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

Friday, 7 August 2026

Cyber-Dungeon Classics I: Arcolgies

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

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

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

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

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

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

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

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

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

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

Friday, 24 July 2026

[DCC Day #7] DCC Day 2026 Adventure Pack

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

—oOo—

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

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

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

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

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

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

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

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

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

Monday, 25 May 2026

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Saturday, 21 February 2026

Cyber-Dungeon Classics

NetCrawl does something strange and different. Strange because it pulls the Player Characters into a liminal space, a virtual space known as the WorldNet, an unreality where hours and minutes might pass in seconds in the ‘real’ world, and where they must overcome ICE—Intrusion Countermeasures—in order fulfil their mission in Cyberspace. This might simply be to pull off a robbery or steal some information, locate a piece of software or a person, and so on, but it needs to be done without attracting the attention of the god-like A.I.s which control everything! Different because unlike most roleplaying games that access Cyberspace, such as Cyberpunk Red or Shadowrun – Sixth World, what NetCrawl does is involve all of the players and all of their characters in that translation into Cyberspace, where they will work together to achieve their aims. Netcrawl is a roleplaying game that also works as a supplement for
use with the Dungeon Crawl Classics Role Playing Game and the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, both published by Goodman Games. Published by Horse Shark Games, it shifts the Player Characters, or ‘Users’, out of ‘Reality’ and into ‘Cyberspace’ as ‘Avatars’. Inside this virtual world, they face not I.C.E. or Intrusion Counter Electronics per se, but Intrusion Counter Entities. There is not so much a virtual world as a cyber-dungeon. These are not the only dangers in Netcrawl. There is a chance of being detected and worse being noticed by the deities that are the A.I.s. Netcrawl is a setting suitable for one-shots as perhaps the Player Characters from another setting suddenly find themselves transported into a virtual world, hacking into a system in a Science Fiction setting like Mutant Crawl Classics as well as various also third-party settings such as Cyber Sprawl Classics, Crawljammer, Umerica, Terror of the Stratosfiend, and Star Crawl Classics. Plus, of course, it can simply be a roleplaying setting all of its own.

In NetCrawl, the Player Characters are
‘Avatars’. An Avatar has six characteristics—Power, Agility, Vitality, Wits, Psyche, and Hack. The latter enables an Avatar to manipulate the code which runs the WorldNet and its modifier affects critical hits, fumbles, and the like, and points of it can be permanently expended to gain a one-time bonus. It is the equivalent of Luck in Dungeon Crawl Classics, and can only be regained by great acts or courage, the Ciphomorph and Grifter Classes. An Avatar has access to three categories of skills—Security, Investigative, and Code Execution—of which he will typically be trained in one. Security covers breaking into and avoiding hazards in secured systems; Investigative skills provide clues; and Code Execution is exactly that. An Avatar will also have a certain amount of RAM. This varies by Class and Level, but is spent to purchase Daemons or equipment, Mod Chips, Programs, and Scripts.

Netcrawl has five Classes. The Avartarist sees the WorldNet as being alive and can Repattern WorldNet and holographic objects to heal them, receives a bonus Holo Die to run programs, and is bonded to an A.I. The Ciphomorph is native to the WorldNet and gains bonuses when rolling for Execute Program and the use of Hack, as well as being able to share Hack with others. The Cybernaut specialises in running Programs and can Burndown Vitality, Wits, or Psyche score to enhance the Program check. The Grifter specialises as either an Intrusion Specialist, Threat Eliminator, or Data Savant. The Intrusion Specialist is good at breaking into systems and hiding his tracks; the Threat Eliminator can harm ICE; and the Data Savant focuses on finding, analysing, and synthesising data. The Grifter also uses finished Scripts, programs with a static outcome and is also good at using skills. The Wardriver focuses on speed and power, relying on Mod Chips rather than Programs or Scripts, as well as Daemons for offensive and defensive countermeasures. Mod Chips give bonuses in combat and the Wardriver has a number of slots for his Mod Chips, being to swap and activate them, as necessary. There are different models for each type of Mod Chip, each proving a better bonus than the earlier ones and as the Wardriver’s Mod Die improves the better the bonus he gains from the Mod Chip. For example, the Brute Mk. I Mod Chip grants a +1 bonus to unarmed attacks, but the Brute Mk. II Mod Chip gives a bonus to both unarmed attacks and damage. Then with a Mod Die of three, the Wardriver gains +1 to his Armour Class whilst unarmed, whereas with a Mod Die of three, he gains the Armour Class modifier and an additional attack with a fourteen-sided die. The various Mod Chips cover ranged attacks, rate of fire, initiative, and more

What is important here is that this Avatar is a projection of a person into the WorldNet via a mix of hardware, software, and data, together known as a ‘Rig’. This person could be a ‘real-world’ person jacked in, a server in the Cloud, or other virtual entity, and is known as the ‘Host’. The ‘Host’ grants an Avatar a Hack modifier, much like the Star Sign does to Player Characters in Dungeon Crawl Classics. For example, ‘Samurai Mk. VII’ grants a modifier to ‘Daemon melee attack rolls’, whilst ‘Grid Punch Gold’ modifies the Avatar’s ‘Speed’. This is rolled for all Player Characters, including Zero Level Avatars who can then be run through ‘The Gig’. This is an entry-level scenario, the equivalent of the Funnel, one of the signature features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game that Netcrawl is mechanically based upon—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. As entry-level software, the Avatars are essentially network & system software, developer toolkits, and hacker tools.

Avatars wield a variety of
Daemons, or items of equipment, which are divided in several categories—Melee, Ranged, Protective, and Support. The weapons and armour are mix of the old and the new, but all with a Cyberpunk theme. Thus, the katana alongside razor claws and the monowire whip. Some of these are nicely adjusted so that nunchuku has a bonus to Fumble rolls and the ICE pick will subvert ICE! In general, the melee weapons are more fun than the ranged weapons, though going into battle with a screamin’ skull that fires a cone attack or a viral gun that shoots malware is entertaining. The Protective daemons are more descriptive, but it is possible to use a Firewall as temporary ablative armour, although some versions reduce a character’s Action die. There are also Datagrams which provide small, one-off boosts to an action, such as ‘Electric jolt’, which forces a target to lose its next action if it fails a Reflex saving throw or ‘Logon credentials’, which grants a bonus to a False Identity check.

In general, combat in Netcrawl works like combat in the Dungeon Crawl Classics Role Playing Game. However, there are some changes to account for the change in genre and setting. This includes ICE being able to enact ‘Traceback’ and track and even attack an intruding Avatar, HupLock an Avatar to prevent it from logging out or a Kick to force a disconnection. Lost Health is regained in Maintenance Cycles, whilst an Avatar reduced to zero Hit Points is de-rezzed, begins to pixelate and lose digital cohesion, but can be re-rezzed, either through certain programs or the Avartarist’s Repattern ability and restored to positive Hit Points. Some Avatars—Ciphomorph or Grifter—can channel their Hacking ability to attack opponents, shatter objects, and even launch a counterattack against program assaults. This requires the expenditure of points of Psyche, the result determined by a roll on the ‘Hacking Result Table’ or compared with the roll made for the program targeting the hacker, this being resolved as per the rules for spell duelling in the Dungeon Crawl Classics Role Playing Game.

In addition, an Avatar can install Mod chips that boost his combat abilities. For example, ‘Punisher’ grants extra damage and deadlier critical hits, ‘Stutter’ glitches an opponent’s movements and actions, and ‘Hardware’ provides defence and protection from special attacks. These are graded from ‘Mark I’ to ‘Mark IV’, as well as ‘Advanced’, and each has a minimum character Level.

Avatars have access to a variety of Programs. There are different types of code in the WorldNet of NetCrawl, but Programs are inert packets of static code that when run generate a variety of different effects in order to complete a specific function. They include Decrypt/Decompile, which makes the source code of a program human readable; Glitch causes a robot, A.I., or computerised target to buzz quietly and do nothing for one or more rounds; and Exploit allows an Avatar to implant malice code—computer virus, worm, backdoor, and the like—and so mechanically, impose a penalty into a creature biological or artificial. When an Avatar wants to execute a Program, his player rolls a Program check and compares the result to the table for the Program being run. A critical roll grants extra benefits, whilst a fumble means that a bug, fault, or critical error has occurred, and the player must roll on the tables for these possible effects. Mechanically, Programs work the same as spells in Dungeon Crawl Classics and mutations in Mutant Crawl Classics, but thematically, they are in some ways very different. Many help with particular skills, such as Pattern Recognition for the Data Analysis skill and some model the effects of classic Dungeon Crawl Classics spells in the WorldNet, like Subjugate works similar to Charm and Clone creates holographic images of the Avatar much like Mirror Image creates images of the casting Wizard. Other Programs draw from the world of computing and hacking, like Crack, a Program that breaks through Intrusion Countermeasures Electronic and other defences through brute force.

There is a list of potential Patron A.I.s, though the Judge is advised that they are optional. They do provide their own Programs, and a bonded Avatar can run Invoke Patron A.I. to trigger further benefits. The main issue with the Patron A.I.s given in NetCrawl is that the Judge will need access to other content, including Mutant Crawl Classics, and both Scions of the Computarchs #1, Scions of the Computarchs #2, and Scions of the Computarchs #3.

There are some notes on visualising the WorldNet and running Netcrawl, and a guide to creating the various A.I.s, Avatars, ICE, Viruses, and Bots. This is because there no generic ‘monsters’ in NetCrawl. There are some examples though along with the tables of options for the Judge to create her own. Of course, this enables a Judge to individualise the threats that here players’ Avatars will face, but it does require more input and thought than using a traditional bestiary would.

Rounding out NetCrawl is the short adventure, ‘The Core Queen Slumber’. It is designed for First Level Avatars, who have to infiltrate a data server and locate a one-eyed wizard who has the information that they are looking for. They will need to manipulate the systems around the data server, hopefully without alerting the Core Queen, in order access it. There is a puzzle element to the adventure, which will definitely take a playing group less than a session to complete. It works as a taster for the setting or as task to slot into a loner and fuller scenario.

Physically, Netcrawl is decently written, but the layout is often jarring because it uses a lot of vibrant colours on black backgrounds which some may have difficulty reading.
The switch to the standard layout for spells in the Dungeon Crawl Classics Role Playing Game or mutant powers in the Mutant Crawl Classics Roleplaying Game for the Programs is also jarring, although more easily red. The artwork is decent and a nice touch for ‘The Core Queen Slumber’ adventure is that the locations are drawn as per the ray-traced depiction of the virtual world a la the film Tron.

Netcrawl is an interesting roleplaying game and setting that expands the format of the Dungeon Crawl Classics Role Playing Game and the Mutant Crawl Classics Roleplaying Game into a virtual realm. It is well done and is perfect for the Judge who wants to drop her players’ characters into the realms of cyberspace and have them explore its virtual reality.

Yet conceptually, NetCrawl raises two issues. One is technical in nature. This is that there is a radical shift for the Judge and her players, not in terms necessarily of what their Avatars do, since it is suggested that the WordNet is a cyber-dungeon, but in terms of terminology, language, and how they do it. Adjusting to this is going to take some effort upon the part of both player and Judge, especially if they are not overly familiar with the Cyberpunk genre. To that end, examples of play and a bibliography would have been helpful.

The other issue is conceptual. Why play Netcrawl? After all, although not necessarily an unfamiliar genre, it is a niche roleplaying game, and it is not easy to use. This is because there is no ‘real world’ space against which to play the WorldNet off of, which raises questions where the WorldNet is, how it relates to the real world, and why are the Player Characters jacking into it? There is no discussion of motivation in NetCrawl and that is something that the Judge and the players will need to develop to have their Avatars explore the WorldNet. However, the liminality of NetCrawl does open up possibilities as it being a connecting space between worlds, so that a party of Player Characters could find themselves entering the WorldNet and after adventuring there, popping out again in another world, or roleplaying game setting. Alternatively, those worlds or roleplaying game settings could actually be massively virtual spaces within WorldNet itself. So there are ways of using NetCrawl, but as a roleplaying game on its own, it lacks strong underlying Player Character motivations and reasons to explore its setting in the long term.

Sunday, 1 June 2025

Goodman Games Gen Con Annual XI

Since 2013, Goodman Games, the publisher of the Dungeon Crawl Classics Role Playing Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic has released a book especially for Gen Con, the largest tabletop hobby gaming event in the world. That book is the Goodman Games Gen Con Program Book, a look back at the previous year, a preview of the year to come, staff biographies, community content, and a whole lot more, including adventures and lots of tidbits and silliness. The first was the Goodman Games Gen Con 2013 Program Book, but not being able to pick up a copy from Goodman Games when they first attended UK Games Expo in 2019, the first to be reviewed was the Goodman Games Gen Con 2014 Program Book. Fortunately, a little patience and a copy of the Goodman Games Gen Con 2013 Program Book was located and reviewed, so since 2021, normal order has been resumed with the Goodman Games Gen Con 2015 Program Guide, the Goodman Games Gen Con 2016 Program Book, the Goodman Games Gen Con 2017 Program Book, and Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, and Goodman Games 2019 Yearbook: Riders on the Phlogiston.

With both Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, and Goodman Games 2019 Yearbook: Riders on the Phlogiston, the series had begun to chart a new direction. Each volume would contain a mix of support for the various RPGs published by Goodman Games and the content published by the Goodman Games community, but the major feature of each volume would be a tournament scenario, staged the previous year at Gen Con. Unfortunately, events caught up with the eighth entry in the series, Goodman Games Yearbook #8: The Year That Shall Not be Named, as the Covid-19 pandemic forced the world to adjust, which of course, included Goodman Games. The result was that
the traditional Gen Con Program Guide became a ‘Yearbook’ and this trend has continued since with the Goodman Games 2021 Yearbook and the Goodman Games 2022 Yearbook. However, it has shifted ever so slightly again with a name change the book in the line, Goodman Games Yearbook #11.

Goodman Games Yearbook #11 looks back at
2023 for the publisher and opens on a more reflective, even mournful note than is usual for the regular annual or Gen Con Program Guide. In turn, various members of the Goodman Games team look back at the year past, starting with Joseph Goodman, noting the year’s highlights, changes, and so on. Joseph Goodman examines how he has made the switch from running the publisher fulltime rather than as a ‘hobby’ job and made a concerted effort to look at the trends in the hobby, whilst Jen Brinkman discusses the shift to Goodman Games having its own dedicated warehouse in Fort Wayne, Indiana, along with Harley Stroh. (This move has its own article later in the book, ‘News Flash: Goodman Games Moves To Our Own Warehouse!’, which also introduces the warehouse mascot, ‘Bricky’.) Michael Curtis and Chris Doyle look at the development and output of Goodman Games for Dungeon Crawl Classics and Dungeons & Dragons, Fifth Edition, respectively, whilst Brendan Lasalle gives a short history of Xcrawl and the success of the Xcrawl Classics Kickstarter campaign as well as overview of the activities of Goodman Games Road Crew for the year. This is the cadre of Judges who run games for Goodman Games at game shops and conventions, and are in many ways the public face of the company, and it is further supported by both ‘Ten Years of Road Crew Art’ and ‘2023 Poster Design Contest’, both of which look back at Goodman Games’ art. Rick Maffei talks about the end of the Goodman Games YouTube series, Talking TSR, and the start of the new series, The 50 Greatest Classic Adventures of All Time. These look like great series, the one worth going back to and the other beginning of.

The reflections come to a close on a sad note, with Goodman Games Yearbook #11 remembering the deaths of three stalwarts of the hobby, noted for their contributions to the hobby and in one way or another, the Old School Renaissance. They are in turn, Russ Nicolson, who was previously interviewed in Goodman Games Yearbook #8: The Year That Shall Not be Named; Jennel Jaquays, noted designer of The Dark Tower and The Caverns of Thracia, both originally published by Judges Guild and since republished by Goodman Games; and James M. Ward, best known for the creation of the first Science Fiction roleplaying game, Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship.

The first gaming entry in Goodman Games Yearbook #11 with ‘DCC Gen Con Funnel Experience Adventure: The Forsaken Vault of the Crimson Oracle’. Written by Brendan LaSalle, this is a ‘Funnel Experience’, intended as a means to introduce new players to Dungeon Crawl Classics using Zero Level characters. For the Player Characters, it begins with the appearance of a giant colossus, bursting up through the earth, in West Mauldeen, a remote farming village, opening a maw into which tip the remains of the village and its inhabitants—both living and dead! Awoken and thrown from their beds, the ordinary survivors find themselves in a cavern filled with the dead and the buildings they once lived in, facing a demon! The scenario is short, direct, and deadly, but has some really entertaining encounters, such as with ‘Gallyjacks’, Dwarves and Humans being ridden by one-inch-tall humanoids called Prizetakers (who come from the City of the Prize-takers) as if they pirate ships and from which they can launch boarding parties on the Player Characters; a surprisingly helpful goat; and a dying ‘giant’ head, which might be helpful if a way can be found to save him. There are opportunities too, for quite a lot of treasure to be found. The scenario is a lot of fun and will work as a demonstration scenario as well.

Both Dungeon Crawl Classics and Dungeons & Dragons, Fifth Edition are catered for with ‘Two More Old School Traps’ by Chris Doyle and converted by Mihailo TeÅ¡ić. Inspired by Original Adventures Reincarnated #8: Grimtooth’s Old School Traps, the two traps here are detailed and dirty, nasty affairs. The first of the two, ‘The HyStairical Trap’, is also inspired by DCC #106, Trials of the Trapmaster’s Tomb and is a set of stairs that is trapped not once but three times. First, by a pressure plate that releases oil to make the stairs slippery, second by a pressure plate that releases laughing gas, and third, a pit which is really hard to avoid given the effects of the first two! ‘Whole Lotta Pit Traps’ is quite simple, five pit traps on top of each other and each one deadlier than the one above…

The scenario for Dungeons & Dragons, Fifth Edition in Goodman Games Yearbook #11 is William Fischer’s ‘Chains of the Conflagrator’. This is an expansion to Jennell Jaquay’s Original Adventures Reincarnated #7: Dark Tower, very much a classic, but highly thematic dungeon. It is designed for four to six Ninth Level Player Characters and intended to be played in a single session. They encounter Argun the Conflagrator, an ancient red dragon who terrorised the lands far to the south of Mitra’s Fist, the location for the ‘Dark Tower’. He has been long been imprisoned by cultists dedicated to Set and asks the Player Characters to free him. The main part of the scenario takes place in his lair where the Player Characters must survive the volcano environment and find a way to free him. It is a big and enjoyably bold encounter and adds a pleasing side quest to a classic game, but which could also be added another dungeon without any difficulty. It is supported with several new monsters devoted to Set.

Marc Bruner takes us back to ‘Dinosaur Crawl Classics’ in The Goodman Games Gen Con 2017 Program Book with ‘The Return Of Dinosaur Crawl Classics!’. This presents a new Character Class for the setting which is based on that of Dinosaur Planet: Broncosaurus Rex. This is the Protoceratops, a highly intelligent ceratopsian, which is also curious, peaceful, and psionic. They record knowledge on stone using their highly dextrous beaks, are good translators and negotiators and so serve as diplomat, and have psionic powers such as Rustling Brush which camouflages the user and Strengthen Bonds of social connections, new abilities also given here. There is a quick guide to converting the psionics from Mutant Crawl Classics to ‘Dinosaur Crawl Classics’. This is a solid addition to the setting, but just like its original inclusion in The Goodman Games Gen Con 2017 Program Book, it really makes the reader wish that it was a proper setting with a book of its own. It is followed by ‘From The Vault: New Mutations
For Your MCC Campaign’, in which Erica Barlow, Julian Bernick, James Pozenel, and Skeeter Green give yet more mutations for Mutant Crawl Classics, including Acid Generation, Bio Boost, Salvage Savant, and Warp Reality.

Throughout, as is the norm for all entries in the series, Goodman Games Yearbook #11 includes photographs from various conventions that the publisher and its representatives attended over the case of 2024. This, of course, includes Gen Con 2023, but also includes Gameholecon, Garycon, and many more. They are not as profusive as in more recent issues of the program guide and are threaded throughout the supplement rather than in blocks. This makes the events themselves and Goodman Games’ presence feel a little more peripheral than in past years, which is obviously not the actual case. ‘DCC Day’ is, of course, special for Goodman Games and so gets its own article with ‘DCC DAY 2023’ highlighting the great releases on the day. The publisher’s presence at Gen Con is dominated by the Goodman Games booth, which always has a physical presence. For Gen Con 2023, this was with a Wizard Tower Dice Tower Podium and its creation—as have the creation of other features have been charted in previous volumes of the Gen Con Program Guide/Yearbook—is enjoyably detailed by Wayne Snyder in ‘Building The Wizard Tower Dice Podium’. Lastly, the Goodman Games community and their contributions are highlighted in ‘The 2023 Goodie Awards: Our Annual Thank You To The Community!’. This brings the program guide to a close by bringing many names in the community to the reader’s attention and what they give. It brings the Goodman Games Yearbook #11 to a fitting close.

Physically, the Goodman Games Yearbook #11 is a slim affair, in keeping with the current reduced format of the series. It is well presented, a pleasing read, and full of very good artwork.

There are really two strands to the Goodman Games Yearbook #11—community and content to game with. Although it feels very much like there is more of the former than the latter, both are engaging and entertaining, capturing another year of Goodman Games and giving some fun gaming content too.

—oOo—

Goodman Games will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

Monday, 26 May 2025

[Fanzine Focus XXXIX] The Valley Out of Time: Rotten at the Core

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

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

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

The Valley Out of Time: Rotten at the Core is the fifth issue in the series and like the fourth issue,
The Valley Out of Time: Tribes and Factions, before it, it does something more than just give the Judge one more dinosaur or megafauna or one more fight with one more dinosaur or megafauna. For the Judge that wants fights and monsters, the first three issues of The Valley Out of Time were perfect, but for the Judge wanting more, they were a disappointment. What the series promises is set out on the back cover: “The Valley Out of Time is a series of ’zine-sized adventures from SGP. This valley can be placed in any ongoing campaign, and is set in the “Neanderthal Period” of development. Huge monsters – both dinosaurs and otherwise – and devolved humanoids plague the area, and only the hardiest of adventurers will prevail!” The problem is that the series failed to deliver on anything more than just dinosaurs and at best, very minor encounters, all of which emphasised combat rather than interaction or exploration. Certainly, until The Valley Out of Time: Tribes and Factions, the series failed to provide what might be called an adventure as promised on the back cover. In addition, it also failed to provide anything in the way of an overview of the Lost Valley and its history and it also failed to address anything in the way of Player Character motivation as to what did once they were in the Lost Valley.

In fact, The Valley Out of Time did not so much fail to address Player Character motivations as actually refuse to address them. So, it is actually odd to see the author write, “In the Valley Out of Time series, much of the background motivations have been left out, specifically to allow freedom and flexibility of design for the judge. However, in this penultimate Part 5 of the series, let’s look at some specific motivations for the adventurers to ease the burden on the poor judge.” The question is, if the lack of motivations for the adventurers was such a burden for the Judge, why did the author place that burden on the Judge? Not for one issue, but four issues? Why did the author ignore for so long the two fundamental questions that any player is going to ask upon finding his character in the Lost Valley—“How did I get here?” and “What do I do now?”. Obviously, such questions are not going to be answered in the fanzine, but what they highlight is a conceptual design flaw upon the part of the author. Instead of providing options in terms of how and why the Player Characters are in the Lost Valley and what they might do next that the Judge could take, use, adapt, or ignore, he gave the Judge no choice but to create her own. The author asked the Judge to create content and do work that he should have done himself. That is the burden he placed upon the Judge and it shows a fundamental misunderstanding as to why the Judge would have bought The Valley Out of Time series in the first place.

There is also some sense of what the Lost Valley is with this issue. Previously, it has never gone beyond being an isolated range “…(i)nhabited by ‘unevolved’ humanoid tribes, mega-fauna, giant insectoid life, and other unusual hazards.” However, with this issue, the author tells us that it was “Originally created as a pristine and unspoiled oasis outside of others, the Timeless Valley as nature intended – with a balance of benefits as well as misery.” The description raises another question—‘Who created the Lost Valley?’ Sadly, it is another question that the fanzine ignores.

The majority of The Valley Out of Time: Rotten at the Core is devoted to ‘Rotten at the Core’, a scenario for between four and six Player Characters of Sixth to Eighth Level. This is also the first time that the series has suggested what Levels the Player Characters should be. Anyway, the scenario assumes the players and their characters will have played through one or more of the encounters in previous issues and later on in the scenario, that might have played through ‘Why Did It Have To Be Snakes?’, the scenario involving the Ophidian Beastmen, in the previous issue. Either way, by the beginning of the scenario, the Player Characters should have had some interaction with the Urman tribes and even befriended some of them. The Cict Urman tribes asks for the Player Characters’ help. Their leader, Barbreitte the Rose, was kidnapped by Ophidian Beastmen and taken to an underground complex reasons they do not understand. Of if the Player Characters have played through ‘Why Did It Have To Be Snakes?’, they will. The Cict Urman scouts have checked the area where she disappeared and suggest that her abductors might have taken her into the caves and sinkholes in the nearby hills known to be home to hideous monstrosities. The tribe also thinks that a hidden tribe which lives underground nearby might have some information.

Although quite detailed, there is actually very little to the scenario in terms of plot. The Player Characters can approach the Ophidian Beastmen cave complex and sneak in and attempt to find the Barbreitte the Rose, or alternatively make the trek to the Nua Urman tribe’s underground home and attempt to get information from them before finding the Ophidian Beastmen cave complex. Both locations are described in some detail and everything is given full stats, even the Nua Urman tribe and its caves, just in case that the Player Characters want to assault it. The journey to the Nua Urman is described as an interlude, but it is a very long interlude given that it makes up a third of the scenario in length. Consequently, so much of the Nua Urman description feels unnecessary to the play of the scenario unless the Player Characters simply want to slaughter them. That said, the Nua Urman are slightly more interesting in that they do use some interesting weapons, including diamond war axes and a last-ditch cannon that uses Blackstone powder. Whereas in Ophidian Beastmen cave complex will reveal greater threats and darker secrets that will probably lead to further adventures. The final encounter will be with very tough beastman, or Rakshasa.

What the Player Characters may learn is that there is a greater evil in the Lost Valley, a corruption that was accidentally overlooked when the valley was originally created—again, by whom?—and has since grown into a festering blackness that threatens the whole valley. This is ‘Yaath, Mother under the Hills’, a giant, amorphous, black globule of bile and evil. Effectively, an almost unkillable Great Old One that carries on the Lovecraftian feel to the Lost Valley begun with the Ophidian Beastmen. It is an end of campaign level confrontation, though the Judge will need to develop how the threat of Yaath manifests in the Lost Valley in order to lead the Player Characters to its lair…

What is notable about all of the encounters in ‘Rotten at the Core’ is that they presented for both Dungeon Crawl Classics and Mutant Crawl Classics, including both the stats for the monsters and the treasure that the Player Characters might find. So, for example, a rumpled sheet turns out to be a Flying Carpet for Dungeon Crawl Classics, but a Holo-Cloak for Mutant Crawl Classics. It good to see the distinction made clear and implemented throughout.

The Valley Out of Time: Rotten at the Core is rounded out with an appendix of new monsters, essentially replicating the monsters and creatures given in the scenario, and the replication of the information on ‘Resources of the Valley’ with added detail of diamond. Lastly, there is joyous emptiness of the ‘GM Notes’ pages where the Judge is expected to write down all of the details that the author resolutely refuses to provide her with.

Physically, The Valley Out of Time: Rotten at the Core is well presented and well written. The artwork is of a reasonable quality.

With The Valley Out of Time: Rotten at the Core, the series presents its first big scenario. It is a decent enough combat and exploration-focused scenario, although its interlude is too long and does not add very much to the scenario whether the Player Characters decide to engage with it or ignore it. Given that it is written for Player Characters of Sixth to Eighth Level coming to the end of a ‘campaign’ in the Lost Valley, it feels right it should be in the penultimate issue, almost as if a campaign is coming to head and the Player Characters will face a major villain in the final part. Yet The Lost Valley series has not supported the Player Characters getting to this point in their exploration of the Lost Valley. It has never presented the Lost Valley as a setting, let alone a ‘campaign’. There have been only minor encounters in the first three issues, all of them of the same tone and set-up, and only proper scenarios in the fourth issue.

Ultimately,
The Valley Out of Time: Rotten at the Core begs yet more questions. “Why is the author giving us a full-length scenario now after ignoring them for so long?” and more importantly, “Why is the author so concerned with motivation all of a sudden after resolutely refusing to address it previously?” Addressing it so late in the fanzine’s run gives The Lost Valley a weird split identity as if the author wants it to be a proper campaign setting, but did not realise it until now. The Valley Out of Time: Rotten at the Core shows how poorly the series was conceptualised and realised. Undoubtedly, there is good content in The Lost Valley, but the author has defiantly left the development of that content into something playable in the hands of the Judge.