Three Weeks In The Streets describes itself as a city-prison scenario for use with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and also published by Free League Publishing. Published following a successful Kickstarter campaign,it even comes with its own official playlist to provide a soundtrack and begins with an encounter or two on the way to the city. It kicks off with the official announment made by the town crier, that the mind parasite is spreading and the arch-priestess has ordered the city closed. What do the Player Characters do? Do they try to fight or sneak their own way past the king’s Shadow Guard, the chance of being successful being very doubtful? They must try to find ready supplies of food and water, and every day the mob grows—and may even absorb the Player Characters—fuelled by truths and rumours that spread as surely and as quickly as the mind parasites. They are likely to encounter some of the worst and the best of Galgenbeck’s citizenry, those not wealthy enough to lock themselves up in their fortified and guarded mansions. One day after another takes on a regular pattern, of dread as yet another day dawns, of doom as night falls. As the rumours swirl and food and water supplies dwindle, the inhabitants of the city grow desperate and the tension rises, the collective stress and anxiety threatens to explode into mass hysteria. And then…
Friday, 10 October 2025
The Other OSR: Three Weeks In The Streets
Three Weeks In The Streets describes itself as a city-prison scenario for use with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and also published by Free League Publishing. Published following a successful Kickstarter campaign,it even comes with its own official playlist to provide a soundtrack and begins with an encounter or two on the way to the city. It kicks off with the official announment made by the town crier, that the mind parasite is spreading and the arch-priestess has ordered the city closed. What do the Player Characters do? Do they try to fight or sneak their own way past the king’s Shadow Guard, the chance of being successful being very doubtful? They must try to find ready supplies of food and water, and every day the mob grows—and may even absorb the Player Characters—fuelled by truths and rumours that spread as surely and as quickly as the mind parasites. They are likely to encounter some of the worst and the best of Galgenbeck’s citizenry, those not wealthy enough to lock themselves up in their fortified and guarded mansions. One day after another takes on a regular pattern, of dread as yet another day dawns, of doom as night falls. As the rumours swirl and food and water supplies dwindle, the inhabitants of the city grow desperate and the tension rises, the collective stress and anxiety threatens to explode into mass hysteria. And then…
Monday, 25 August 2025
[Fanzine Focus XL] The Travellers’ Digest #7
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. However, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone. Although not the case now, the popularity of Traveller would spawn several fanzines, of which The Travellers’ Digest, published by Digest Group Publications, was the most well known and would eventually transform from a fanzine into a magazine.
The publication of The Travellers’ Digest #1 in December, 1985 marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a magazine that all together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Travellers’ Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Travellers’ Digest and thus when the campaign begins is 152-1101, the 152nd day of the 1101st year of the Imperium.
The Travellers’ Digest #7 was published in 1986 and is a ‘Special Starship Issue’, the editors highlighting this and the big interview with Traveller creator, Marc Miller, in the issue. It also highlights the forthcoming publication in early 1987, of the Grand Census, its companion supplement to the Grand Survey, and looks back at some of the previous issues with the publisher’s warehouse manager having found some back issues.
The seventh part of ‘The Grand Tour’ in The Travellers’ Digest #7 is ‘Feature Adventure 7: The Fourth Imperium’, written by Gary L Thomas and Joe D. Fugate Sr. The publishing date for adventure is 344-1112, or the three-hundred-and-forty-fourth day of the year 1112, whilst the starting date for the adventure is 014-1103, or the fourteenth day of the year 1103. The adventure takes place in the Dynam system of the Masionia subsector of the Lishun Sector. This is the site of an Imperial Naval Depot where over a thousand mothballed starships are held. These ships are held in readiness in the event of another interstellar war or emergency and all can be restored to full operation with relative ease. The Player Characters are continuing their journey to Capital and having got half way there, Doctor Theodor Krenstein wants to stop off at the depot in the Dynam system to visit the August, a 75,000-ton battlecruiser on which his great-grandfather served during the Third Frontier war. Admiral Walter, who has been in command of the Dynam Depot for over two decades, readily welcomes them and will even give them a guided tour, the fact that they all have been recently knighted for their bravery being a contributing factor towards their recognition.
[Fanzine Focus XL] Pamphlet of Pantheons
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.
Pamphlet of Pantheons: Guide to Creating Fantasy Myths and Religions is a systemless sourcebook designed for fantasy games in general, rather than a specific roleplaying game. Which means that it will work with many Dungeons & Dragons-style roleplaying games. It would also work with Science Fiction settings too if there are cultures with polytheistic faiths. Released following a successful Kickstarter campaign, it is designed and published by Gonzo History Project, better known as James Holloway, the host of the Monster Man podcast, who also published The Magonium Mine Murders.The aim of the Pamphlet of Pantheons is to make the creation of a fantasy pantheon relatively simple and easy, whilst avoiding two pitfalls. One is avoid making them boring or irrelevant to either the setting or the Player Characters. In other words, they should not be boring and they should matter to the players and their characters. The other is to avoid unnecessary complexity. A richness of detail can be off-putting, Greg Stafford’s Glorantha of RuneQuest: Roleplaying in Glorantha and M.A.R. Barker’s Tékumel of Tékumel: Empire of the Petal Throne being quoted as examples. Both are rich and complex, but requirement commitment to get the most out of them. What the fanzine offers to avoid both is a set of twenty-five tables which a Game Master can roll on and using the prompts provided build a relatively complete pantheon.
The first sixteen tables provide the divine archetypes that are the core of the pantheon. These include ‘Bestower of Plenty’, ‘Celestial Sovereign’, ‘Fruitful Earth’, ‘Hierarch of Hell’, ‘Laughing Rogue’, and more. As archetypes, it is easy to recognise gods from various real world (and even fantasy) pantheons, but the aim is for the Game Master to create her own rather than simulate another. The author admits that the archetypes do have a European (though he does reference middle eastern gods too) feel because that is where his influences come from, but that should not limit the imagination of the Game Master. Further tables define the look and feel of the gods, whether they look human or have fantastic features or are disembodied cosmic forces, what their signs of divinity are, which one is the head of the pantheon, what titles they bear, and what do the religions devoted to them look like? Every table has six entries and most also have little asides and thoughts that serve as further prompts for the Game Master to ponder.
The process of pantheon building involves rolling some dice and making a few choices. First is to decide on what archetypes will be in the pantheon, not all sixteen are needed, with eight being suggested as a good number. Having selected the gods for the pantheon, the Game Master rolls a complication for each, the pantheon’s aesthetic, adds a duplicate god or two (or combines them), adds secondary attributes and complications to the gods in the pantheon, and then rolls for minor gods, if needed, to cover very specific aspects of the setting. The pantheon is ready at this point, but to it, further rolls for temples, rituals, servitors, and treasures will define how the pantheon is perceived by its worshipers and how the religion is practised. All the results are noted down on the Pantheon Sheet included in the fanzine. With this done, what the Game Master does next is flesh out the details of her pantheon, making connections between its deities and so creating elements of its mythology. The prompts beneath many of the tables will help with this.
The process is simple and quick. Perhaps the most difficult part of the process is actually thinking up names for the goods themselves (though that can be eased with an online name generator). It helps that the author includes a fully worked out example, based on a livestream he hosted as part of the Kickstarter, with a filled in Pantheon Sheet. The simplicity of tables means that Pamphlet of Pantheons could be created as an online pantheon generator, but arguably that would be too easy and it would not avoid the first pitfall that the fanzine warns against, that is, making the religion and its gods boring, since what it avoids is the process itself which gives time for the Game Master to think about the pantheon and the relationships of the gods within it, building connections, areas of conflict (such as when there two or more gods with the purview for the same thing), and so on.
Physically, Pamphlet of Pantheons is clean and tidy, and lightly illustrated with public domain artwork, most of it small and all appropriately placed.
Pamphlet of Pantheons is an engaging little supplement, a simple set of prompts that direct a Game Master, with a few rolls, to not only create a complete pantheon, but to think how the pantheon works and is worshipped by a particular culture. In the process, she will create background to part of her campaign world and a religion that she understands and can impart to her players, and so bring her campaign world to life.
Sunday, 24 August 2025
[Fanzine Focus XL] The Beholder Issue 5
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.
The Beholder Issue No. 5 was probably published in August 1979, given that the fanzine was published monthly and on a regular basis throughout its run. The issue’s concerns are typical of the period for a fanzine devoted to Dungeons & Dragons—problems with different aspects of the roleplaying game and possible solutions, new monsters, new spells, an adventure, and so on. The editors—Michael Stoner and Guy Duke—implore readers to submit ides for the forthcoming monster issue, likely to be Issue 8 to coincide with Games Day V and note that, “In a few weeks the long-awaited DM’s Handbook will be on sale. Watch out for a review of it in issue 7. There is no doubt that it will have a large impact on the way many people play D&D , and will most probably alter several basic parts of the game. We hope to be able to “move with the times” and cater for the many new players who will be coming into D&D because of this (just as many started when the “Basic Rulebook” first appeared). However, if you still play “old style” D&D, don’t panic! We will try to ensure that articles are of use to everyone, from rank amateur to top-class pro.” Thus, the issue comes at a point when there is a definite shift in the hobby from Dungeons & Dragons and Basic Dungeons & Dragons to Advanced Dungeons & Dragons, a split that would mark the first of the edition wars that followed over the years. This split then will not be as sharp since mechanically the similarities between the two really are very strong.
Physically, The Beholder Issue No. 5 is slightly untidy in places, but readable. The layout is tight and that does make it difficult to read in places. The illustrations are reasonable, but the cartography simply lacks the detail its scenario requires. Of course, every issue of the fanzine was published when personal publishing was still analogue and the possibilities of the personal computer and personal desktop publishing were yet to come. In the case of The Beholder that would never be taken advantage of.
The Beholder has a high reputation for content that is of good quality and playable. The Beholder Issue No. 5 does not yet match that reputation, but as with previous issues, the signs are there and there is content aplenty that the Dungeon Master could have used in her game at the time and in some cases, still use to today. The standout piece is the scenario, ‘Legend of Leshy’, which is a rough, but interesting attempt to write a folklore-based scenario that just about works. It is certainly the best scenario in the fanzine to date. Elsewhere, the other articles are not quite as interesting or as thoughtful as in previous issues, though still very much concerned with what would have been traditional topics for Dungeons & Dragons at the time. The Beholder Issue No. 5 would have been a solid issue of the fanzine in 1979 and even today in 2025 is an enjoyable read.
[Fanzine Focus XL] Gridshock 20XX ’Zine 2: Roster
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, but then there are outliers, fanzines for genres, let alone roleplaying games, which you would never expect to receive support in this format.
Gridshock 20XX ’Zine 2: Roster is a fanzine for ICONS Superpowered Roleplaying. Published by VX2 following a successful Kickstarter campaign, this is a product which is very different in many ways. It is a fanzine for the superhero genre, it is a fanzine for ICONS Superpowered Roleplaying, and as superhero fanzine, it actually presents a post-apocalyptic setting. All three factors make it standout as different. As the name suggests, Gridshock 20XX ’Zine 2: Rooster is the second in the series for the fanzine, but there is only a total of four issues.The first issue in the series, Gridshock 20XX ’Zine 1: Roadmap presented an overview of its setting. This is the future of the North American continent after society was society ripped apart in 1986 by an event known as the Shock which followed the successful attempt by the mysterious Omegas to destroy a psionic computer network powered by extradimensional energy. The resulting Aftershock killed millions, made more disappear, substituted familiar landscape with alien ones, turned the sky violet, and changed some of the stars to alien ones. Governments collapsed and supervillains seized control to establish their own, ultimately dystopic fiefdoms, together known as the Supremacy. The Shock also disrupted the Grid underlying the whole of reality and weakened it, leading to the opening of ‘Gridgates’ to other worlds and aliens visiting the Earth. Reality storms imperil travel so that long term travel in in convoys and all forms of broadcast media act as vessels for a necrocosmic plague. Only the wealthy has access to any form of direct communication, whilst messages and recorded media are delivered directly. Long distance travel is via the Thunder Road, a continental network of highways and fuel stations controlled by Lord Thunder, the leader of the Sanction.
In the world of Gridshock 20XX, the Player Characters are Vectors. They possess the ability to warp the Grid and thus reality, manipulating it in their favour. Vectors are typically human, but can also be gatecrashers from other realities or hybroids—one of the genetically engineered labour force. Whilst Vectors have superpowers, they do not operate as the superheroes of old. They do not wear spandex and they do not patrol looking for crime. That, combined with the flashiness of their powers, would make it easier for the Supremacy to find them. Instead, they travel the Thunder Road, looking for work and when they can, attempting to strike a blow for justice and freedom. Vectors are meant to be proactive and fight for what is right, forge new alliances, push their powers to the limits of reality—and perhaps beyond, reclaim hope and rebuild civilisation, and explore the secrets of old world and the new.
Gridshock 20XX ’Zine 2: Roster is the character book for the series, the bulk of which is devoted to twelve Vector Templates that a player can chose from. These have one of five sources—Genetic, Mystic, Necrocosmic, Omegalithic, and Technologic. Genetic means that the source is biological; Mystic means the source is derived from a bond or pact with the supernatural; Necrocosmic is tied to the Necrocosm, the dark echo of where daemons come from; Omegalithic, linked to the weird crystalline substance salvaged from encounters with the Omegas before the Shock; and Technologic means that a device or cybernetics are the source. The Vectors Templates consist of the Ace, which is skill and training focused; the Fabricator, equipped with an illegal portable omegatechnology factory; Free Agent, which has been in stasis since before the Shock and uses a psionic amplifier for its powers; a Gatecrasher, an alien from another world or dimension; the Gridjockey, which can use any power by rewiring the Grid temporarily; the Hybroid is a human genetically engineered with animal DNA; the Neogenic has unique superhuman abilities; the Outcaster is empowered by the Dreaming Mother; the Revenant had his lifeforce drained by an unliving being from the Deadside, but is still in possession of his Geist and still needs to feed on the lifeforce of others; the Roguebot is illegal in the Supremacy; the Suitjack is bonded with a relic battlesuit of pre-Shock Omegatechnology; and the Ultra-Knight is a hunter of daemanoids and other evildoers.
Besides the base stats, each Template instructs the player to select one or more powers and specialities, whilst choosing three qualities from the list given. A player can take a Template as written, but each Template also suggests three variants. For example, the Ace Template also gives the Neo-Ninja, the Neutraliser, and the Vigilante as alternatives, whilst for the Outcaster, there is the Daemonologist, Exorcist, and Warlock. In each case, there is an explanation too, of how to create them from the given base Template. All together, Gridshock 20XX ’Zine 2: Roster provides thirty-six possible Vector types beyond the base twelve for a total of forty-eight options.
The last two pages of Gridshock 20XX ’Zine 2: Roster details a pair of ‘Threats and Menaces’. The first is Daemons, of which there are several types and which can only assume physical form in Realspace for a limited amount of time. The information here expands upon that given in Gridshock 20XX ’Zine 1: Roadmap, whilst the second type is given ready made stats. These are for Exhumans, those who have had their lifeforce drained by an unliving being from the Deadside. Ordinary humans drained are converted into Shamblers, whilst Superhumans so drained return as Exhuman NPCs after a few panels. Several types are included, like the Annexator, which boosts the abilities of other Exhumans, the Demolisher—which can be formed from ordinary Shamblers in time, and the Shambler itself. These nicely tie in the with the Revenant Template earlier in the book as well as expanding the threats available for the Game Master to use.
Physically, Gridshock 20XX ’Zine 2: Roster is very nicely presented in swathes of red and black. The artwork is decent, but the typography is difficult to read in places.
Gridshock 20XX ’Zine 2: Roster is a solid continuation of Gridshock 20XX ’Zine 1: Roadmap. It firmly focuses on the player and the types of character he can create, whilst for the Game Master the Templates can be used for NPCs as well as using the monsters.
Saturday, 23 August 2025
[Fanzine Focus XL] The Phylactery Issue #2
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. Not every fanzine for the Old School Renaissance need be dedicated to a specific retroclone, such as The Phylactery.
The Phylactery Issue #2, published by Planet X Games in September, 2021, following a successful Kickstarter campaign, is a fanzine for the Old School Renaissance rather than any specific fantasy retroclone. Thus, it works for Old School Essentials or The King of Dungeons or Labyrinth Lord. As with The Phylactery Issue #1, it is a collection of magical items, NPCs, monsters, and a scenario or two. It presents the Game Master with a relentless barrage of choice and options, some of which is ready to use, some of which is not, and so will require the Game Master to develop and add some stats. Everything comes with background elements—some specifically so to make them interesting—enabling the Game Master to flesh out her campaign setting as well as introduce an item of magical power. All of it is written by Levi Combs, the publisher, and his words are backed up with some decent artwork and excellent maps.
Physically, The Phylactery Issue #2 is very nicely presented. It is well written, and both the artwork and cartography are excellent.
The Phylactery Issue #2 continues the stream of content begun in the first issue, presenting the Game Master with a wealth of options—monsters, treasures, and more that she pick and choose from to add to her campaign. Some of it needs a little development, even if only to fold into a campaign setting, but there is so much here to choose from and use, that a Game Master is not going to be disappointed with the content. (The only disappointment might be when the author runs out of steam!) Suitable for any Old School Renaissance retroclone, The Phylactery Issue #2 continues the torrent of ideas and dangers and more, still giving the Game Master a wealth of choice and content to work with.
[Fanzine Focus XL] LOWBORN 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 how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Most, but not all fanzines draw from the Old School Renaissance. Some provide support for much more modern games.
Lowborn is ‘An Independent Grim Perilous Fanzine for Zweihänder RPG’. As the subtitle suggests, this is a fanzine for the Zweihänder: Grim & Perilous RPG, published in 2017 and thus modern, but actually a retroclone of another roleplaying game. That roleplaying game is the definitive British roleplaying game, Warhammer Fantasy Roleplay, published by Games Workshop in 1986.
Friday, 22 August 2025
[Fanzine Focus XL] Carcass Crawler Issue #4
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.






