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Showing posts with label Fanzine Focus XXIX. Show all posts
Showing posts with label Fanzine Focus XXIX. Show all posts

Sunday, 28 August 2022

[Fanzine Focus XXIX] One of Us #1

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & 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. Another choice is the Dungeon Crawl Classics Role Playing Game.

One of Us #1 is a post-apocalyptic fanzine for the Dungeon Crawl Classics Roleplaying Game. Published by Starry Wisdom Press in January, 2021, it casts the Player Characters as drifters, grifters, ne’er-do-wells, and desperate cast asunder following the Big Mistake, a war of some kind that was perhaps a decade or two ago. This places it roughly in the desperate, dirty decade of the thirties or even ‘Golden Era’ of the fifties. The Player Characters are specifically carnies, members of a travelling carnival, indentured to the mysterious being known as The Madame. In exchange for wondrous powers and “a more perfect self,” The Madame calls upon the carnies to procure for her, magnificent artifacts, as the carnival crisscrosses the dusty and dangerous remains of a once robust and proud land. Their efforts and their presence do not go unnoticed—cannibal hobos, shadowy cults, and uncouth hecklers will do everything in their power to prevent your caravan from carrying out its mission.

One of Us #1 is primarily about the Classes and Races of the setting—all of which come from the Dungeon Crawl Classics Roleplaying Game. This includes the Dwarves, Elves, and Halflings. The fanzine opens with ‘OCCUPTATIONS Now Hiring!’, a table of Occupations suitable for backgrounds and of course, Zero Level characters, all of them for a modern set period. All Classes can use two Signature Weapons from First Level. These are two weapons a Player Character or NPC can use without a penalty, whereas other weapons suffer a step down in die type as a penalty. The first of the Classes is the Strong-Person, which uses ‘Table G: Giants’ for critical hits, ‘Titan’s Might’ means a thirty-sided die is used for Strength checks, Strength of Will grants a Might Die used for all attacks and Strength checks, and Hidden Reserves allows Personality to be temporarily expended to gain an additional Might Die. The second Class, the Acrobat can ‘Roll with the Punches’ and has a better base Armour Class, Cat’s Grace which means the Acrobat can avoid damage too, and as a ‘Land Sailor’, is fast on land and in the air due to climbing, flipping, and leaping over obstacles. The Acrobat is also Ambidextrous and has a ‘Tumbling Die’ which is used for acrobatics and Mighty Deeds for ranged attacks. The Natural Wonder is the third Class and is one of ‘The Madame’s Perfect Children’ and so has Luck like a Halfling, has mutations due to ‘Atomic Singularities’, but due to ‘Mother’s Milk’, is fortified against radiation. An accompanying table provides the mutations.

The three Classes—Strong-Person, Acrobat, or Natural Wonder are all obvious in their inspiration, being archetypal Carnival types, and all well done in their design. Other Classes from both the Dungeon Crawl Classics Roleplaying Game and the Mutant Crawl Classics Roleplaying Game can be imported with little changes, but the Wizard becomes the Mystic, the Cleric the Revivalist, and the Elf, Dwarf, and Halfling The Stranger From A Strange Land. Backed up with a short selection of equipment, these are thematically interesting Classes which should also be fun to play.

Quite what The Madame is never defined in One of Us #1. She could be a demon, the devil herself, a god, or she something in between. She does serve as a Patron for the Player Characters and so can be invoked and there is the danger of suffering Patron Taint. What she wants is trinkets and gewgaws which together will free her from the bondage which confines her to her magical caravan. And this really is the extent of the setting notes and background given in One of Us #1, and that really is the big issue with the fanzine. It is full of brilliant content that suggests possibilities of a type and style of game or campaign, but does not explore either or suggest scenario ideas. Or indeed, give a Character Funnel or scenario, either of which would have shown the Judge what the designers intended. Hopefully that will be provided in the pages of One of Us #2.

Rounding out One of Us #1 is a half dozen monsters particular to the Dust Bowl. These include the Rag Creep, a thing wrapped in rags soaked in grain alcohol, psychedelic desert flower, and camphor to sooth their radiation-burned skin; the Witherer, the spirit of an old woman who haunts water sources who begs others to help her find her lost children and then feeds on their goodwill and hope; and the Dust Preacher, a preacher in his former life not only failed to protect his flock, but made demands of them in return for his protection. Now it demands a tithe of its own Hit Points to gain one-shot actions such as second attack or a static lightning blast! All six monsters are nicely detailed and fit the setting.

Physically, One of Us #1 is well presented with excellent artwork. One of Us #1 is a superb little read, combining elements of horror and the fantastic against a backdrop of broken Americana. One of Us #1 is incomplete though, and more background and some scenarios and scenario hooks would be very, very welcome.

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.

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 choice is the Dungeon Crawl Classics Role Playing Game.

Published in October, 2017, Meanderings Issue #2 is a fanzine for the Dungeon Crawl Classics Roleplaying Game. Its theme is ‘Options’, ideas and rules and additions that the Judge can add to her game. With this in mind, the issue opens with a lengthy review of the then new Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, Goodman Games’ spiritual successor to TSR, Inc.’s Gamma World, in ‘Review Corner’. The review is written with the idea that both Dungeon Crawl Classics and Mutant Crawl Classics should be combined, which is an ‘option’ that fanzine tends towards. However, the suggested advice on combing the two feels out of place in a review when an article dedicated to the subject would have been easier to read and more useful the Judge who wanted to do so. Consequently, it is not a particularly informative review.

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.

If the previous article was inspired by the author playing Edge of the Empire, ‘Tides of Battle – Momentum in RPGs’ is inspired by his playing 13th Age and both his appreciation and dislike of the Escalation Die. In 13th Age this sits on the table and clicks up from one round to the next in a battle, granting bonuses to attack and triggering powers and abilities for all combatants—both the Player Characters and the monsters. It is the latter that the author dislikes. His solution is have one side have momentum in a battle, not both. Situations such as being surprised, outnumbered, or suffering a fumble will lose a side momentum, whilst holding the high ground, flanking, and killing or injuring a leader, will gain it. In a battle, the Judge will need to track momentum for each group fighting with points held cancelling each out until only the one side has any points of momentum. Which then become the die modifier for attacks, actions, spellcasting, and so on. So instead of the momentum of the Escalation Die going up and up (though sometimes it can be adjusted or lowered), momentum can swing back and forth between the opponents, depending on the Player Characters’ actions and their dice rolls. It can also add tactical complexity as the players have their characters undertake particular actions, such as targeting the leader, to gain momentum. Again, this is a case of adding complexity to play and slowing down play as momentum is tracked, but for a group which likes tactical complexity, this is an option.

‘No Man’s Land’ gives a useful table of options to prevent Player Characters from exploring undeveloped sections of dungeon, which the Judge can roll on or choose from, whilst ‘Occupations of Bastion – Zero Level occupations for the City of Bastion’ further develops the author’s own campaign, previously seen in Meanderings #1. This a big table matching that found in the Dungeon Crawl Classics Roleplaying Game and can be used to generate Zero Level Player Characters for Character Funnels or low Level, ordinary NPCs in the Bastion setting. Some explanation is required since several of the occupations have ‘Grafts’ for their weapons or equipment. These are biological parts taken from the Warped, those affected by the long war between Sorcerer Kings whose magics and warp beasts to ravage the land around the city of Bastion. In comparison to Zero Level Player Characters from Dungeon Crawl Classics, these grafts provide a relatively high bonus to attacks, damage, or skill checks. However, the full explanation of what grafts are and how they work is saved for Meanderings #3, the next issue which includes The Graft as a Class.

The actual Class presented in Meanderings #2 is ‘Classes of Bastion – The Bulwark against the Tides of the Waste’. The Entombed are former Zero Level characters who died in the defence of the city and then reborn in thick, cold iron shells and animated. The result is Golem-like, slow and strong, wielding heavy weapons, and so whilst it rolls higher dice for damage, it rolls lower dice for Initiative. It can also enter Rage to gain a bump up the dice chain, but similarly so do its opponents, because it is easier to hit. The rune armour of the Entombed is akin to plate and impedes magic cast on it. The Entombed requires a nutritious elixir daily, its organs and brains stored in phylacteries within its body. Notably, the Entombed uses the ‘Robots & Artificial Lifeforms’ table from Mutant Crawl Classics when rolling critical hits. Overall, The Entombed is a serviceable Class for when a player wants something big, slow, but heavy hitting.

Lastly, ‘Dungeon Crawl Classics Weapon Styles – Weapons Tables for Two-Weapon Styles’ is influenced by the author’s experiences with Legend of the Five Rings and 7th Sea and their weapon styles. Designed for use with single attacks rather than two-weapon attacks, these give options for styles such as sword and shield, Florentine, Twin Handaxe, and Twin Dagger. Inspired by Steel and Fury, the tables include Deed fumbles and criticals too. Much like the earlier ‘Off the Chart! Might Deeds Beyond the 7+ for Warriors & Dwarves’, this adds options with much in the way of complexity and given the various weapon styles, some flavour too, as well as making both Player Characters and NPCs stand out a bit more in their use of these styles.

Physically, Meanderings Issue #2 is decently done. It is clean and tidy and the artwork good. It does need a light edit in places. The issue has a pleasing sturdiness due to the ‘Zeroes to Heroes – Paper minis for Zero Levels’ which presents seventeen or so paper minis on light card. Designed for use with the Dungeon Crawl Classics Roleplaying Game, these are rather fun. They include The Entombed from the issue, but the best one of course, is the chicken.

Meanderings Issue #2 is a mixture of the author’s experiences gaming ideas and game setting, with definitely more of the former than the latter. The problem is that if a Judge and her players find the ‘Options’ in the issue to be a case of being too much too ‘Out of the Box’, let alone their added complexity, it does not leave much of interest in the issue. This is not to say that they are not interesting, but rather they are not for everyone. The continued coverage of Bastion is welcome, but it does leave the reader waiting for more background and support for the setting, let alone a scenario. Given the inclusion of Zero Level characters in the issue, a Character Funnel would have been a fitting addition. The result serviceable at best because Meanderings Issue #2 is outweighed by its options when a better balance could have included more that the Judge could use without radical change.

Friday, 26 August 2022

[Fanzine Focus XXIX] Night Soil #Zero

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

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

Night Soil #Zero takes the Dungeon Crawl Classics Role Playing Game as its direct inspiration. Specifically, it draws from the artwork of the fourth printing of the core rules to provide images that have in turn inspired the creation of monsters, magical items, spells, tables, and more that the Judge can bring to her game or campaign. It is a lovely idea, but the result is a bit of a mess, a hodgepodge of miscellaneous things and entries that unless you somehow know the artwork and its order in the fourth printing of the Dungeon Crawl Classics Role Playing Game, may have you leafing through the pages of the admittedly short Night Soil #Zero in order to find something. Even at twenty-four pages, an index or list of contents and page numbers would not have gone amiss here.

Published by Inner Ham—previously known for Fantastic Exciting Imaginative: The Holmes Art ’Zine—Night Soil #Zero, opens with its first monster, the Terrordactyl, a giant reptile bird with retchingly awful bad breath and capable of snapping a target’s neck on a roll of a natural twenty, so a nasty thing to confront the Player Characters with. Not that interesting though. Weirder though, and definitely more modern, are the Horned Lobsterclops, which fight luchadors and underprepared explorers and scientists. Beating one in initiative trades accuracy for speed—the attacker’s die decreases by one step, and if a Horned Lobsterclop licks an opponent, on a failed Will save, it can cause them to scream and writhe, attempt to persuade the nearest ally to run (causing both to lose their actions in the next round), pass out temporarily, or simply flay uselessly at the creature’s sturdy carapace. This has a much pulpier feel then the other monsters and though fun, does need a suitably pulpy style of game to use it. An easier to use creature is the Phlogiston Elemental, which can appear whenever magic goes awry and takes more damage from wooden weapons than metal ones, making it a more difficult thing to defeat.

Perhaps the most flexible monster in the inaugural issue of the fanzine, is the Dogmen. Their love of bones means they often serve necromancer, and they often make good Warriors and Clerics. They can use all four Human Classes, but only up to Third Level. Although small, they have a strong bite, possess a keen sense of smell, and even their very presence enhances the effects of bone magic! On the downside, they are easily distracted, having to make Personality checks to avoid an Action Die and being bumped down a die for Saving Throws. Amusingly, this is called ‘Squirrel!’ and is a suitably silly feature for the henchmen role they are designed to fulfil. The other henchmen-type monsters are Death Guards, who have been hired and erroneously led to believe that they have been imbued with magical ability and otherworldly prowess. As terrible as they are, what they actually have is incredible self-belief and working together can inspire themselves to improve their Armour Class, Hit Points, speed, and so on, though only once per combat for each of the four such tricks they know. This is a concept worth exploring, as it could also be applied to cultists or other devotees, and more, but here it is rough and undeveloped.

The magical items begin with Horseshoes of Returning, innocuous, but favourite weapons for Halflings as they return to the hand once thrown. The other Halfling item of magic is the Pipe of Contentment, which can be smoked to regain points of Luck and even restore damage done to Intelligence or Personality. These are nicely done, flavoursome items that will please any halfling Player Character. From small to large as ‘Dead Giant, Uses of a’ suggests exactly that, whether keeping Chaos magic at bay if properly preserved, allowing its blood to spill and render the land infertile, feasted upon to increase Personality, the skull stolen to use as a cauldron by witches, and so on. For the Wizard, there is the Horned Cap, which makes him look like a badass and so might get him a free drink or a warmer bed, just to ensure that he is happy, or even potentially gain bonuses if Luck is burned, when casting spells related to bones, animals, or fear, and the Dragon Staff, which grants the user proficiency in, but not the capability of flight and a unique, randomly determined dragon power. There is even an Enchanted Skull Bookrest against which wizards and other magic-users rest their tomes and digests of knowledge where they can easily be read and understood, only for their content to shift into gibberish the moment they are taken away from the skull. It might protect a spell or other work of magic from prying eyes, but what if an Enchanted Skull Bookrest was stolen and one of the books which rested upon it, contained something of vital importance? Who would pay to get back and why?

The Cauldron of Contact aids in the fashioning of alchemical substances from other realms when burned over wood from Elfland, Faerie Forests, or Dryad Groves, or even contacting beings from those realms if wood cauldron from Elfland, Faerie Forests, or Dryad Groves is heated in the cauldron. There are potential side effects, such as the King of Elfland finding a future opportunity to strike the user or rolling corruption or all footwear being wet inside, causing the user’s feet to rot. This could be an interesting item, but is rather undeveloped as there are no mechanics as to when the side effects occur. 

The three spells in the issue are The Eye of Chaos, Shadowblend, and Seeking Shrieking Shrike. The first is a Second Level spell for Clerics which creates a glowing eye-like symbol that grants a bonus to Chaos-aligned creatures or zaps Law-aligned creatures; the second a First Level Wizard spell that enables him and his companions to blend into the shadows to increase their Armour Class; and the third a Second Level Cleric spell that creates an animal-shaped bolt which seeks out its target and hits on the next round after being cast. Seeking Shrieking Shrike is a fun spell, the others less so, but interesting additions to find in spell books or being cast by NPCs.

Other items are found in certain locations, such as the Speaking Headstone, which might not know much about the person whose grave it marks, but has seen a lot of vistors to the cemetery over the years, so may have the answers that the Player Characters are looking for. Unfortunately, it has a tendency to complain about the lack of crematorial etiquette and actually, would like a change of scenery, or even a holiday… The Speaking Headstone is just such a ridiculous idea, but it sounds a lot of fun for the Judge to roleplay, and her players and their characters are sure to loath it. Other locations include the partially submerged skull of a titan, which can be entered and then the length of its bones explored, the deeper the Player Characters penetrate, the better their magic, and a Hanging Tree whose potential effects include wiping from existence anyone who is hung from its branches or transforming them into some form of restitution for their crimes, or even causing another corpse to animate as one of the various undead. The Judge is free to choose, two of the options suggesting story possibilities, which the last feels almost traditional.

Physically, Night Soil #Zero is scrappy—intentionally scrappy. The artwork is likewise intentionally rough. Together with the use of the typewriter style font, the look of the fanzine is designed to match that of the fanzines and books of the seventies and even then their lack of professionalism. It may or may not trigger your sense of nostalgia, but that does not necessarily detract from the readability of the contents of the fanzine.

Night Soil #Zero is a mostly entertaining medley of the miscellaneous and the muddled, organised only by reference to another book. (Which is its major problem.) The inspired sits alongside the indifferent and reading the slim volume is very much a matter of whether you are going to get the former or latter, from one page to the next—or even on the same page! Night Soil #Zero is the equivalent of the blind box purchase for the Dungeon Crawl Classics Role Playing Game—there are definitely things in here that will inspire the Judge and there are definitely things which will leave him uninspired.

[Fanzine Focus XXIX] Crawl! Number 12: The Luck Issue

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

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

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.

Published in August, 2016, Crawl! Number 12: The Luck Issue takes the Dungeon Crawl Classics Role Playing Game on a deep delve into what is perhaps one of the most confusing parts of its rules—and that concerns Luck. In some situations a player has to roll under to make a Luck save in the Dungeon Crawl Classics Role Playing Game, but in others a traditional Difficulty Check value needs to be rolled against, the roll modified by the Player Character’s Luck Bonus or Penalty, if any. Numerous authors provide as many options as they can for the Judge to pick and choose from depending upon what would suit her game. This starts with ‘High or Low? Tips for Dealing with Standard Luck Checks’, by the fanzine’s editor, the Rev. Dak J. Ultimak. He suggests using a standard Ability Check, lowering it for a heroic campaign, raising it for a gritty campaign; determining the Difficulty Check randomly each time; or simply just stick to rolling under Luck. There are guidelines too for group Luck Checks. He then counters these options with ‘Alternative Luck Checks – Different Luck Mechanics Instead of Luck Checks’. The options here rolling as per a Traveller skill check; rolling dice al a Craps; pushing a Player Character’s Luck a la the games Dice or Greed; and even what it calls ‘Story Mode’, essentially the Failure, ‘Yes, but’, and ‘Success’ mechanics of roleplaying games using Powered by the Apocalypse. Lastly, in ‘Luck as a Guiding Force – Luck as a Motivator’, Rev. Dak J. Ultimak picks up on using Luck as a motivating force as suggested in chapter seven of Dungeon Crawl Classics, using Luck as rewards for suitable actions in a campaign. So, protecting innocents for a heroic campaign, completing missions in a mercenary campaign, and so on. So numerous options to choose from, the Judge being almost spoilt for choice Except no…

Crawl! Number 12: The Luck Issue does leave the Judge spoilt for choice. The choices continue with ‘Lucky Strikes of Derring Do – A New Way to Burn Luck’ by R.S. Tilton. This enables Classes other than the Warrior to burn Luck and so gain access to a Deed Die—the more Luck burned, the higher the Deed Die—as well as ‘Dastardly Deeds of Deceit’ for the Thief and Halfling Classes with ‘Hamstring’ and ‘Hindering Strike, or Strap Cutter’ manoeuvres, which open up the range of actions they can do.  These are joined by options such as burning Luck to gain a die reroll, to gain a die bump, to turn an ordinary item into a lucky one, and more. ‘Luck Tables’ cover everything (well mostly) from ‘Recovering the Body’ to ‘Feeling Lucky?’ via ‘Bad Hair Days’, the latter most amusing table in the issue.

Rounding out the issue is ‘The Dungeon Balladeer – Bard Songs’ by Mark Bishop. This gives the lyrics for ‘The Ballad of Pervis Grumcobble’, a song regularly performed in the DCC Tavern about the luckiest Halfling to ever live in the kingdom. Thematically, it sort of fits the theme of Crawl! Number 12: The Luck Issue, Halflings, of course, being renowned for their luck, but it is such a change of tone and subject matter that the article is very much an outlier in what is very mechanically focused issue. Plus, as what was designed to be the first in a series, ‘The Dungeon Balladeer – Bard Songs’, tuned out to be the only entry as Crawl! Number 12: The Luck Issue was the last issue of the fanzine.

Physically, Crawl! Number 12: The Luck Issue is decently done, a clean and tidy affair. The artwork—done by Mario T—is decent enough, but hampered by the theme of the issue as there really is not all that much that can be done to illustrate Luck.

Crawl! Number 12: The Luck Issue is the most disappointing issue to date. This is not to say that it is a bad issue per se, or even useless. Dedicated to Luck and overflowing with options that a Judge can pick and choose from, the question is, how many options do you need? How many are you going to use? Of course once chosen, the Judge may never want to look at the other articles and options and this issue itself again. The options are all reasonable, yet it is just too much Luck, too many options for the one issue. Then again, once a Judge has read through Crawl! Number 12: The Luck Issue, she will never have to read another article about Luck again.

She should be so lucky.