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Showing posts with label Dungeon Crawl Classics. Show all posts
Showing posts with label Dungeon Crawl Classics. Show all posts

Friday, 28 August 2026

[Fanzine Focus XLIV] Crawling Under A Broken Moon Issue No. 14

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

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

Crawling Under A Broken Moon Fanzine Issue No. 14 was published in in August, 2016 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe and Crawling Under A Broken Moon Fanzine Issue No. 6 continued that trend with another inspiration, Mad Max. Crawling Under A Broken Moon Fanzine Issue No. 7 continued the technical and vehicular themes of the previous issue, whilst also detailing a major metropolis of the setting. Crawling Under A Broken Moon Fanzine Issue No. 8 and Crawling Under A Broken Moon Fanzine Issue No. 9 were both a marked change in terms of content and style, together presenting an A to Z for the post-apocalyptic setting of Umerica and Urth. Crawling Under A Broken Moon Fanzine Issue No. 10 switched back to more traditional content by focusing on monsters, whilst Crawling Under A Broken Moon Fanzine Issue No. 11 examined some of the gods and patrons of Umerica and Urth. Crawling Under A Broken Moon fanzine No. #12 continued the humour of the setting by presenting the dark face of Buddy O’Burger, whilst Crawling Under A Broken Moon Fanzine Issue No. 13 focused on adventures and monsters..

Crawling Under A Broken Moon Issue No. 14 is less focused, but it goes big—really big! So big, it needs the pages of Crawling Under A Broken Moon Fanzine Issue No. 15 to actually be complete. 
As the editor puts it, the issue can only be summed up with one word—“DINOTASTIC!!!!”. The issue takes the whole of what was once New Mexico and slaps it under a bright green dome and under that dome, it shoves the whole of Jurassic Park! Standing five miles high and two hundred miles in diameter, ‘The Mysterious Glowing Dome’ presents a huge prehistoric theme park gone to seed and haywire as a ‘semi-hex crawl’. This is a combination of hexcrawl with content and encounters already included and empty hexes that have been left up to the Judge to fill, and to that end, the article includes a set of ‘Random Hex Tables’ for creating interesting features, such as buildings, hazards, inhabitants, and resources. Sub-tables enable the Judge to create the details of chemical leaks, mutagenic exposure, park vehicles, and more. The rest of the article describes the details of some thirty-three hexes. For example, Hex #102 contains the overgrown ruins of a hotel and entertainment complex connected by a mix of wide, paved streets and broken down electric trolley cars, where there is a small chance of finding still useful mechanical parts and a single, very well hidden Saurian lookout tower, which has a chance of being manned with guards, whilst in Hex #112 is ‘Kidz Fun Land’, a once-family friendly attraction near the main gate that was previously a petting zoo for docile stunted dinosaurs, but is now ruled over murderous feral-children, who remain oddly youthful and have strange powers and who lay deadly traps for intruders. There is a mix of broad detail and specifics here, that the Judge can develop in addition to the spaces where she can add her own content.

All of this is backed up with a dozen rumours and descriptions of the park’s three factions—the Dinosaurs, the Scale Empire, and the Once-Men. ‘The Mysterious Glowing Dome’ focus on the first two, saving the third and latter for the next issue. The dinosaurs are a mix of what it calls ‘Purebreed’ dinosaurs and dinosaur aberrations as you would expect in a post-apocalyptic future like that described in the fanzine and The Umerican Survival Guide – Core Setting Guide. The Scale Empire is an empire of Saurians, intelligent humanoid descendants of several species of dinosaurs whose ancestors were subject to gene modification experiments conducted by the park. There are three ‘Saurian Character Classes of the Scale Empire. The ‘Sorceraptor’ is a Lawful caster of unpredictable magic able to imbue his magic claw with even magic energy; the Sky-Sneak is rash, if daring acrobat with bat-like wings, keen-eyed, and capable of feats of trickery including bombardment, sneaking, and backstabbing; and a Battle Chanter is a large, solid herbivore whose bellowing can penalise enemies or give bonus or Rhythm Effects such as ‘Quick-Foot’ or ‘Droning Chant’ that reduces the enemies’ Action die by one step! The Battle Chanter is the Saurian equivalent of a Bard and its Rhythm Effects come in three tiers.

The three Scale Empire Classes are a means to create NPCs and if necessary, a means to provide a source of new Player Characters, whilst ‘The Mysterious Glowing Dome’ could form the basis of any number of campaigns. Player Characters could be dumped into it without having any aware of where they are, they could grow up there with no idea of the outside a la Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship, or be visitors from the outside world, the default set-up given for the setting.

The setting is filly supported in ‘Twisted Menagerie’, the bestiary for Crawling Under A Broken Moon Fanzine Issue No. 13 provides solid support for the Umerica and Urth. The scenario is serviceable and more traditional in its treatment of its post apocalypse, than the satire and tastelessness of the previous issue. Of course, the content (though its tone may not) will work with other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.. These include ‘Once-Men’, the descendants of the park staff and patrons caught in the interdimensional storm that ripped the park from its original home dimension. They are mostly peaceful, idolize the images of the normal humans that still survive within the park, and have their own special mental powers. They are followed by stats for ‘Purebreed Dinosaurs’ and ‘Dinosaur Aberrations’, the latter are just Purebreed Dinosaurs, but with energy cannons, multi-lens eyes, and reinforced skeletons. Lastly, ‘Proto-Saurians’ are the evolutionary ancestors to the Saurians of the Scale Empire that can be domesticated as violent shock troops.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 14 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 14 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded by a cleaner, slicker presentation of the material.

Although not fully complete, Crawling Under A Broken Moon Fanzine Issue No. 14 packs a lot of gaming content in its pages. The ‘Jurassic park’ setting of ‘The Mysterious Glowing Dome’ delivers all of the gaming potential in thirty pages that the similar The Valley Out of Time fanzine arduously worked to avoid for a whole six issues! It has content that that Judge can use right now, but with room aplenty for her to add her own, and the content can also used in multiple different roleplaying games, not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.

Friday, 7 August 2026

Cyber-Dungeon Classics I: Arcolgies

Zapped by a hi-res laser. Take the red pill. Plug in. Within seconds and the Player Characters are no longer in their world, but another. Somewhere in between, a liminal space of data and information, infinite realities and variations, where corporations hold and protect their data in fortresses and millions work, and even more flock to explore worlds that previously they could only imagine. They no longer are Player Characters, but ‘Users’, shifted out of ‘Reality’ and into ‘Cyberspace’ as ‘Avatars’. Inside this virtual world, this WorldNet, they face not I.C.E. or Intrusion Counter Electronics per se, but Intrusion Counter Entities. Their new world is not so much a virtual world as a cyberdungeon. ICE are not the only dangers the Avatars will face. There is a chance of being detected and worse being noticed by the deities that are the A.I.s. This is the setting for Netcrawl, the cyberspace setting and supplement for use with the Dungeon Crawl Classics Role Playing Game and the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, both published by Goodman Games. Published by Horse Shark Games, it works with other third-party settings such as Cyber Sprawl Classics, Crawljammer, Umerica, Terror of the Stratosfiend, and Star Crawl Classics. Plus, of course, it can simply be a roleplaying setting all of its own. Once zapped into this virtual world, what exactly does it look like?

Netcrawl: Arcologies
is a supplement that attempts to address the infinite number of possibilities when it comes to what the virtual reality environments of Netcrawl and the WorldNet look like, what might be found there, and what threats that the Avatars might encounter. It is in effect a dungeon generator for a cyberpunk and virtual world setting that the Judge can use as prompts to develop the space into which the Avatars are cast and bring it to (virtual) reality. The first part of Netcrawl: Arcologies looks at its namesake with a set of tables for defining what a particular arcology is like. The generator determines an arcology’s tone and theme, functionality, appearance, and style, plus the primary form of travel to and within the arcology. So its tone might be disorientating or entertaining, its theme lines and vertices or grimy, functionality a beta release or fortified, and its appearance a polygon or shaped like a vehicle, and so on. In style it could be gridded or circuitry and if a polyhedral shape, a cylinder, cone, or rhomboid prism.

Thematically, one area that the supplement does not do is provide a means of determining who built the arcology and who runs it now. In the introduction, it acknowledges that an arcology can be run by numerous organisations, where that is corporate, governmental, or some other body, and that further this will suggest branding, function, and appearance. The inclusion of such details would have added further depth and detail to any arcology and help the Admin in the creation process.

The ‘System Raid’ tables set up a target and thus the basis of an adventure for Netcrawl. It sets the target as a random system building that is then layered into grids of nodes that are populated with agents or random I.C.E. These include connections, firewalls, agents, security portals, systems, and servers. This provides the target environment to be explored and worked through, but the look and feel of this space should be dictated by the previous Arcology Generator tables. Of course, the target can be determined wholly randomly by simply rolling on the tables, but the advice is to combine it with design choices. The process is not easy in part because although it is creating the equivalent of a virtual dungeon, it does not have the structure of a dungeon traditional to Dungeons & Dragons. So, it is harder to visualise.

The Admin can also personalise the A.I.s in charge of the arcology—or parts of it—with plans and personalities, and even give them hobbies to perhaps give them a weakness that can be exploited. Arcologies can further be populated by rolling the I.C.E. Generator that determines type, general appearance, colour, and form, and even allows for the possibility it could manifest in the outside world, from as ordinary a defence as a swarm of nanobots to a synthetic android.

The supplement takes the Admin to the seamier side of the virtual world with the Undernet, the equivalent of the Dark Web, but here treated like the back streets and alleys with a handful of encounters. Further, it is a bestiary of sorts, if the monsters and other threats are digital. There is Malware, virulent code that compromises a victim’s defences and can alter an Avatar’s appearance temporarily and even permanently reduce his stats, depending upon how badly the player fails his Avatar’s saving throw versus. Some of these are quite complex. For example, once installed, the reactive defensive code attack ‘Heartstopper’ automatically activates under certain circumstances and forces constant heart attacks on the victim, whilst ‘JOBE’ or ‘Joyous Omnipotent Brain Evolution’, grants a bonus to program activation checks and Wits check or Wits-based skill checks. However, if an Avatar succeeds by these bonuses only, it reduces his Hack stat and if reduced to zero, the sufferer is turned into a megalomaniac! In many cases, Malware can be removed with reversion control or quarantine.

The ‘Code’ rules get under the structure under AI, arcology, and Avatar, whilst ‘Exploits’ are malicious code that can be injected into an Avatar. Again, like the Malware, there are basic and more detailed versions. For example, ‘Couch Pirate 3000 (CP3K) – The Slacker Hacker’ is whispered about in encrypted chatrooms or foreshadowed by icons of a worn-out couch appearing on dead servers, and asks the question, “Why burn the system when you can break
it lying down?” Sufferers are forced to lie down on the couch and lose all speed (moving 0#) and suffer a -4 penalty to their Hack. That said, the couch can be moved, so making the Avatar’s allies do yet more hard work! The ‘Zap Generator’ creates Zaps, virtual drug-like experiences that provide temporary boosts, but which can be addictive. They fit the setting, but they do feel like way to get drugs into the WorldNet, whereas ‘Abends’ enforce the weird nature of the setting, all being code written to crash in unusual ways, ending in critical errors and other unexpected ways. For example, ‘nessuna.tmp’ causes intense drowsiness and an hour-long dream state that renders an Avatar vulnerable. Effectively, ‘cybersleep’, it has transcendent effects that make many ciphomorph shamans actually infect themselves and gain prophetic abilities and access to ‘spirit’ realms. Mechanically, after waking up from this state, users are slowed to a zen-like state that means they go last in combat and are slowed to a single action, but do gain access to insight that grants a bonus to an action die, saving throw, or Armour class, which can be changed from round to round. There are only three of these Abends, but these add depth and feel to some of the software to be found in the WorldNet.

Rounding out Netcrawl: Arcologies is a ‘Guide to the WorldNet’ that further develops ideas for its many, many virtual reality environments. This gives tables of rumours, events, and news items to use across various ‘neighbourhoods’ of the WorldNet. They include locations such as ‘The Spine’, the main highway of the WorldNet; the hedonistic, yet upscale VR playgrounds known as ‘Les Loisirs’; and the ‘Nightzone’ is the always-on, always-dark, nightlife district. There are nine such locations, not so much detailed, as brought to reality through the rumours and news in their associated tables. These are full of lots of detail that will help the Admin bring them to life using the tables earlier in the supplement to give structure to her WorldNet.

Physically, Netcrawl: Arcologies is a vibrantly, neon affair. It is not illustrated, but the colours more than make up for it.

Netcrawl: Arcologies starts by selling itself as the equivalent of the dungeon generator for Netcrawl, but it is not as an expansive as traditional dungeon generators are for fantasy roleplaying. It is more focused on limited structures, though these can still be quite large. However, the supplement does not limit itself wholly to that, but adds general details and elements that can be brought easily into play and expand the setting. Ultimately, Netcrawl: Arcologies is more of a companion to NetCrawl providing general support rather just location-building, but that does not mean that it is bad support.

Friday, 31 July 2026

[DCC Day #7] Pestilence at the Peak of Law

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2026’, which took place today on Saturday, July 18th, 2026, the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #112: Mother of M0nsters. Two of the scenarios, ‘The Temple of Fluttering Terror’ and ‘The Crawl is Not Always Greener’, appear in the duology, the DCC Day 2026 Adventure Pack. ‘The Temple of Fluttering Terror’ is written for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World, ‘The Crawl is Not Always Greener’ is for use with Xcrawl Classics Roleplaying Game, which combines Dungeons & Dragons and World Wrestling Entertainment, turns it into a blood sport, televises it, and throws in celebrity culture in an alternate dystopia shot through with a knowing black humour. Lastly, both Dungeon Crawl Classics #112: Mother of M0nsters and DCC Day #7: Pestilence at the Peak of Law are written for use with Dungeon Crawl Classics.

—oOo—

High in the Acherak Mountains there is a Dwarven Monastery that sits above the Dwarven kingdoms far below and under the ground. It is dedicated to Daenthar, but the monks there have a secret purpose in addition to worshipping Daenthar, the Dwarven lord of the mountains as close to his realm as they can get, and that is to protect the world against a servant of Chaos known as the Matron of Pestilence. In years past, as an agent of Nimlurun, the Chaos god of filth and pestilence, Matron of Pestilence unleashed a plague upon the kingdoms of Acherak, but having imprisoned it, the monks have long worked to ensure that it would never be free to unleash its scourge of contagion again. However, what the monks could not do is destroy the Matron of Pestilence, for that requires the Hammer of the Mountaintop. Sadly, that great weapon is long lost and the monks never thought it would be in their possession. Fortunately, it has been found and perhaps the long-hoped for dream of ending the threat of the Matron of Pestilence will come to pass… Unfortunately, agents of Nimlurun have found a way to infiltrate the monastery and work to free the Chaos god’s servant. They have not managed to do so yet, but it is only a matter of time.

This is the set-up for DCC Day #7: Pestilence at the Peak of Law, the offering for DCC Day 2026 for the Dungeon Crawl Classics Roleplaying Game. It is designed for group of four to six Player Characters of Second level, one of which should be a Cleric and another should preferably be a Dwarf. The ability to read Dwarven will be very useful in the scenario and either the Dwarf or the Cleric should be an adherent of Law rather than Chaos. The scenario can be played through in a single session and includes different hooks for the various Classes in Dungeon Crawl Classics.

In true Dwarven fashion, the Acherak Monastery is an austere place, with polished floors and bas reliefs on the walls. Equally, it appears to be quite a simple place, with a single archive, dormitory, sacristy, and so on. However, there is more to the monastery than meets the eye. As well as worshipping Daenthar, the monks are known for the brewing of a very fine mead and there are signs of it throughout the monastery, including some broken and empty casks. There is also a black slime that coats the walls and floors of the monastery. The oily, viscous substance adheres to everything it touches, can soak through clothing and leather, and worse, seeks new victims to infect. The scenario includes a ‘Rotting Corruption’ table to determine its effects upon any poor Player Character so infected and this adds a sickly, putrefying feel to the scenario. Make no mistake, this back slime is unholy, but DCC Day #7: Pestilence at the Peak of Law does discuss numerous ways of treating the symptoms and ultimately, of finding a cure, but in the meantime, the Player Characters are in for a sweaty, virulent experience.

Ultimately, there is a puzzle at the heart of DCC Day #7: Pestilence at the Peak of Law—one poisoned by agents of Nimlurun before they arrive—that the Player Characters will have to solve in order to defeat the Matron of Pestilence, save the Acherak Monastery, and save themselves. Given the timeframe for the scenario, it is not too challenging a puzzle and there are clues to be found that will reveal what has happened and what needs to be done next. This should lead to a climatic confrontation with the Matron of Pestilence and her servants in her secret prison. It will be a tough fight—especially if one or more of the Player Characters is infected with the corruption—but again, several means of slaying her given.

Physically, the DCC Day #7: Pestilence at the Peak of Law is as well done as you would expect for a release from Goodman Games. It is lightly illustrated, but the artwork nicely captures the foulness that the Player Characters will be facing in the scenario. The cartography is perhaps a little plain, but is serviceable enough.

DCC Day #7: Pestilence at the Peak of Law should have the feel of cleanliness and sharpness of the air of high mountain peaks, but instead, it has a vile, smeary, fungal, and viscous feel, which also contrasts with the austerity of the monastery. There are some enjoyably oozy, oily, odious encounters along the way to overcoming a great evil in DCC Day #7: Pestilence at the Peak of Law and this is a deliciously repulsive scenario.

Friday, 24 July 2026

[DCC Day #7] DCC Day 2026 Adventure Pack

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2026’, which took place today on Saturday, July 18th, 2026, the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #112: Mother of M0nsters. Two of the scenarios, ‘The Temple of Fluttering Terror’ and ‘The Crawl is Not Always Greener’, appear in the duology, the DCC Day 2026 Adventure Pack. ‘The Temple of Fluttering Terror’ is written for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World, ‘The Crawl is Not Always Greener’ is for use with Xcrawl Classics Roleplaying Game, which combines Dungeons & Dragons and World Wrestling Entertainment, turns it into a blood sport, televises it, and throws in celebrity culture in an alternate dystopia shot through with a knowing black humour. Lastly, both Dungeon Crawl Classics #112: Mother of M0nsters and DCC Day #7: Pestilence at the Peak of Law are written for use with Dungeon Crawl Classics.

—oOo—

As in past years, the
DCC Day 2026 Adventure Pack contains two adventures. The first and longest of the two is ‘The Temple of Fluttering Terror’ are written for use with Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World. It is designed for a party of three to six Player Characters of First Level and begins with them in the jungle on the back of a fast-flowing river on the other wise of which is an island with some pre-disaster ruins on it.

The Player Characters—or Seekers—have been sent by their respective tribes to rescue a much-fabled artefact, called AESOP, from the ruins. AESOP is rumoured to be a learning device from before the disaster used to teach children. If it can be brought back, it will be a great asset to the confederation of local villages. Unfortunately, the weather has taken a turn for the worse and a series of storms has led to widespread flooding and the rising waters threaten the buildings in which AESOP is located. Thus, the Seekers have to survive the environment and the weather, explore the buildings, find AESOP, and then haul it back! The dangers of the floods are represented by a ‘Deluge Effects’ table which is triggered when a natural roll of one or twenty is rolled. The waters can swell and surge, the winds rise, wildlife flee, and more, plus some effects also increase the die size by a step for subsequent rolls. Which means that as the scenario progresses, the effects of the storm get worse and worse. Then if a Seeker gets caught in the waters, then is a ‘Fighting the Flood Waters’ table to be rolled on, the greater the strength of the Seeker, the less likely he will be swept away.

The ruins on the island are those of Pennsville Learning Academy, so the Seekers are exploring the ruins of an ancient school. As you would expect, there are classrooms dedicated to different subjects, including history, science, and art, a cafeteria, and so on. Each location contains a mix of things to experience and lots of things to loot. For example, in the history classroom, the Experio5400 is a teaching device that beams a holographic, immersive experience straight into the eyes of nearby pupils. One experience is given, but the Judge can be inventive here too, adding her own historical scenes, whether from actual history or the history between now and the events of the disaster that led to Terra AD. However, it is loot where the author gets to be inventive. Items to be looted include a Cheat Lens that when worn provides answers to written questions; a chemical cabinet in the science classroom full of ingredients to be mixed for various effects; school lockers containing things such as a Jet Board, a Dysfunctional Robotic Playmate, Acks Body Spray (incites attacks from nearby feral creatures!), and more.

Finally, there is AESOP itself. It is a A.I. with a pleasing personality—though for entertainment value, the Judge could readily change it—that the Seekers can talks to and ask questions of. The Judge has a list of questions and answers to facilitate any interaction. AESOP is easy to find, but rather than challenging to deal with, it is challenging to move! The seekers must find a way of transporting it out of the ruins, across the island, and then over the river with its raging waters. ‘The Temple of Fluttering Terror’ is a good mix of exploration and combat, twisting a familiar location and making it a dangerous and rewarding in equal measure, before escalating the danger with the weather. The result is an excellent, entertaining scenario for the Mutant Crawl Classics Roleplaying Game.

The second scenario is ‘The Crawl is Not Always Greener’, which is designed for the Xcrawl Classics Role-Playing Game and for party of four to six Player Characters of First Level. Their Agent informs them that they have been invited to participate in a new gig—an Xcrawl designed by a first-time Dungeon Judge. Not just any first-time Dungeon Judge, but Tiger Silva, the world’s most famous and accomplished pro-golfer, who wants to try his hand at a different sport. Apart from the fact that it being organised by one of the most famous sportsmen in the North American Empire, it is meant to be a low-key affair. It is a chance for the Player Characters to pick up some new sponsors, look good in a celebrity-driven event, and perhaps move into the orbit of the rich and famous by association.

As you would expect, this Xcrawl is entirely Golf-themed and that starts with the sponsorships on offer, which include the Ultra Whack Golf Clubs and Golfing Gear and Super Aid Sports Drinks. It continues with the individual locations in the Xcrawl, a giant miniature putt-putt golf course, which include woad-painted Goblin Picts which attack to the sound of bad bagpipes being played (and unfortunately the bagpipe-player is a non-combatant, so cannot be attacked and the Player Characters will need to find another way to stop the playing) reflecting Golf’s Scottish origins; a giant sand trap and a even bigger windmill with deadly spinning blades; and a battle with a giant gopher! All of which is confronted whilst attempting to whack a giant Golf ball through the dungeon and into the cup at the end of each room. Being a dungeon for the Xcrawl Classics Role-Playing Game, the adventure is straightforward and linear, that feel exacerbated by the need to drive the giant Golf ball from one end of the dungeon to the other, room by room. However, it is ever so tongue-in-cheek and fits with the absurdity of the world of Xcrawl.

The absurdity of setting and the scenario are made all the more so by the satirical elements worked into it. These dig at the theme of Golf and at the contemporary politics surrounding Golf. These are likely to amuse or irritate in equal measure, but given the theme, it is no surprise they are included. ‘The Crawl is Not Always Greener’ is a silly, but fun adventure and there are notes too if the Judge wants to add it to her campaign.

Physically, the DCC Day 2026 Adventure Pack is as well done as you would expect for a release from Goodman Games. The artwork is decent, but a little cartoonish in places—which actually suits the Xcrawl Classics Role-Playing Game.

The
DCC Day 2026 Adventure Pack delivers two good scenarios for two different games, but of the two, ‘The Temple of Fluttering Terror’ is the most inventive and interesting, but ‘The Crawl is Not Always Greener’ is sillier and more immediately entertaining. Both are fun to play and both are easy to add to a campaign as they are to run as one-shots.

Monday, 25 May 2026

[Fanzine Focus XLIII] The Valley Out of Time: Gods Walk the Valley

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 and the Dungeon Crawl Classics Roleplaying Game from Goodman Games. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with Dungeon Crawl Classics Roleplaying Game. One such fanzine is The Valley Out of Time.

The Valley Out of Time is a six-part series published by Skeeter Green Productions. It is written for use with both the Dungeon Crawl Classics RolePlaying Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, ‘The Valley Out of Time’ is a ‘Lost Worlds’ style setting a la X1 The Isle of Dread, and films such as The Land that Time Forgot, The Lost World, Journey to the Centre of the Earth, One Million years, B.C., and others, plus the artwork of Frank Frazetta. Combining dinosaurs, Neanderthals, and a closed environment, it is intended to be dropped into a campaign with relative ease and would work in both a fantasy campaign or a post-apocalyptic campaign. It could even work as a bridge between the two, with two different possible entries into ‘The Valley Out of Time’, one from a fantasy campaign and one from a post-apocalyptic campaign.

The Valley Out of Time: Gods Walk the Valley is the sixth and final entry in the series. Unfortunately, it marks a return to form for the series. Unlike the fourth and fifth issues in the series before it,
The Valley Out of Time: Tribes and Factions and The Valley Out of Time: Rotten at the Core it does not do anything more than just give the Judge one more dinosaur or megafauna or one more fight with one more dinosaur or megafauna. For the Judge that wants fights and monsters, the first three issues of The Valley Out of Time were perfect, and the good news is that in the case of The Valley Out of Time: Gods Walk the Valley, that Judge will find the issue equally as good. However, for the Judge wanting more, this sixth issue as well as the first three issues, will be a disappointment. What the series promises is set out on the back cover: “The Valley Out of Time is a series of ’zine-sized adventures from SGP. This valley can be placed in any ongoing campaign, and is set in the “Neanderthal Period” of development. Huge monsters – both dinosaurs and otherwise – and devolved humanoids plague the area, and only the hardiest of adventurers will prevail!” The problem is that the series failed to deliver on anything more than just dinosaurs and at best, very minor encounters, all of which emphasised combat rather than interaction or exploration. Certainly, until The Valley Out of Time: Tribes and Factions and The Valley Out of Time: Rotten at the Core, the series failed to provide what might be called an adventure as promised on the back cover.

One of the things that The Valley Out of Time: Gods Walk the Valley does do is address the issue of Player Character motivations. Unfortunately, in previous issues, the series has steadfastly refused to make any suggestions as to what they might be and leave the Judge to decide what they are—which in all fairness is the series’ signature design feature. Here though, they are included and they suggest that the Player Characters might have been cast through some random portal and ended up in the valley, found the valley deep into a mountain range they were exploring, or have found their way into a jungle enclave shut off from the rest of the world by some powerful entities who wanted to see how it developed free of outside influence, to protect the location of an artefact, to imprison dangerous creatures, or a mix of all four. Putting aside that it is strange to suggest these ideas so late in the series, it should be no surprise that having suggested them, the fanzine leaves it up to the Judge to develop which of them to choose and then develop.

The mainstay of this sixth and final issue of the fanzine is four, highly detailed encounters monstrous beings, the almost god-like things alluded to by the issue title. In ‘The Living Jungle’ the Player Characters are cutting their way through the jungle when it comes to life and attacks them. They must defend themselves against a Topiary-Thing and Animated Palm Trees (a variant of the Treant) lead by a Dryad whom the Player Characters have unwittingly angered in slashing their way through the jungle. Unfortunately, there is no way of resolving the situation other than with a fight. So no doing a service or task for the Dryad as restitution and therefore no opportunities for interaction or roleplaying. Worse, this is not the only encounter like this in this or previous issues of the fanzine. So, whilst the creatures might well designed and detailed, the encounter itself strikes a disappointingly singular note.

The second encounter, ‘The Summoning’ has more depth and detail, but that is because it is a bigger encounter. The Player Characters crest a hill to look down upon an enormous ziggurat at the base of which a ceremony is being enacted at the end of which it is clear that a sacrifice will be performed. This is to summon a prime ooze from beyond time and space (for Dungeon Crawl Classics) or activate a War-bot (for Mutant Crawl Classics) and with five hundred feet between them and the ziggurat, the Player Characters have time to act. The combat is broken down into a timeline that last several rounds which track what the enemy is doing. At the end of it, the Player Characters might find a great artefact, an Orb of Power (for Dungeon Crawl Classics) or Dimensional Orb (for Mutant Crawl Classics). The Orb of Power gives a statistic and spellcasting bonus, whilst the Dimensional Orb gives a bonus to the program checks and access to a patron AI. However, the possessor cannot let the artefact out of his sight, but beyond that, either artefact feels underwhelming.

In ‘Ancient Hero’ the Player Characters find a great stone slab on the side of a hill. If they can shift the slab, they find inside a tomb for a Skeletal Champion (for Dungeon Crawl Classics) or Scream Champion (for Mutant Crawl Classics). If the Player Characters can defeat this mighty monster and its companions, there is an equally mighty treasure to gained. This is The Bloody Hand, a cursed and Chaotic two-handed sword that causes those of opposed Alignment to bleed when wounded with it. However, the sword must take a life every twenty-four lest the wielder suffer actual damage or a statistic loss (the weapon is highly reminiscent of certain soul-sucking sword…). Following a rumour—which makes a nice change from just wandering into an encounter—about a flame that fell out of the sky, the Player Characters investigate which might be its crash site, the Isle of Golenmot, deep in the jungle. It turns out that the crater where it landed, now full of muck and water is actually home to a giant snapping turtle—and it is hungry. If they defeat it, the Player Characters may find the meteorite at the bottom of the lake, but other than that, the encounter is over and done with.

Beyond that, The Valley Out of Time: Gods Walk the Valley presents write-ups for all of the monsters that the Player Characters will have faced in the previous four encounters in Appendix A. Then in Appendix B, ‘Resources of the Valley’ reprints details of materials used in the valley rather than metal—bone, wood, and diamond. Between them, Appendix A and Appendix B, along with the article on materials, and the empty three pages of ‘GM Notes’, make up half of the issue, and add nothing to the fanzine. The unnecessary repetition of material here could have been put to so much better use, but instead, half of the fanzine is a waste of space.

So The Valley Out of Time: Gods Walk the Valley is essentially is four combat encounters. Four, big, bruising combat encounters, but nothing more, nothing less. And not one of them adds to The Valley Out of Time as a setting and not one of them an adventure as promised.

Physically, The Valley Out of Time: Gods Walk the Valley is well presented and well written. The artwork is of a reasonable quality.

As a series, The Valley Out of Time has continued to astound and astonish in the author’s steadfast refusal to explore the concept of a lost valley and the sense of a lost valley as a place, instead, presenting again and again, one combat encounter with a dinosaur or megafauna after another with nary an opportunity for roleplaying. It is as if the author found the concept of a lost valley, pointed the Judge towards it, and then lost the concept entirely, leaving the Judge to do all of the work to make it a gameable space. And that is not what a good fanzine should be doing.

In the meantime, there scope for someone to step up and write a lost valley setting for Dungeon Crawl Classics and/or Mutant Crawl Classics which has setting details, plots, motivations, NPCs, hooks, secrets, and more that the Judge can run for her players without having to do all of the heavy lifting, because The Valley Out of Time does none of that.

Friday, 22 May 2026

[Fanzine Focus XLIII] Crawling Under A Broken Moon Issue No. 13

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

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

Crawling Under A Broken Moon Fanzine Issue No. 13 was published in in June, 2016 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe and Crawling Under A Broken Moon Fanzine Issue No. 6 continued that trend with another inspiration, Mad Max. Crawling Under A Broken Moon Fanzine Issue No. 7 continued the technical and vehicular themes of the previous issue, whilst also detailing a major metropolis of the setting. Crawling Under A Broken Moon Fanzine Issue No. 8 and Crawling Under A Broken Moon Fanzine Issue No. 9 were both a marked change in terms of content and style, together presenting an A to Z for the post-apocalyptic setting of Umerica and Urth. Crawling Under A Broken Moon Fanzine Issue No. 10 switched back to more traditional content by focusing on monsters, whilst Crawling Under A Broken Moon Fanzine Issue No. 11 examined some of the gods and patrons of Umerica and Urth. Crawling Under A Broken Moon fanzine No. #12 continued the humour of the setting by presenting the dark face of Buddy O’Burger.

Crawling Under A Broken Moon Issue No. 13 is less focused, but continues the support for the Umerica and Urth. Its initial focus is on adventures in the setting. This begins with ‘Fantastic Post-Apocalyptic Adventure Idea Generator’ by Diogo Nogueira. With a roll of a few dice on six categories of tables—Goals, Locations, Antagonists, Supporting Cast, Complications, and Rewards—it enables the Judge to create a ready plot to develop further as needed. Each category has its own subset of tables, so the Judge can visit it again and again when short of inspiration. The actual adventure in the issue is ‘An Interesting Place to Die: The Rail Tunnels of the Delphia Beast’ by Reid San Filippo. It is rumoured that under the flattened ruins of old Delphia city is a network of tunnels where a foul Beast guards a fabulous cache of valuable salvage. The Player Characters get to explore the ruins of Delphia first and there are tables for hazards and encounters, and if they are lucky, holes with interesting, probably deadly things in them. Eventually, they will find their way into the ruins of the Southeastern Pennsylvania Transportation Authority subway system, mostly free of debris, but now the hunting ground for the deadly Delphia Beast, which is actually the acid-spitting Railipede born from one of the old subway trains. It is a sparse mini-dungeon, one easily visualised because we know what subway tunnels look like and roamed by a xenomorph-like creature on rails...

David VC does a ‘Racial Recast’ with ‘Grays (Elf Alternate)’. This brings the infamous little grey men of UFOlogy to Umerica and Urth. The usually Lawful Grays are annoyingly superior in attitude to the peoples of the worlds they visit. A Gray has Night Vision and is fitted with a Transponder so that their racial authority, the Gray Directorate, knows where he is and can serve as a Patron. He is vulnerable to iron though, but always has a silver suit which protects him against the environment as well as other advanced technological devices, such as a Holographic Cloak, Plasma Sword, Floating Drone, NecroNeural Net (which creates a zombie from a corpse to serve a Gray), and so on. A Gray begins with such item in addition to the Silver Suit and will gain more from the Gray Directorate. The Superior Mind of the Gray means he is good at working out what Alien Tech does. It suggests a Psionic variant, but this requires access to CrawlJammer #3. Lastly, it adds the Gray Directorate as a Patron, not a deity, but actually an interstellar government that actively monitors the activities of Grays on primitive planets. Only Humans worship the Gray Directorate. In keeping with the post-apocalyptic nature of the setting this is a darker character type than the Elf it replaces and it would make a good addition to a more general Science Fiction roleplaying game using the Dungeon Crawl Classics rules.

‘Death Bots’ by Ryan Moore provides the means to create the war machines built by the Ancients to fight in the final wars of the Apocalypse. In the future of Umerica and Urth, they can be found wandering the wastelands, stored in ancient bunkers, or being used as personal vehicles or mobile bases by Cyber-sorcerers. They can be the size of a small car or a mobile building, and the tables will define each Deathbot’s technological base, means of locomotion, weapons, and special abilities. Straightforward, quick and easy to use.

Lastly, the ‘Twisted Menagerie’ gives the stats for the Railipede, the monster from the earlier ‘An Interesting Place to Die: The Rail Tunnels of the Delphia Beast’, which does not actually need to travel along the rails of its network, it just prefers to. The ‘Illxiljlixlli’ or Luck Eater is an extradimensional demon which varies in appearance depending whether it is starving, hungry, sated, or corpulent, eating on the luck on its decidedly unlucky prey!

Physically, Crawling Under A Broken Moon Fanzine Issue No. 13 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 13 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 13 provides solid support for the Umerica and Urth. The scenario is serviceable and more traditional in its treatment of its post apocalypse, than the satire and tastelessness of the previous issue. Of course, the content (though its tone may not) will work with other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.

Friday, 1 May 2026

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

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

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

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

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

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

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

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

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

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

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

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

Friday, 3 April 2026

[Fanzine Focus XLI] Crawling Under A Broken Moon Issue No. 11

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

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

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

Crawling Under A Broken Moon fanzine No. #11 brings a sense of humour to the issues of the fanzine with ‘Worship, Umerica Style!’ by Tim Bruns and Reid San Filippo. It presents fourteen new on the Patrons of Umerica. These are kept quite stripped down to a simple rules bonus for their adherents, a list of favoured weapons, creatures considered unholy, and suggestions as how adherents worship. Unlike Patrons for the Dungeon Crawl Classics Roleplaying Game, there are no specific Disapproval mechanics, no spells, and the like. Instead, there are inventive creations drawing on pop culture. These start with a musical trio of Classica, goddess of Rhythm and Order, Kizz, whose worshippers hunt for ‘Enlightened Awesomeness’ and are particularly keen on the axe as a weapon, and their supposed love child, Technos Discos, the chaos god of music and terrible bringer of beats. There are some lovely touches here, such as the clerics of Santa, the jolly avatar of giving, hope, and joy, prefer to use weapons that use ammunition because shooting ammunition is an act of giving, whereas $ or ‘Cash’, impartial goddess of barter and wealth prefer weapons that do not expend ammunition because it is expensive, unless it can be recovered. Of course, in the post-apocalyptic future of Umerica, there gods of petroleum and its products, Petrolex, and mutations, Nuka, the Mother of Mutants, whilst Elmos is the Evil Puppet Master and corrupter of children! In places, you do wish that there was more detail to these gods, but otherwise this is an enjoyably tongue-in-cheek pantheon that inventively interprets the past of Umerica—and our present.

For ‘Racial Recast’, David VC reinterprets the Halfling of classic fantasy for the Umerica setting with ‘Feral Urchin – An alternative for Halflings in CUaBM’. Instead of Hobbits or Halflings, these are runaway children who answered the call of whispers from someone called Pann, thought to be “past the second star to the right and straight on ‘til morning.” How barbaric they become depends on their Alignment. The Chaotic Wildchildren are known for their abundant Luck, though things around them tend to break, and for flying into a berserk rage called a ‘Wild Rumpus’ when they become beast-like. The Neutral Slingers are crack shots, whilst Lawful Nerds are skilled with Weapon Tinkering, Bot Repair, Computer Use, Vehicle Repair, and General Tech. Of the three, the Slinger is really a bit one-note, but the other two have a more scope in what they can do.

‘Weapons of the Wasteland’ details more arms and armour of the setting, much of it scavenged from the past. For example, Protective Sports Gear is the equivalent of padded armour, whilst ‘Retread Armour’, made from tire treads attached to heavy cloth is equal to studded leather armour. The rare armour includes the Silver Suit and Bubble Helm, which combine to make a whole, very light suit, Force Field Belt, and Power Armour. Common homemade weapons include Can Grenades, Chainsaws, Compound Bows, Pipe Guns, Scrap Guns, and more.

‘Cheap, A.K.A. damaged, goods’ divides items down into Not Bad, Bad, and Total Crap. Each has a higher fumble roll, but at a reduced cost. If an item breaks, there are rules for a quick fix, which can be done on the fly and requires a few supplies like duct tape or instant epoxy. However, this will only last a few rounds or until a fumble is rolled.

The inspiration for David VC’s new Class is, of course, the film Tron. ‘The Hologram’ is an A.I. contained in a Frisbee-like and sized disc. Long since separated from Cyberspace, they can use the disc to both attack and defend, are energy dependent, and can hack computers and explore them as if they are cyberspace. A Hologram will die if the Disc is destroyed, but from Fifth Level onwards, can create a backup. Every Hologram has an Occupation, what their purpose was originally, which could be a video game character, business/financial program, medical, intelligence gathering bot, and so on. Each Occupation provides a Disc symbol, purpose, suggested appearance, and some tools, much a Player Character for a character funnel. This adds some variation and should influence how a player roleplays his Hologram character.

The issue comes to a close with more entries in the ‘Twisted Menagerie’. These include the ‘Scorpionoid’, a greedy, mercenary creature that can get addicted to caffeine-based soft drinks. This is followed by ‘By the way… When deities call in a favor’, a fun table of requests that a deity might make of one of his followers, but definitely a Cleric! The entries vary according to Alignment, but they are a fun way to spice up a Player Character Cleric’s life.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 11 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 11 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 11 is an enjoyable issue with lots of sly, slightly silly humour that help bring aspects of the Umerica settings to life. The opening ‘Worship, Umerica Style!’ article is really good, the issue’s highlight bringing the role of the Cleric to the fore with entertaining background material. Although that article is very specific to the Umerica, setting that there is still plenty in the issue that will work with other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.