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 Old School Essentials. However, other fanzines serve as a vehicle for direct support from the publisher.
Saturday, 30 December 2023
[Fanzine Focus XXXIII] The Chaos Crier, Issue #0
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 Old School Essentials. However, other fanzines serve as a vehicle for direct support from the publisher.
[Fanzine Focus XXXIII] The Kalunga Plateau – Issue 1
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.
The Kalunga Plateau – Issue 1 is the beginning of a ‘Lost World’ setting, detailing a plateau only whispered of lying deep in the southern jungles, Classes for the tribesmen atop the plateau and the surrounding area, Invocations, and a scenario designed to get the Player Characters up onto the plateau itself. ‘The Kalunga Plateau’ opens with an overview of the plateau and some rumours with which the Game Master can seed her campaign. ‘The Setting’ explains a bit more, that the Plateau was once home to an alien civilisation whose presence was destroyed when an enormous sphere hit the planet. The sphere still remains, buried deep in the earth under the plateau that its impact threw up. What ruins remain are regarded by the current inhabitants of the Plateau as having been built by the gods. It then quickly settles down to present the first of three new Classes.
Friday, 29 December 2023
[Fanzine Focus XXXIII] Black Pudding #7
Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and as of Black Pudding No. 6, for use with Old School Essentials as well, so is compatible with other Retroclones, but it is not a traditional Dungeons & Dragons-style fanzine. For starters, it is all but drawn rather than written, with artwork that reflects a look that is cartoonish, a tone that is slightly tongue in cheek, and a gonzo feel. Its genre is avowedly Swords & Sorcery, as much Fafhrd and the Gray Mouser as Conan the Barbarian. Drawn from the author’s ‘Doomslakers!’ house rules and published by Random Order via Square Hex, Black Pudding’s fantasy roleplaying content that is anything other than the straight-laced fantasy of Dungeons & Dragons, but something a bit lighter and not a little tongue in cheek, yet still full of adventure and heroism. Issues one, two, and three showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures, whilst four also included the author’s ‘OSR Play book’, his reference for running an Old School Renaissance game, essentially showing how he runs his own campaign. Issue five included a similar mix of new Classes, NPCs, and an adventure, but did begin to suggest a campaign setting, which six also continued as well as containing its owning wilderness area for the Player Characters to explore.
Black Pudding No. 7 continues in the same vein as Black Pudding No. 5 and Black Pudding No. 6, containing a mix of new Character Classes, a few monsters, and expanded descriptions of Yria, part of the ‘Doomslakers’ campaign. The issue, though, begins with four new Classes, whose quality varies. The first is the ‘Rat Bastard’, the offspring of Wererat and Human parentage. Treated like a Chaotic Thief, the Class has the ability to shift into a Wererat and use a Claw and Bite attack, but takes extra damage from silver. The Class also has a strong sense of smell, is naturally stealthy and sneaky, including being able to escape bonds and cages. The Turncoat ability forces the ‘Rat Bastard’ to betray everyone if offered more money than the Class is currently receiving… The ‘Rat Bastard’ is intentionally evil/Chaotic Class, suitable for NPCs, most obviously, but also for a campaign where the players are playing evil/Chaotic Classes. If the ‘Rat Bastard’ has a role in certain campaigns, the role of the remaining three Classes is uncertain except for sillier or gonzo campaigns. The ‘Iggy’ Class is a crude, shirtless risk-taking brawler whose ‘Lust for Life’ random, jerky battle dance gives him Armour Class bonuses despite being able to wear armour on his head and legs, make unarmed attacks, steal weapons and use them, and whilst he is partially immune to mind-affecting sleep and spells and all manner of intoxicants, he throws himself into danger, often harming himself in the process. The ‘Flamer’ is an Angel, but on fire, which inflicts fire damage, including the Magic Missile-like Fireburst, block damage with a Fire Shield, can Fly daily, and is, of course, immune to fire. Unfortunately, the ‘Flamer’ incinerates any armour not magically designed for it, has a chance of melting any weapon it uses, and can take double damage from the cold. The Class essentially feels like the Human Torch from the Fantastic Four. Lastly, the ‘Eyeball’ is a walking, talking eyeball, with sight-based abilities, such as being able to read any scroll and spot hidden and invisible things, plus it has the Thief abilities of Sneak, Pick Locks, and Pick Pockets. It suffers penalties in bright light though. It is intentionally a humorous Class, but really all three—the ‘Iggy’, the ‘Flamer’, and the ‘Eyeball’—are pieces of humour rather than necessarily humorous Classes. Their inclusion in any game would change its tone and it would have to be a specific type of campaign, gonzo and absurd, that they would work in.
The five new monsters in Black Budding No. 7 are quick and simply presented, with abilities and their minimal background details, all delivered as a series of bullet points. They include the ‘Rocky’, ‘Grave Crusader’, ‘Dracowisp’, ‘Tyrano-X’, and ‘Queen of the Dark Light’. The ‘Rocky’ and ‘Dracowisp’ consequently feel underwritten because their descriptions do not give them a role, whereas the ‘Grave Crusader’ is an Undead protector of burial sites. The ‘Tyrano-X’ is a Tyrannosaurus Rex-type creature, but intelligent and whose eggs are used in potions and royal breakfasts, so their eggs are hunted, even though one egg per nest poisons the eater. The ‘Queen of the Dark Light’ is a villainous sorcereress, who relishes in the shadows, maintains a coven of witches to serve her, is protected by Shadows, can summon Zombies, and so on. Both the ‘Tyrano-X’ and the ‘Queen of the Dark Light’ are given a full page each—the ‘Queen of the Dark Light’ on an appropriately black page—and so are given more detail, even if only mechanically, that the Game Master can more easily bring into her game.
Half of Black Budding No. 7 is devoted to ‘Yria: A Black Pudding Gazetteer’. It primarily focuses on the five cities of one region—Darkmirth, Frimmsreach, Kanebok, Seapath, and Summertop—with the spaces in-between filled in with rolls on the accompanying ‘d66’ table. These are only given thumbnail descriptions, whereas the individual cities and their environs are given a page each. Darkmirth is described as being ruled by a one kind king whose mind has been lost to the darkness of the Shadow Shrine and black sword in hand, demands the city be made black… Seaport is perched on a cliff over an angry sea and behind a mountain range, but the protection of the god, Krolton, the Blazing Heart, ensures it offers a safe harbour and posterity for the incredibly wealthy guilds and merchants. Underneath lie broken layers of the sewers and older cities, infested and haunted by creatures and monsters that lurk deep within. Here there is opportunity for adventurers to delve deep and find work in a city dominated by guilds—merchants, thieves, and assassins.
‘The Mythos of Yria’ present the pantheon of gods worshipped across Yria. How Mother Nest, the Moon, screamed and birthed life into the world over and over as the Black Wing, the great bird of death, swooped down and snatched it up again and again from around Nexus, the World Tree. The twelve gods are described in detail, including each one’s physical form, how it is worshipped, the requirements of its clerics, what is seen when standing in its presence, and what are the portents of its coming… This the Worm Witch, Mother of 100 Dooms takes the form of a medusa with worm hair, her robes tattered and old, her belly swollen with child, silver mirror eyes, surrounded by one hundred children, each one a monster. She is worshipped in foul festivals of feasts of worms and rotten meat, child sacrifice, and worse… Her clerics must carry and eat worms to know her mysteries, carry daggers, smell disgusting, and summon worm-like monsters daily. Her Alignment varies between Neutral Evil and Chaotic Evil, and standing in her presence is to smell her foul breath, see her black fingernails, and hear her hissing rasp, whilst surrounded by wriggling worms, skittering creatures, and nausea. The portents of her coming include flowers wilting, hordes of bugs, food rotting, the Moon clouding over… Each of the twelve gods is detailed in similar fashion, in each case, adding to the richness of the Yria setting. There is a brutality to all twelve of these gods that suits the Swords & Sorcery genre.
[Fanzine Focus XXXIII] Tales from the Smoking Wyrm No. 1
Saturday, 23 December 2023
[Fanzine Focus XXXIII] Mutant High School
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. One aspect of Crawling Under a Broken Moon is that it is designed to be played using the Dungeon Crawl Classics Roleplaying Game and not the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, despite it presenting a post-apocalyptic setting. Not so Mutant High School.
Mutant High School is a fanzine inspired by The Toxic Avenger, Class of Nuke ’Em High, Weird Science, et al—and although it does not list it, at least tonally, the roleplaying game, Teenagers from Outerspace, published by R. Talsorian Games, Inc. Published by Goodman Games, Mutant High School is set in No-Go City, some time in the near future. Formerly the city of Fresno, California, the radioactive waste capital of North America, an earthquake burst the underground storage tank for the waste, causing a geyser to erupt and shower the inhabitants in mutagenic goo that not only mutated every single one of them, but also made them sufficiently toxic themselves that any encounter with them who is not already mutated, has a chance of mutating them. So, the authorities swept in, locked down the city, built a wall around it, and with the enactment of the ‘Maximum Extreme Disproportionate Response to Emergent Mutations Act’—also known as the ‘MEDeR’M’ act—strictly controlled access to the city, with guards in hazmat suits on the walls and the ever-present buzzing of surveillance drones. Both internet access and mobile connection have been severely curtailed. Since Ooze Day, the former Fresno has been dubbed No-Go City or the Mutant Quarter.
In terms of characters, a player takes the role of either a Mutant, Manimal, or Plantient, but not Pure Strain Human, who is a high school student. Otherwise, Player Characters are normal, First Level rather than Zero Level, and instead of rolling for Background, a player rolls for Archetype, such as Band Geek, Goth, or Punk. This provides some equipment and a special ability. For example, the Motorhead starts play with a rickety ride, a piecemeal toolkit, and +1d on all attempts to repair automobile and small engines. Besides their mutations, each Player Character is also ‘Best in Town’ at something, making them stand out, whether that is a specific form of attack, using a mutation, a skill check, and so on, and possesses a ‘Cool Mutation’, a mutation that makes them physically stand out even more, but which does not provide any other detail.
Since the inhabitants of No-Go City have the misfortune to live there, they are prone to bad luck. Instead of Fleeting Luck as per Mutant Crawl Classics, the inhabitants and thus the Player Characters have ‘Oozing Luck’. Gained for rolls of natural twenty and good play and lost for rolls of natural one, Luck in No-Go City tends to either stick around or ooze away. It can actually go below zero and impose a penalty to the Player Character’s Luck attribute. The use of Oozing Luck is tied into the ‘Mute-Guffin’, which is badly named because it is not a silent ‘guffin’, but rather an NPC with an agenda that is connected to the one of the Judge’s storylines. A Player Character can earn a point of Oozing Luck for successfully identifying the ‘Mute-Guffin’ and for successfully supporting the ‘Mute-Guffin’, but lose a point if the ‘Mute-Guffin’ is identified incorrectly. There is an option suggested for the opposite of a ‘Mute-Guffin’, the ‘Anti-Mute-Guffin’.
Running to just sixteen pages, there is still a lot of background in Mutant High School, covering studying and exams, find equipment, the wall surrounding the city, and various factions in and outside the city. Inside the city, ‘The Church of the Burbling Redeemer’, a law-abiding new cult lead by the mutant fusion of five interfaith council members who preach the beneficence of mutating slime and want to spread its effects beyond the wall; the sheriff and his Robo-Polys in near constant conflict with the criminal motorcycle gang, the Ultras; and the ‘Toxic Truthers’, outsiders who refuse to believe in Ooze Day and its effects, and resent not being able to walk about the twenty-five square miles blocked off by the wall as every true patriot should be allowed to do. Some even believe that the toxicity of No-Go City will cure all manner of ailments, which is why big pharma is denying them access!
Rounding out Mutant City High is a set of descriptions of various events that happen in No-Go City and an adventure hook, ‘Prom Night’. There is just about enough here to help a Judge get a mini-campaign started.
Physically, Mutant City High is decently produced, as you would expect for a release from Goodman games. It is lightly illustrated, but everything else is well explained, although the background does come after the rules for character creation, so that does read oddly, at least initially. A map of No-Go City would have been useful.
Mutant High School offers an alternative to the post-apocalyptic future of Terra A.D. of Mutant Crawl Classics. On one level it reads an alternative roleplaying setting of the nineteen eighties, but there is contemporary strand to it that effectively makes Mutant High School a Lockdown-era roleplaying setting, although one seen through a weird and wacky lens. Mutant High School packs a lot into its scant few pages, its combination of the weird and the familiar making it easy to develop further content for by the Judge, but really Mutant High School deserves more than just the one issue of the fanzine and even its own supplement.
[Fanzine Focus XXXIII] Pregame Lobby Issue #1
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 and Goodman Games’ Dungeon Crawl Classics Roleplaying Game. Some fanzines though, do traditional fantasy, but not in the way that you might expect.
Pregame Lobby Issue #1 is a fanzine for .Dungeon – an alternate reality RPG. Published by Project NERVES, .Dungeon is a storytelling game which plays around with ideas and conventions behind the play of a MMORPG, using this to help the players build and explore a shared experience of playing in a shared play space. The conceit behind Pregame Lobby Issue #1 continues that of .Dungeon as a MMORPG in that it moves the online game from a beta test and into full release, presenting the space onscreen in the game where the publisher can gives updates about the game, a player can find other players, and so on, before leaping into the game’s first event. So there is a ‘Your friend’s list’, a list of your friends that are playing and what their current status and an introduction to the game’s launch event quest. This primarily focuses upon the release of a new play area, ‘Snowbleak’, and even carries the warning, “Don’t fast travel to Snowbleak”. Snowbleak is also a hexcrawl in terms of the pen and paper roleplaying and it turns out that the village and its surrounds atop the wintery mountain are infested with zombies. Zombies that are very difficult to kill! At every server reset, a fresh blanket of snow drops onto both mountain and village and every day at 12:01 Pacific Standard Time, all of the surviving zombies get up and make a co-ordinated attack on the village. The problem is that it takes a lot of co-ordinated damage—for which the players/Player Characters—are going to have to work together to inflict. If they succeed, the zombie is removed from the server, but if they fail, the zombie just gets up again. Worse, if a player/Player Character loses all of his Connection (to the server)—the equivalent of Hit Points in .Dungeon—he will not only die, but a zombie will rise in his image, thus increasing the number of zombies blighting Snowbleak!
As a hexcrawl/region to explore, Pregame Lobby Issue #1 includes a PVP Arena, a cave home to a roaming boss monster, a couple of NPCs to encounter, the location of Snowbleak, and a table of random encounters. The ‘PVP Enabled Dueling Arena’ allows an aspect of the MMORPG to be brought into the traditional roleplaying, which the latter traditionally avoids, and that is player versus player combat. Or rather, the conceit of it. For whilst ‘PVP Enabled Dueling Arena’ includes tables to generate players to face in the arena in .Dungeon, these are, of course, not Player Characters in the traditional roleplaying sense. In this way, Pregame Lobby Issue #1 continues the conceit of .Dungeon. Several NPCs are detailed, including Colossus, a roaming Boss monster which the players/Player Characters can persuade to help them if they know how.
Snowbleak—variously described as a city and a village in Pregame Lobby Issue #1, but definitely a randomly generated settlement from pre-beta best known for the ease of the beginning quests in and around the area. All that seems to remain is a few buildings around a river crossing, inhabited by those NPCs who not yet been driven out by the zombies. The descriptions do feel underwritten, in particular, it would have been useful to have included a Quest or two that the players/Player Characters can undertake. That said, there is plenty of scope for the Game Master to develop these and further content in and around Snowbleak, including on the backside of the mountain, given a cursory description in its own region/hexcrawl at the back of the fanzine. Pregame Lobby Issue #1 is rounded out with a list of cheat codes for .Dungeon to further enforce its conceit.
Physically, Pregame Lobby Issue #1 eschews the landscape format of .Dungeon, but not the bold colours and bitmapped style font for its titles. The layout feel perfunctory, but the artwork throughout is excellent.
Pregame Lobby Issue #1 is both a lovely little supplement for .Dungeon and slightly disappointing. It does feel underwritten, as if there should be more to the location of Snowbleak. Some of that is due to the conceit, that .Dungeon and thus the region of Snowbleak is a MMORPG and their play is not as demanding or as involving as a traditional pen and paper, tabletop roleplaying game typically is. However, .Dungeon – an alternate reality RPG is actually played as a traditional pen and paper, tabletop roleplaying game, so the details and the involvement required are greater. Ultimately, Pregame Lobby Issue #1 provides a good introductory setting for .Dungeon – an alternate reality RPG, but the Game Master will probably want to add her own content to flesh it out further...
Friday, 22 December 2023
[Fanzine Focus XXXIII] Carcass Crawler Issue #3
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Then there is also Old School Essentials.
Carcass Crawler Issue #3 describes five new character Classes and four new Races. What this means is that it follows standard Old School Essentials rules in that it allows for ‘Race as Class’ as well as supporting the separation of Race and Class as per Old School Essentials: Advanced Fantasy. ‘New Classes and Races’ by Gavin Norman opens with the first of its new Classes, the ‘Beast Master’. This Class gains a number of loyal animal companions equal to its Level, can identify tracks, and can come to understand the speech of animals and communicate with them. Essentially, this is a Class is going to see the Player Character controlling a pack of animals for various purposes depending upon the animal. Exactly what each animal can do is going for the player and the Game Master to decide. The ‘Dragonborn’ is the first of the four ‘Race as Class’ options in the issue and the first which harks back to an earlier edition of Dungeons & Dragons, in this case, Dungeons & Dragons 3.5. The Dragonborn has a breath weapon and partial immunity according to its draconic bloodline, and so on, and is generally similar to the Dragonborn of Dungeons & Dragons. The ‘Mutoid’ is the first of two radically different Classes. It consists of a demihuman with randomly determined mismatched body parts, such as Beast Ears for improved hearing and Spring Legs for a leap attack. The Class has several Thief skills, plus Mimicry, and can eventually set up a secret lair and start a Thieves’ Guild, but in general, are shunned by society. The second radically different Class is the Mycellian, a humanoid mushroom who can emit a spray of Fungal Spores—either pacifying or hallucinogenic, grow in stature increasing its unarmed combat damage and natural Armour Class, and relies on telepathy for communication. Once a Mycellian reaches Sixth Level it can found an underground stronghold and create a fungal zombie as a minion. The Mycellian is a pleasingly personal take upon the mushroom men-style monster of Dungeons & Dragons. The last of the new races is the second to be obviously drawn from a previous version of Dungeons & Dragons, this time from Advanced Dungeons & Dragons, Second Edition. The Race is the Tielfling and it has Fiendish Heritage, Fiendish Appearance, and a Fiendish Gift, typically a spell or resistance. It also has the power to Beguile with its words and knows the Thief’s stealth skills.
Lastly, Gavin Norman gives advice on monsters in ‘Creating Monsters’. It is a very straightforward piece, suggesting that the Game Master begin with tweaking or re-skinning an existing monster rather than starting from scratch. However, if that does not work in the given situation, it guides the Game Master through an eight-step process, looking at factors to consider at each step. This starts with the imagination and then goes through Hit Dice, Armour Class, Movement Rate, Attacks, and Special Abilities before calculating Derived Stats and taking into account any final details. To be honest the article is one the like of which has been written again and again about Dungeons & Dragons-style monsters and their creation. This does not mean that the advice or the article are poor. In fact, this is a useful article which lets the Game Master look at monsters from another angle.
[Fanzine Focus XXXIII] Crawling Under A Broken Moon Issue No. 3
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 Dungeon Crawl Classics Roleplaying Game. One such fanzine is the aforementioned Crawling Under A Broken Moon.
Crawling Under A Broken Moon Fanzine Issue No. 3 was published in in October, 2014 by Shield of Faith Studios. It followed on from Crawling Under A Broken Moon Fanzine Issue No. 1 which introduced the post-apocalyptic setting of Umerica and Urth, and Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons. The setting has, of course, gone on to be presented in more detail in The Umerican Survival Guide – Core Setting Guide, now distributed by Goodman Games. The setting itself is a world brought about after a rogue object from deep space passed between the Earth and the Moon and ripped apart time and space, leaving behind a planet which would recover, but leave its inhabitants ruled by savagery, cruel sorcery, and twisted science. Crawling Under A Broken Moon Fanzine Issue No. 3 is direct and simple. It contains three articles, one the means to create Player Characters for Umerica and Urth, the second a scenario for them to play, and the third a bestiary. What the Player Characters created by the first article in the pages of the fanzine will be is Zero Level characters and they will be used to play is the Character Funnel in the second article, which will be populated by the contents of the third.
The Character Funnel is a signature feature of Dungeon Crawl Classics, a scenario specifically designed for Zero Level Player Characters in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. Creating such Zero Level Player Characters is the point of the first article, ‘Radioactive Wasters’. For this, each player rolls four sets of attributes, birth augers, and lucky rolls as normal for the Dungeon Crawl Classics Roleplaying Game, but then rolls for Occupation, Race, and Random Equipment for each Zero Level character. So the Player Character might end up being a Biker with a Length of Chain and a Leather Jacket as his equipment, wandering around the post-apocalyptic world of Umerica, equipped with an insulated thermos, a cast Dutch oven, and a citronella candle. He can also be Human, Elf, Dwarf, Halfling, Mutant, or Robot, although this is optional, and the Game Master will need access to Crawling Under A Broken Moon Fanzine Issue No. 2 for details of the Mutant character Class. Apart from perhaps wanting a bigger table of equipment, ‘Radioactive Wasters’ does exactly what it supposed do, which is to provide the means to provide Player Characters suitable for the Character Funnel and provide background details for Player Characters in the setting in general.
The second entry in Crawling Under A Broken Moon Fanzine Issue No. 3 is much longer. ‘The Mall Maul’, as its title suggests, is a scenario set in that most classic of post-apocalyptic American settings—the mall. After all, think of the films, Logan’s Run, which is filmed in the Apparel Mart at the Dallas Market Center, and George A. Romero’s Dawn of the Dead, where the survivors hole up in a shopping mall following a zombie uprising. The mundane setting of the scenario means that it feels not too dissimilar to that of ‘Rite of Passage’, the scenario found in Gamma World, Second Edition. The background to ‘The Mall Maul’ is that the inhabitants of the village of Neuqua finds themselves in a desperate situation. Due to a mixture of bad decisions and bad weather, the village lacks the sufficient resources to pay tribute it owes to a nearby settlement. With nowhere else to go, its leaders suggest that they turn to the one last place they have not yet scavenged, but have to date been warned against venturing into and nobody has ever returned from exploring—a nearby ancient mall.
Designed for a party of sixteen to twenty-four Zero Level Player Characters, ‘The Mall Maul’ is two things. First, it is a big dungeon, running to some forty or so locations on the upper level and another seven on the lower level. The mall is occupied by two factions. One is the inventively named Mallocks, whose aversion to bright light means they rarely leave the mall and who are very good at laying traps and handling bugs to use as weapons and as part of their traps. The other are the Pigtipedes, boar-like creatures with a hundred legs and a voracious appetite. They are not the only denizens of the mall, but in the main, the Player Characters will be facing a mixture of traps, bug-traps, and bugs, as they rummage through the ruins. The aim for the Player Characters is not to confront the denizens and monsters, but to scavenge enough goods and items to be able to pay off the tribute owed by their village. This will take a lot of work, especially for Zero Level Player Characters, and only become harder as they sustain loses from the traps and encounters in the mall.
The mall also has its secrets—or rather, one secret, and another which the Judge could develop if she planned to use ‘The Mall Maul’ as the starting point for a campaign. The adventure is rough in terms of its plotting, what with the set-up of the bad decisions upon the part of the leaders of the Player Characters’ village and there being no means for the Player Characters to interact with any of the monsters, bar one. There really are no NPCs in the adventure and no other to get through bar exploration and combat. The author does have some fun with the design and naming of the various stores and outlets in the mall, which does add a certain ‘tongue-in-cheek’ tone to the scenario, though in places, the Judge is left to determine various effects and the like.
Physically, Crawling Under A Broken Moon Fanzine Issue No. 3 is serviceably presented. It is a little rough around the edges, as is some of the artwork, but overall, it is a decent affair.
The problem with Crawling Under A Broken Moon Fanzine Issue No. 3 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. Unfortunately, the roughness of the presentation is joined by the roughness of the scenario, and the Judge may want to tailor it to suit her campaign and play style rather then leave as is. Nevertheless, having a first adventure in Umerica, especially a Character Funnel—and tough Character Funnel at that—is a bonus.