On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Sunday, 28 August 2022
[Fanzine Focus XXIX] One of Us #1
Saturday, 27 August 2022
[Fanzine Focus XXIX] Meanderings #2
On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
The first of the action ‘Options’ in Meanderings #2 is ‘Off the Chart! Might Deeds Beyond the 7+ for Warriors & Dwarves’. This is a solution to problem of players always rolling high for their Dwarf and Warrior characters when it comes to their Mighty Deeds die, the results always topping out at seven and more, and so always feeling the same. What though if both Dwarf and Warrior could roll higher? The article increases the upper range the results from seven to fourteen plus and supports with expanded tables for blinding, disarming, pushback, and precision attacks, as well as rallying and defensive manoeuvres, and trips and throws. The result is to make both Classes more effective at higher Levels and more fun to play. A useful option and something which could easily appear in the Dungeon Crawl Classics Companion, were there such a thing.
‘Let the Dice do the Talking: A Narrative Skill System for the DCC RPG’ gives a way of introducing more narrative to the play of Dungeon Crawl Classics and its skills. Inspired by the author playing a game of Fantasy Flight Games’ Edge of the Empire, it has a player roll three dice any time that his character attempts a skill and have all three dice rolls count. The individual results range from ‘Misadventure’ (a roll of one), ‘Misstep’ (below Difficulty Check), ‘Success’ (above Difficulty Check), and ‘Coup’ (maximum result), but because three dice are being rolled, any roll could involve one, two, or three of these results and then the Judge has to interpret them narratively. This is not a simple matter of the Judge interpreting the result as a yes or no outcome. Instead, it requires the Judge to interpret a more granular outcome which can mix a ‘Misadventure’, a ‘Success’, and a ‘Coup’ in one or roll or a ‘Misstep’ and two ‘Success’ results, for example. Mechanically, it is a simple and quick means of gradating results in a less linear fashion, but in terms of implementation it requires both Judge and her players to adapt to interpreting the results in a non-binary fashion. Whilst it is narratively it is clearly intended to add some fun complications and outcomes to the game, it also adds complexity and slows down actual play, until both Judge and her players are more skilled with making the narrative calls on the dice results. Making this adjustment—and it very much is an adjustment—may be too big a step for some groups.
Friday, 26 August 2022
[Fanzine Focus XXIX] Night Soil #Zero
[Fanzine Focus XXIX] Crawl! Number 12: The Luck Issue
Published by Straycouches Press, Crawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.
Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3: The Magic Issue was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V: Monsters continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! was a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying, whilst Crawl! No. 8: Firearms! did a fine job of giving rules for guns and exploring how to use in the Dungeon Crawl Classics Role Playing Game and Crawl! No. 9: The Arwich Grinder provided a complete classic Character Funnel in Lovecraftian mode. Crawl! Number 10: New Class Options! provided exactly what it said on the tin and provided new options for the Demi-Human Classes, whilst Crawl! Number 11: The Seafaring Issue took the Dungeon Crawl Classics Role Playing Game.
She should be so lucky.



