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.
Friday, 18 April 2025
[Fanzine Focus XXXVII] Black Pudding #8
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.
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.
Friday, 27 January 2023
The Other OSR—Gozr – Sci-Fantasy RPG
Gozr – Sci-Fantasy RPG is published by Random Order Creations following a successful Kickstarter campaign. It has an Old School Renaissance sensibility, one it shares with microclones such as Into the Odd, Knave, and Cairn, and in comparison with those roleplaying games and other retroclones, it has two primary issues—one obvious, one less so. The former is the presentation. It is bold, it is bright, it is a jumble, and that makes it inaccessible—or at least difficult to access with any ease. Everything jumps off the page, so it takes just that little more effort than another roleplaying game would. The latter is the lack of a ready to play scenario. Gozr – Sci-Fantasy RPG does include a table of ‘Recent Events of Some Gravity’, an ‘Adventure Machine’ table, and a ‘Towers’ table to help the Gooz Master create adventures from these prompts, but a scenario would have been a useful inclusion.
A Gooz in Gozr – Sci-Fantasy RPG starts with three attributes or Action Classes as they are called here—Cunning, Magic, and Prowess. Confusingly, they are abbreviated to ‘AC’, which sort of makes sense when the Gooz Master asks a player to roll against an ‘Action Class’. These are initially rated eight, ten, or fourteen, the lower the Action Class the better it is. He also has Hit Points; a Defence value, which reduces damage taken directly; and points of ‘Gooz’ to spend on doing extraordinary things. Creating a Gooz is a fourteen-point step, as a player rolls not just for starting Hit Points and armour, but also starting weapon, money, colour of blood, colour of skin, eyes, and hair, hair style, lucky symbol, talent, background, clothes, name, possessions, and ears. Talents include Alchemy, Psionic, Strong, Eyebeam, and more. Alternatively, many of these a player can simply pick from the table. A Gooz is just a Gooz unless he is a Gooz Wizard and even if not, there is a chance of his knowing a single vulgar spell or possibly more (if he knows more, he might as well be a wizard).
Name: Finus
Cunning: 8
Magic: 10
Prowess: 14
Hit Points 15
Gooz 5
Talent: Extra Arm
Armour: None
Weapons: Falx (2d4), Pistol (2d4 six-shot)
Lucky Symbol: Cat
Money: 3 Tossers
Blood: Orange
Skin: Pink Hair: None Hair Colour: Grey Eyes: Pink Ears: Triangles
Wearing: Crude loincloth
Possessions: Pyramid puzzle, lockpick kit, blanket
Background: Burglar
Need: Set up the best cat sanctuary in all of Gooz City
Deed: Stopped Kern from eating another cat
Mechanically, Gozr – Sci-Fantasy RPG is simple. It is player-facing, so a player rolls the dice both to attack and defend in combat, rather than the Gooz Master rolling for the latter. To have his Gooz undertake an action, a player rolls against the appropriate Action Class, aiming to roll equal to or higher than the value. Thus, lower Action Classes are better than higher ones. A natural twenty is a critical hit and a special effect will always apply, such as a knockdown or a disarm, whereas it may apply if the roll is a ‘Solid Hit’, five or more higher than the value of the Action Class and . A natural roll of one is a fumble, in which case the player describes the unfortunate outcome. However, a roll of just one under the Action Class is called a ‘Graze’ and while counted as a miss or failure, allows for a small benefit. A Gooz can be Lucky or Unlucky, in which case a +2 or -2 is levied on the roll, respectively. It is also possible for a Gooz to be luckier or unluckier than this. One nice touch about the Gooz Sheet for Gozr – Sci-Fantasy RPG is that space is given for both ‘Solid Hit’ and ‘Graze’ values for each Action Class.
Gooz can also be spent for the Gooz to be amazing. A point allows a Gooz to pull off a cool stunt, steal the initiative, succeed at die roll, learn a fact from the Gooz Master, gain an extra action, and even add a fact to current game. Gooz is the equivalent of hero or luck points and refreshes daily.
Combat in Gozr – Sci-Fantasy RPG is similarly simple, but can also be deadly. On a turn, a Gooz can do one thing—take an action or move, plus do something trivial. The Defence value is deducted from any damage rolled, but all damage dice explode, so can inflict a lot of damage and easily kill a Gooz. If an enemy’s Hit Points are reduced to zero, then it is dead, but a Gooz has a choice—death or debasement. The former is the noble choice and the player’s new Gooz gains a small boon. The latter means that the Gooz is knocked down, scarred, and suffers from the permanent effect of the deadly blow. Damage can also be ‘Real’ such as that suffered by a Wizard from his weakness. This ignores Defence. Beyond this, Gozr – Sci-Fantasy RPG covers rules for fumbles, cover, conditions, morale, poisons, nasty scars, travel, exploration, and more.
Magic in Gozr – Sci-Fantasy RPG is divided between the Vulgar, the Wizardly, and the True. . Vulgar magic includes spells such as Bite It or Sparkler or Hold Breath. Whilst magic requires a roll against a Gooz’s Magic Action Class, a Wizard can undo, counter, and even reverse the effects of Vulgar spells. True magic is not to be trifled with and all Gooz believe that doing so was what killed the Pretty Ones and really, really annoyed the Sun. An actual Wizard must adhere to the three Laws of True Magic—bear a Wizard’s mark, suffer a weakness that is his bane, and be followed by a Watcher who will always be following and judging the Wizard’s exploits. Wizard spells are more powerful than Vulgar spells and include spells such as Blend In, Exploding Doom, Ice Burst, and Liar. All cost Wiz to cast and a Wizard begins play with between two and twelve points of Wiz. Points of Wiz are recovered much like Hit Points, but the Wizard must choose between the two—he cannot recover both at the same time. A Wizard can also have a familiar and know a few tricks. One major difference between ordinary Gooz and Gooz Wizards, at least mechanically, is that ordinary Gooz begin with the equivalent of having gained a Level prior to beginning play. Gooz gain Levels by surviving adventures and with a new Level gain two out of more Hit Points, a spell, increased Wiz, a treasure, or some lucky rolls.
Treasure is where Gozr – Sci-Fantasy RPG begins show off the weirdness of its setting. Items of power can sacrificed in return for fortune. At worst, this result in scorched earth as the Sun rains down fireballs on the land and everyone knows about it, but at best, not only all the Gooz go up a Level, but the land is healed for a time… Quite what that means is left up to the Gooz Master to decode. There are long tables of treasure, including Frivolous Junk, Strange Items, Odd Armour, and Super Tech. The Gooz Master can even give any treasure secret properties with another table. In terms of setting, Goozer City, the last beacon of civilisation, first bastion of Gooz ascendancy, is detailed in terms of more tables that the Gooz Master can roll on to create streets, buildings, routes, smells, vendors, and more. Beyond the city there is map of the immediate regions with short encounter tables for each, an ‘Adventure Machine’ table and tables to create towers that leak sorcery and secrets, the daily effects of the Sun, and both a table to create monsters and a decent bestiary too.
Physically, Gozr – Sci-Fantasy RPG is cartoonishly presented, in a style that echoes Ralph Bakshi’s Wizards. It is busy, vibrant, and full of little embellishments that seem to sneak into view as you are trying to find something else. It is not so much well written as well hand drawn and written giving it a highly distinctive look. However, it could be better organised as the section on Wizards and magic is the middle of the section that ready should be for the Gooz Master.
There can be no doubt that the Gozr – Sci-Fantasy RPG is as much a piece of art—cartoonish art—but art nonetheless, as it is a roleplaying game. As a work of art it is more accessible than as a roleplaying game, its funky, gonzo fanzine-like style often inhibiting the technical nature of the roleplaying game. Not necessarily to the point where the Gozr – Sci-Fantasy RPG is unplayable, but rather to present the reader with a hurdle that has to be overcome in finding where everything is and thus learning how to play. The other hurdle is the lack of scenario. Now there are plenty of tables which the Gooz Master can take inspiration from, but given that Gozr – Sci-Fantasy RPG includes a handful sample Player Characters, it seems odd not to have a starter scenario too.
Monday, 30 August 2021
[Fanzine Focus XXVI] Black Pudding #6
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.
Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and 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, but still full of adventure and heroism. Issues one, two, and three have showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. Black Pudding #4 included a similar mix of new Classes, NPCs, and an adventure, but 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. Black Pudding #5 was more of a return to form, a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. It did, however, begin to suggest a campaign setting.
Black Pudding No. 6 continues where Black Pudding No. 5 left off. Previous issues of the fanzine have always been entertaining, but primarily felt like collections of new Classes, character sheets, monsters, and NPCs from the author’s ‘Doomslayers’ campaign, but without really presenting what that ‘Doomslayers’ campaign actually is. Now Black Pudding No. 5 did contain its own collection of new Classes, character sheets, monsters, and NPCs from the author’s ‘Doomslayers’ campaign, but it also included something more. This included the mini-sandbox, ‘Standing Stones of Marigold Hills’, but was really seen in ‘Adventures in the North’. This was a small region taken from Yria, part of the ‘Doomslakers’ campaign, beset by arctic temperatures, Ice Witch matriarchs, Ice Wights, and more! Parts of Black Pudding No. 6 carry on directly from ‘Adventures in the North’, but there is new setting material too. Further, Black Pudding No. 6 marks another shift, this time in terms of rules, so that it covers Old School Essentials as well as Labyrinth Lord.
Black Pudding No. 6 is not without its new character Classes. These begin with ‘The Fat Lady’, as in, “It’s not over until the fat lady sings.” This Charisma-based Class should ideally be clad in armour with literal breast plates and winged helmets, and is all about singing, first to increase her Strength, to heal, to inflict damage, and influence people. Combine this with the Barbaribunny Class from Black Pudding #1 and the Referee will quickly find herself running What’s Opera, Doc?! ‘The Demodyn’ is a wee demon person who constantly radiates heat, can cast Burning Hands daily and any fire spell from a scroll, and ultimately, open a portal to the Infernal Plane daily. The third Class is the Beastfriend, who possesses a supernatural affinity with wild creatures and can calm, befriend, and ultimately call them to come to the aid of the Beastfriend.
One of the best on-going features in Black Pudding is ‘Meatshields of the Bleeding Ox’, a collection of NPCs ready for hire by the Player Characters (or in a pinch, replacement Player Characters). As before, there is a decent range of NPCs given here, such as Malloid the Mage, a Fifth Level Magic-User who knows many things, but if not, can ask the Kosmik Halo that constantly whirls about his head; Totterdun of Udderpeak, a Second Level Dwarf from a poorly regarded family of Dwarves, who likes to work, to get the job done as agreed—and no more, and then getting paid; and the Weird Boatmen, several Zero Level creatures who have access to the Boat of Safe Passage, who speak little, but for a price will safely take you across any body of water in complete safety. Where in previous issues there have just too many entries in this ongoing series, here they are kept to just eight and that feels just the right number.
The monsters in the issue a Monstrous Toad with a mucoid skin—the mucus can be collected and boiled to make a frog and toad repellent, and an unpleasant personality who enjoys giving out insults; Iggy the Husker, a pig-man-thing which can be summoned to hunt and dine on man; and the Nightstalker, a dog-like creature which nightly waits in the shadows to hunt those that be Powers That Be committed a bad act and should be punished. Only the victim can see it and he or she cannot ignore it lest their rolls be made at a disadvantage, the Nightstalker making a single claw and gaze attack nightly, the former inflicting deep scratches, the latter the random loss of Attribute points! The monsters here are more singular than is usual and perhaps all the more memorable for it.
‘Adventures in the North’ is continued from the previous issue and as well as adding soft, lumpy, and magical Snowmen who might come to the aid of of unwary travellers in the region, perhaps with healing magic, perhaps with messages written in the snow, it provides a table of things to be found upon the Frozen Victims of the Ice Witches. Found along the road to the north is Trence the Troll’s Roadhouse, owned by a hard man said to have troll’s blood in his veins and be capable of walking naked in the snow for miles, and claim that the weather was no more than, “a bit chilly”. For a good enough tip, he might impart some important piece of information that will help the Player Characters whilst they are in the north, but otherwise he will remain as cold and as tightlipped as his welcome—and he certainly will not explain why he has his mother in the cellar! Beyond lies the Domain of the Snow Witches, which Dembellina Rue, the Matron Prime rules with a cruelly icy grip and breeds goblins from filth and refuse. The two parts—in this issue and the previous one, provide a nicely done and particularly wintery north (barring the Ice Camels which feel silly), that can easily be dropped into a Referee’s campaign.
The feature article in Black Pudding No. 6 is ‘Underground Down Below: An Old School mapcrawl adventure for PC levels 3-6 or so’. This is a wilderness style adventure, but located underground, an underground into which the Player Characters have been cast, perhaps randomly, perhaps not. Down below, the Player Characters will find animated cave mouths capable of chomping them to bits, a shrine to the war goddess Hilda built from dung; mounds—some home to grumpy ants, some ambulatory and home to Granny Naga, other of soft stone upon which to fall asleep and fall prey to their hungry denizens; the remains of a once great, but long dead empire; a mighty palace crumbling under the care of decrepit, aging staff who await the return of their long lost leader; and walking villages home to tiny people who will also try to eat the Player Characters, though their attacks are like insect bites. If attacked the villages flip over and hide under thick shells.
There are almost forty locations in the ‘Underground Down Below’, all of them odd, even creepy. This feel is aided by the map and the intentionally scrappy presentation which pulls apart the map and provides a closer view of each location to accompany the description. This is necessary in part because the main map is cramped on the page, but this is not the real issue with the locale. Although there is plenty of ideas and imagination here, unless the Player Characters are cast down into it at random and thus need to find a way out, it does lack a hook or two for them to want to visit. This may necessitate the Referee combing through the various locations to derive such a motivation from them, which given the format is not as immediately easy as it should be. Overall, there is a lot of imagination to work with here, excepting motivations, and so ‘Underground Down Below’ is not as good as it could be.
‘A Trolling We Will Go’ provides a ready-to-play location, a play upon the idea of rolls being found under bridges. The Troll itself, an Urnt Troll, is a combination of the classic goat-hating Troll and the Dungeons & Dragons Troll, complete with powers of regeneration. The location is built and illustrated around a set of random tables which provide random finds, the Urnt Troll’s treasure, Trollish reactions, and more. Again, this is nicely detailed and easy to drop into a campaign.
Elsewhere in the issue, ‘A Curious NPC Approaches the Party’ provides a ready source of NPCs and their goals, whilst ‘Unfinished Puddin’’ adds numerous untested and undeveloped rules, such as Saving Throws being based directly on a character’s Attributes, better Armour Class for a barbarians if they actually wear less armour, and a more narrative-based Initiative order. All of these are workable to some degree, but adding these will change the retroclone of the Referee’s choice. Lastly, ‘Armour Class Hack: AC is Negative Only When Protection is Magical’ provides another alternative to Armour Class, this one limiting non-magical Armour Class to zero (or twenty, if ascending). Beyond magical armour is required and magical armour should be special, much like weapons can be special. This is a nice touch and has the potential to make armour much more interesting than it typically is in a Dungeons & Dragons-style roleplaying game.
Sunday, 30 May 2021
[Fanzine Focus XXV] Black Pudding #5
Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and 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, but still full of adventure and heroism. Issues one, two, and three have showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. Black Pudding #4 included a similar mix of new Classes, NPCs, and an adventure, but 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. Published in August 2018, Black Pudding #5 is more of a return to form, a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. It does, however, begin to suggest a campaign setting.
Physically, Black Pudding #5 adheres to the same standards set by the previous issues. So plenty of good, if cartoonish artwork to give it a singular, consistent look and lots of quite short articles, that are in places are underwritten. The obvious issue with Black Pudding #5—and indeed, any of its issues, is that its tone may not be compatible with the style of Dungeons & Dragons that a Labyrinth Lord or Game Master is running. The tone of Black Pudding is lighter, weirder, and in places just sillier than the baseline Dungeons & Dragons game, so the Game Master should take this into account when using the content of the fanzine, but Black Pudding #5 does something that previous issues have to dated avoided. That is, showcase parts of the author’s ‘Doomslakers!’ campaign and that lifts Black Pudding out of just being a madcap medley of monsters, Classes, and NPCs.
Sunday, 26 May 2019
[Fanzine Focus XVI] Black Pudding #4
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will 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.
Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and 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, but still full of adventure and heroism. Issues one, two, and three have showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. Now Black Pudding #4 includes a similar mix of new Classes, NPCs, and an adventure, but is something different for the fanzine.
It opens with the author’s ‘OSR Play book’, his reference for running an Old School Renaissance game which elements of Labyrinth Lord, Swords & Wizardry White Box, and The Black Hack, so a mix of the modern and the old. The most obvious of the former is the use of the Advantage and Disadvantage dice and being able to improve attributes at each Level, but simple Attribute checks of having to roll under the appropriate attribute, a variable amount of luck available to spend per adventure, rules for subdual damage and stunning an opponent, exploding damage dice, and so on point towards a more modern sensibility. Character creation is the standard roll three six-sided dice six times and assign the results as desired, but an attribute can be lowered to improve another on a two-for-one basis. Class options primarily consist of the Wizard, Thief, and Fighter, but no Cleric, and references are made to the new Classes in this this issue of Black Pudding as well as the preceding three issues, plus those from Advanced Dungeons & Dragons, First Edition or Advanced Labyrinth Lord. Only those Classes new to the issue are given in Black Pudding #4, so the Dungeon Master will need to refer to the other sources. Characters also get Specialities, such as the Wizard’s Legendary Lore or the Thief’s Thug, whilst the Thief gets two. Other tables enables a player to add relationships, parentage, a skill or talent, roleplaying traits, backgrounds, and so on to the character.
Zax Grith
Fighter Level 1
STR 18 (+3) DEX 14 (+1) CON 12
INT 09 WIS 07 (-1) CHR 14 (+1)
Armour Class: 12 Saving Throw: 14 (+2 versus Poison and Death)
Hit Points: 8 Luck: 1
Speciality: Fists & Feet
Weapons Mastery: Fists & Feet (+4 to hit, damage 1d3+4)
Skill/Talent: Cooking
Vice: Beer
Trait: Mellow
Hair Colour: Yellow
Eye Colour: Green
Relationship: Good friend of Nimashte Hrog, the leader of the Doom Cult of Dread
Raised by… politicians
Background: Cheesemaker
What’s in his Pocket: Brass fork
Equipment: Mail undies
The new Classes include the Fighter, Thief, and Wizard as well as Dwarf, Elf, and Halfing, the latter three treated as Race as a Class. The Fighter has Weapon Mastery with a single weapon type, rolls to attack again after rolling a critical attack, and can use Battle Moves like Blinding or Display of Prowess that are awesome stunts which do no damage. The player is free to describe and name the stunt as he wishes. The Thief gets a lot of skills like Acrobatics, Scrolls, or Thug which require a Saving Throw against the Class’ Save value. Not only does the Class have access to all of these skills, at each Level, a Thief can specialise in one or two of adding a +1 or +2 bonus to the roll as appropriate. The Wizard can of course cast spells, but also make scrolls and potions, specialise in wizardly stuff like Languages & Scripts, Battle Magic, or Summoning, can augment his magic with wands, rods, and staves which are used to store spells. Doing so has the possibility of imbuing the item with a personality and a a desire, so quite possibly making a rod for the Wizard’s back…
Dwarves are Fighters, but with a higher Constitution, understanding of stonework, a skill in working a particular metal or building underground, and a higher chance of having missing teeth. Elves are more intelligent or charismatic, but not as strong, They are more perceptive and can step into the Faery Realm, the home of the Elves each day. Common Elves are treated as Thieves, but with only one Speciality bonus per Level and the ability to cast one spell. Faery Elves are Wizards who heal better in the Faery Realm and have affinity (or Advantage) when dealing with a particular thing, like Earth or Reptiles. Halflings are small and quick, treated as Fighters who are better at both hiding and healing outside rather than in the city.
The equipment section in the middle of the issue is fairly standard, although the rules for silvered weapons make them capable of killing lycanthropes with a single blow if a critical hit is rolled. The ‘mail undies; which provide +1 to Armour Class are both silly and support the Swords & Sorcery genre.
The Class heavy focus of Black Pudding #4 continues with the Goblin, which is treated like a Thief and does have some burglary skills. It specialises as either a Sneak, a Sniper, or a Goon. The Elementarian is treated like a Magic-User, but cannot cast spells, although he can read magical scrolls, and when his ‘Fae’ Stuff roll is made, easily spot secret doors and invisible things. The Class has the advantage when deciphering puzzles and the like. Lastly, the Jungle Lord is a Fighter who climb trees and swing through the canopy better than any Thief. With a jungle scream or yell, he can even call on the animals of the jungle as his friends to aid him. Given the focus of the fanzine’s first half on the author’s ‘OSR Play Book’, these Classes feel slightly silly and a bit removed from the previous six.
One of the best features in Black Pudding is ‘Meatshields of the Bleeding Ox’, a collection of NPCs ready for hire by the player characters. There is a decent range of NPCs given here, such as Tweets McTussle, a Third Level Fighter who can longer speak to her flying friends and the one-eyed, head-swivelling Dirty Durk of Spleevington who never trusts no-one. That said, there are seventeen listed here and at that number, they do begin to like place fillers rather than actually gaming content.
Rounding out Black Pudding #4 is a short, one-page dungeon, ‘Blackbird’s Cave’. It is straightforward and linear and reasonable enough, though the Referee may want to flesh it out a little.
Physically, Black Pudding # 4 adheres to the same standards set by the previous issues. Now that means a lot of decent if cartoonish artwork to give it a singular, consistent look and lots of quite short articles, that are perhaps underwritten in places. The obvious issue with Black Pudding #4—and indeed, any of its issues, is that its tone may not be compatible with the style of Dungeons & Dragons that a Game Master is running. The tone of Black Pudding is lighter, weirder, and in places just sillier than the baseline Dungeons & Dragons game, so the Game Master should take this into account when using the content of the fanzine, but Black Pudding #4 does something that the previous never really did and that is put the author’s approach to the Old School Renaissance into a coherent form. There have been hints of the author’s ‘Doomslakers!’ in all of the issues of the fanzine to date, but with Black Pudding #4 the author showcases the rules and ideas he uses, an interesting mix of the old and the new.
On the downside the issue just has too many NPCs and ‘Meatshields of the Bleeding Ox’ feels like it is played out as a format now. Further, as much as the new rules are interesting and playable it would be really nice to see worldbuilding in the issue, to showcase the type of game that the author’ runs as well as the mix ‘n’ match rules variant he uses given here. The ‘OSR Play Book’ in Black Pudding #4 also serves to highlight how its content really deserves to be more than just a fanzine. In terms of mechanics—as shown here, and perhaps setting—as soon as the author presents some, Black Pudding #4 showcases content which deserves to be a roleplaying game of its very own.
The Black Pudding fanzine will be available from Squarehex at UK Games Expo which will take place between June 1st and June 3rd, 2018 at Birmingham NEC. This is the world’s fourth largest gaming convention and the biggest in the United Kingdom.





