlocks, wheellocks, and flintlocks in Old School Essentials. ‘Energy Weapons’ details energy blades such as daggers, staves, and swords, and pistols, carbines, and rifles for energy guns. The energy types consist of ion, plasma, and laser weapons, and besides describing them and detailing their use, suggests Class restrictions, depending whether they are martial, semi-martial, or non-martial Classes—with Clerics a special case, and how to handle their use as unknown technology is in Gamma World or S3 Expedition to the Barrier Peaks. The Energy Weapon Technician is added as a Specialist if energy weapons are common the campaign world.

Finally, ‘Adjudicating Traps’ is a discursive piece, examining the role of traps in the game and how to make them interesting for both the players and the Game Master. It suggests the benefits and negatives of rolling dice as a means to find and disarm traps and of taking a more narrative approach, with the players describing the actions of their characters. The options for making traps fun include placing clues and telegraphing the presence of traps, having traps fail to activate, and including non-lethal traps. Although short, this is a thoughtful piece that neatly ends by pointing out that the traps are part of play and the players should learn to enjoy the tragic, comedic, or gruesome ways in which traps might kill their characters.

Physically, Carcass Crawler Issue #2 is well written and well presented. The artwork is excellent.

Carcass Crawler Issue #2 is not as fun or as exciting as Carcass Crawler Issue #1. This is due to the fact that four of its articles deal with the mundane aspects of Dungeons & Dragons-style play—services, retainers, equipment, and encumbrance—and they are simply unexciting. However, that does not mean that they are not useful or well thought out, as they are. The other articles in the issue are also well done and perhaps more exciting, though not necessarily too much. Overall, Carcass Crawler Issue #2 is an enjoyably old school-style issue of a fanzine for Old School Essentials, but one that is more serviceable than surprising.

Monday, 26 December 2022

[Fanzine Focus XXX] Carcass Crawler Issue #1

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

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

Carcass Crawler Issue #1 is ‘The Official Fanzine Old-School Essentials zine’. Published by Necrotic GnomeOld School Essentials is the retroclone based upon the version of Basic Dungeons & Dragons designed by Tom Moldvay and published in 1981, and Carcass Crawler provides content and options for it. It is pleasingly ‘old school’ in its sensibilities, being a medley of things in its content rather than just the one thing or the one roleplaying game as has been the trend in gaming fanzines, especially with ZineQuest. Like Carcass Crawler #0 before it, Carcass Crawler Issue #1 is primarily about character Classes and new options in terms of the Player Character. So it includes six new Classes and three new Races, and rules for black powder weapons, Fighter combat talents, d6 thief skills, and Adjudicating thief skills.

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

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

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

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

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

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

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