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Showing posts with label Tales from the Smoking Wyrm. Show all posts
Showing posts with label Tales from the Smoking Wyrm. Show all posts

Saturday, 24 August 2024

[Fanzine Focus XXXVI] Tales from the Smoking Wyrm No. 3

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 showcased how another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

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

Tales from the Smoking Wyrm No. 3 is another fine looking issue of the fanzine published by Blind Visionary Publications. As with the previous issues, it continues to provide long-term support rather than immediate support for use with the Dungeon Crawl Classics Roleplaying Game. This is not say that none of its content is not of use or even useless, for that is very much not the case, but rather that it requires a bit of effort upon the part of Judge to work it into her campaign. In fact, all of content is detailed, interesting, and worth reading. Published in August, 2021, following a successful Kickstarter campaign, where the previous issue, Tales from the Smoking Wyrm No. 1 strayed into the territory of the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, both Tales from the Smoking Wyrm No. 2 and Tales from the Smoking Wyrm No. 3 have stuck to a very similar format and remained in the territory of Dungeon Crawl Classics.

Tales from the Smoking Wyrm No. 3 opens with ‘Dor Nyvs’. This is a new Patron, one that is of the five Archomentals of the plane of earth and as much an individual entity as part of the landscape. It is described as being a surprisingly active patron rather than simply accepting the sacrifices and devotion of its worshippers. Its Invoke Patron spells include effects such as ‘Buoyant Pumice’ which reduces the target’s mass, doubling the encumbrance capacity, and if actually unencumbered, quintupling his jumping distance, ‘Tectonic Folding’, which causes the earth and stone to fold around the targets, inflicting damage and potentially entrapping them, and with ‘Timeless Stone’ turning the target into stone for a number of decades equal to the spellburn spent. Dor Nyvs actually allows its worshippers to choose a lesser effect than the one rolled, whilst its patron taint first pummels the spellcaster and anyone nearby with hot pumice and then subsequently forces the caster to take on aspects of the elemental plane of earth. Its spellburn causes a caster to cough up pebble and silt, weep crystal shards, and so on, whilst its spells consist of Find Familiar, Life and Death of Stone, Summon Minion of Dor Nyvs, and Earth’s Cradle. Of these, Life and Death of Stone enables the caster to feel the pain of stone—living or dead, and even heal it; Summon Minion of Dor Nyvs summons an earth-related minion or two; and Earth’s Cradle enables to sink into the earth, move through it, and listen to his surroundings. Overall, nicely thematic, although the idea of its being an active patron is not explored beyond its mention.

‘Cullpepper’s Herbal’ continues the regular feature begun in Tales from the Smoking Wyrm No. 1. Here there is a guide to creating concoctions and herbal restoratives, which includes descriptions, flowering times, astrology, shoots, and more. This time the entries are all fungi: Death’s Head Agaric, and Red Agaric, all illustrated and all very nicely detailed. In all cases, the individual parts of the mushroom are broken done and their use explained, such as the cap of the Red Agaric being poisonous unless boiled twice, and then very tasty in a stew, the stalk being useful as a thickener in stew, as a glue, and can be boiled down to make a covering for footwear that is waterproof, and the gills, if dried, work as an emetic, but good for flushing parasites out of the bowels! Not all of this information is necessarily going to be useful, but it great detail for a herbalist Player Character or NPC.

‘Rites & Rituals Part III’ continues the expanded use of magic and rituals in Dungeon Crawl Classics, begun in Tales from the Smoking Wyrm No. 1. Rituals are more powerful than normal spells, and their inherent power, unlinked to any god or deity, means that anyone can cast them. What this leads to is the creation of standardised rituals to achieve the same objective, but which are different from one cult or organisation to another. ‘Rites & Rituals Part I’ in Tales from the Smoking Wyrm No. 1 explained how they work, whilst cleric-related rituals were detailed in Tales from the Smoking Wyrm No. 2. ‘Rites & Rituals Part III’ suggests ways in which they can used to enhance game play and add roleplaying scenes and adds two more sample rituals. These are Homunculi Servant and Sky Citadel, extending the range available.

The monster detailed in Tales from the Smoking Wyrm No. 3 is the ‘Tentacular’. This is a weird combination of feline and tentacular monstrosity, essentially cat plus the Eye Tyrant of Greyhawk Supplement IV. It has the head and body of a cat, but instead of legs and tails, it has tentacles. It also has a beak through which it draws the souls of its victims and food. An Adult Tentacular has different powers in each of its eyes, such as being able to spot arcane spellcasters with one eye because they radiate a red aura, shoot blasts of corruption, or fires a beam of energy that rends armour in two! The Tentacular preys on wizards in particular, even needing to feed on their souls to undergo the change into a juvenile and into an adult. It is a fanatically, horrifyingly detailed write-up of a weird and wondrous creature, but the lengthy article does not suggest any ideas as to how the creature might be used in a game.

The companion piece to ‘Tentacular’ is ‘Tentacular kin – Fuzzies, Steelies, and Beakies’, inspired by an image which originally appeared in The Dungeoneer, Vol. 1, No. 2., accompanying the article, ‘Fuzzies & Steelies’ by Jennell Jacquays. If the Tentacular is the fanzine’s answer to the Beholder of Dungeons & Dragons fame, then as Fuzzies and Steelies were described as ‘beholderkin’, then it made sense for the Tentacular to have its own. These are the mutated result of a young Tentacular consuming the soul of a corrupted wizard or soul-eater. All three creatures live up to their singular names, the Fuzzie being a ball of stiff fur, the Steelie having a shell of hardened fur, and a Beakie a sharp beak capable of biting through armour and breaking bones! The Fuzzle and Steelie have sting attacks and can wield weapons with their tentacles, whereas the Beakie does not and instead has a sonic attack which can either be sleep-inducing purr or a piercing yowl. These are nice additions, but the article does not develop any of the three creatures beyond this.

In between, ‘You, Too, Can Gongfarm!’ offers a means of an Elf, Dwarf, or Halfling only rolling occupations particular to their races when creating Player Characters for a Character Funnel, the signature game style of Dungeon Crawl Classics in the players roleplay multiple Zero Level characters in the hope that some survive to advance to First Level. It is short and simple. Rounding out the issue is Joel Philips’ ‘Onward Retainer’. This continues the comic strip about the retainer in the fantasy roleplaying games begun in the first issue. It is nicely drawn and is a reasonable enough read, though not as funny as it is trying to be. Lastly, ‘Word Wyrms’ is another two pages of word puzzles. Great if you like word puzzles, otherwise, very much not. Unlike in previous issues, there is no editorial, just a listing of the contents on the back cover.

Physically, Tales from the Smoking Wyrm No. 3 is well written and the fanzine as a whole, has high production values. The artwork is good throughout, and the front cover again echoes the illustration from the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition, by Dave Trampier, which is based on the Street of the Knights on the Greek island of Rhodes. This is an illustration that the fanzine will return to again and again for its front covers.

Tales from the Smoking Wyrm No. 3 picks up where Tales from the Smoking Wyrm No. 2 left off. It is a very good-looking third issue, but none of the content is immediately useful or applicable to a game and the Judge will need to work it into her campaign. The other issue is the lack of application and the lack of advice on how to use any of the content, all of which would have made the fanzine of more immediate use. Tales from the Smoking Wyrm No. 3 contains good solid material, but it may not make to the table until after the Judge has decide what she wants to do with it.

Saturday, 4 May 2024

[Fanzine Focus XXXV] Tales from the Smoking Wyrm No. 2

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 showcased how another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

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

Tales from the Smoking Wyrm No. 2 is another fine looking issue of the fanzine published by Blind Visionary Publications. It continues to provide long-term support rather than immediate support for use with the Dungeon Crawl Classics Roleplaying Game. This is not say that none of its content is not of use or even useless, for that is very much not the case, but rather that it requires a bit of effort upon the part of Judge to work it into her campaign. In fact, all of content is detailed, interesting, and worth reading. Published in April, 2020, following a successful Kickstarter campaign, where the previous issue, Tales from the Smoking Wyrm No. 1 strayed into the territory of the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, this issue very much remains in the territory of Dungeon Crawl Classics.

Tales from the Smoking Wyrm No. 2 opens with ‘King of Beasts’. This is a new Patron, one who is the noble lion, wily tiger, nimble hare, slithering snake, and fluttering crow—and includes tables for invoking him as a Patron, suffering Taint when that goes wrong, and so on. The new spells include Speak with Animals; Bloodsense, which enables the caster to sense the blood in his quarry and track where they are; and Awaken enables the caster to activate a spirit animal, and so gains two boons and a bane from them. The roll is really for the length of the effect, which can be days or months, and then the Player Character gains the effect of a selected spirit animal. For example, the Toad spirit animal grants the ability to breathe underwater for thirty minutes and extra jumping distance, but becomes lazy and will act if there are immediate and obvious benefits.

The Dwarven Jäger is a subclass of dwarf, a warrior that allows the use of ‘Mighty Deeds of Arms’ like the Warrior Class, but prefers to fight with two weapons rather than a weapon and shield. They have a Deed Die that increases as they go up in Level for both attacks and damage, and if strong enough, can fight with a battle axe in each hand! This though, reduces the Class’ Initiative die. With ‘Mighty Defence’, the Dwarven Jäger can increase his Armour Class at a cost of stepping down his attack dice. Stats are also included for the throwing hammer and the hand crossbow. The Class is a serviceable variant, offering a viable alternative, especially for the player who wants a two-weapon wielding Warrior.

‘Rites & Rituals Part II’ continues the expanded use of magic and rituals in Dungeon Crawl Classics, begun in Tales from the Smoking Wyrm No. 1. Rituals are more powerful than normal spells, and their inherent power, unlinked to any god or deity, means that anyone can cast them. What this leads to is the creation of standardised rituals to achieve the same objective, but which are different from one cult or organisation to another. To support this aspect, it provides more than the one variant for several rituals, the variants being for different faiths, in this case, worshippers of Cthulhu and of Osiris. The rituals include Blessings of the Grave is a ritual that protects those buried in graveyards, cemetery, or necropolises, from raised via the animate dead and similar spells; Liturgy of Blessing, which brands the faith of a consenting worshipper with an imprint of their god, which puts them on the path to becoming a member of the clergy; and Rite of Consecration, which creates a sanctuary space for the specific deity. These are very nicely detailed, and of the two choices of deity, the rituals dedicated to Cthulhu rather than Osiris are probably more gameable, but both series of rituals do serve as examples upon which the Judge can base her own.

‘Cullpepper’s Herbal’ continues the regular feature begun in Tales from the Smoking Wyrm No. 1. Here there is a guide to creating decoctions and herbal restoratives, and this is followed by detailed descriptions of agrimony and bastard agrimony. This includes descriptions, flowering times, astrology, shoots, and more. In some ways, there is too much information here, on too few herbs, but for a Player Character with an interest in alchemy or herbalism, the degree of detail is wlcome.

As the name suggests, ‘Shoggoth’ continues the Cthulhu theme. This takes the Mythos monster which first appeared in At the Mountains of Madness and gives a potted history of its appearance in gaming before providing stats for its for use with Dungeon Crawl Classics. The Judge can roll for Shoggoth size, age, and martial abilities, such as poison glands, hypnotic glands, and of course, mimicry. They can also also have esoteric abilities like Assume Form and Bioluminescence, and all together this provides the Judge with the means to really individualise one Shoggoth from another, and so make them unknowable for the Player Characters.

Accompanying this is ‘Find Familiar (Cthulhu)’, which enables the Wizard with Cthulhu with Cthulhu or other Lovecraftian horror entity, such as Mother Hydra, Father Dagon, Nyarlathotep, and so on, as a Patron, to gain an appropriate familiar. Options include Zoog, (Brown) Jenkin, and Cat of Ulthar, but there is an emphasis on gaining a Shoggoth as a familiar. It cannot be fully grown, so is typically young or newborn (budded? decanted?), small or medium. Of these, having a Shoggoth as a familiar is going to be the most fun and again, this and the previous ‘Shoggoth’ article lets the player and the Judge really individualise a Shuggoth, whether a familiar or a threat.

Joel Philips’ ‘Onward Retainer’ continues the comic strip about the retainer in the fantasy roleplaying games begun in the first issue. It is nicely drawn and is a reasonable enough read, though not as funny as it is trying to be.

Penultimately, ‘What is the Smoking Wyrm?’ is the editorial in the second issue of Tales from the Smoking Wyrm. It is a more personal piece than in Tales from the Smoking Wyrm No. 1, recounting how Joel Philip got his start in gaming and how those adventures and characters influenced the creation of the ‘Onward Retainer’, so gives a bit of context. This is more interesting than the comic strip is either entertaining or amusing. Lastly, ‘Wyrm Words’ is a word search puzzle of Gygaxian words which is okay if you like that sort of thing, a waste of space if you do not, and this review leans towards the latter rather the former.

Physically, Tales from the Smoking Wyrm No. 2 is well written and the fanzine as a whole, has high production values. The artwork is good throughout, and the front cover again echoes the illustration from the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition, by Dave Trampier, which is based on the Street of the Knights on the Greek island of Rhodes. This is an illustration that the fanzine will return to again and again for its front covers.

Tales from the Smoking Wyrm No. 2 picks up where Tales from the Smoking Wyrm No. 1 left off. It is a second solid issue, especially if the Judge wants to add the Lovecraftian mythos to Dungeon Crawl Classics with the inclusion of Cthulhu—as detailed in Tales from the Smoking Wyrm No. 1—and Shoggoths. None of the content is necessarily ready to be dropped into a campaign, but for the Judge who wants to add the Lovecraftian mythos and more detailed herbalism, there is good amount here to further develop.

Friday, 29 December 2023

[Fanzine Focus XXXIII] Tales from the Smoking Wyrm No. 1

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 showcased how another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

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

Tales from the Smoking Wyrm No. 1 is a fine-looking fanzine which provides long-term support rather than immediate support for use with the Dungeon Crawl Classics Roleplaying Game. This is not say that none of its content is not of use or even useless, for that is very much not the case, but rather that it requires a bit of effort upon the part of Judge to work it into her campaign. In fact, all of content is detailed, interesting, and worth reading. Published by Blind Visionary Publications in 2020, following a successful Kickstarter campaign, Tales from the Smoking Wyrm No. 1 also strays into the territory of the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, if only a little. In the main, Tales from the Smoking Wyrm No. 1 is very much a fanzine for Dungeon Crawl Classics.

Tales from the Smoking Wyrm No. 1 opens with ‘The Paladin’. What this does not do is introduce the Paladin as a Class for Dungeon Crawl Classics. Instead, it presents a means by which any other Class—though ideally a martial one—takes on the role and responsibilities of the Paladin. The article though, begins with a history of the role and Class in fantasy and fantasy roleplaying, from its origins in Supplement I – Greyhawk, all the way up to The Gongfarmers Almanac 2017 and DCC Annual, along the way taking in Poul Anderson’s Three Hearts and Three Lions and Elizabeth Moon’s The Deed of Paksenarrion and Legend of Paksenarrion. It is nicely done, pleasingly informative, providing plenty of background and context before it details the Third Level Spell, Investiture, which is cast upon the candidate, who if it is successful, gains limited Cleric Class abilities, including Lay on Hands, Invoke Deity, and Turn Unholy. Invoke Deity is a spell-like effect which can grant the Paladin greater protection or even enable him to unleash blasts of divine power. Included also is a table of Investiture Trials that the potential Paladin must undertake. What this does is open up the possibility of a Player Character taking up a stronger religious role in a campaign setting other than already suggested by the Cleric Class and is nicely done.

The fanzine takes a darker turn with the inclusion of ‘Cthulhu’ as a Patron. Like any Patron for Dungeon Crawl Classics, this includes a table of Patron Results, which are fantastically invocative. For example, a pale emerald mote appears and emanates a glow surrounding the Invoker and everyone nearby, the invoker designating a target within range, who is grabbed by several tentacles as a sacrifice. The invoker gains a bonus to his next spell check and multiple targets can be designated to gain a bigger bonus. Unfortunately, using this inflicts patron taint upon the invoker, and there is a table for that and the effects of Spellburn, most of which involves taking on the cast and form of Great Cthulhu himself. To this are added the spells, Summons of the Deep, which summons bands of Deep Ones, Breath of the Deep, which inflicts drowning upon targets (or the ability to breath water upon a willing target), and Form of the Deep, which if successful, grants insights into the mind of Cthulhu himself. Cthulhu as a Patron should not necessarily work, the possibility being that the Elder God be reduced to window dressing and little in the way of flavour, but ‘Cthulhu’ invokes a sense of dread in worshipping him and enforcing the fact that doing so is not always beneficial and even it is, has its downside. This is nicely judged between its flavour and its effect and would make a great addition for an NPC cultist or in a really eldritch campaign for the Player Character Cleric. The inclusion of two extra ‘Appendix N Suggestions’ is an added bonus.

‘Cullpepper’s Herbal’ is the first in a regular feature in issues of Tales from the Smoking Wyrm. In game, it consists of the notes of famed herbalist, Willhomeena Cullpepper, whose bibliography is given too. Two herbs—Aconite and Adder’s False Tongue—are described in no little detail, including uses that the parts can be put to, including means of healing and poisoning. There is a lot here to research and use, but the level of detail requires work to include it in a campaign. For the herbalist Player Character or the Player Character in need a cure though, this is useful content.

Tales from the Smoking Wyrm No. 1 takes a weirder turn with ‘The Silver Ball’. This is a device, a floating silver ball, invulnerable to almost all forms of damage, that just appears in a dungeon and absorbs a Player Character. It may or it may not return the Player Character, but the likelihood is that he will be changed when returned. There are tables for strange memories and physical changes, as well as surprising items which might be ejected from the Silver Ball. It can be used as a random encounter, a way to account for a player not being present at a session, or even a way to deliver a new Player Character deep into an adventure when no other method makes sense. As a recurring motif, even though its effects upon play are often humorous, the players and their character could come to hate it as it seems to appear at odd times, haunting their adventures, and so on… Almost equally as odd is the addition of the ‘Telepathic rat’, which is drawn from Mutant Crawl Classics. There is even a chance that the one that latches onto a Player Character is actually a miniature Giant Space Hamster, but all have a quirk and a minor special ability that can benefit the Player Character and possibly the rest of the party too, such as the urge to groom all of the party members, who if they accept it, gain a bonus Hit Point back when resting due to the lack of vermin infesting both them and their clothing.

‘Rites & Rituals Part I’ expands upon the use of magic and rituals in Dungeon Crawl Classics. The primary way in which a ritual differs from a spell is that it has its own action die rather than using the spellcaster’s. This can then be modified by using circles of both casters and followers, sacrifices, rare ingredients, accepting Corruption, and so on. This is simple and straightforward, but the two sample rituals—Rites of Schlag-Ruthe, which creates a dowsing device for magical sources of power and Dark Phylactory, which creates one or more vessels to protect the caster’s soul though at the cost of corruption—are detailed and complex, but add to play rather than impede it. That said, Dark Phylactory is in general, better suited to use by an NPC, whereas a Player Character can use Rites of Schlag-Ruthe as well as an NPC. Either way, the elements required by the spellcaster to perform a ritual will add to play, whether that is the Player Character collecting them or the Player Characters tracking an NPC who is collecting them to their own ends.

Joel Philips’ ‘Onward Retainer’ is a classic comic strip about the retainer in the fantasy roleplaying games. It is nicely drawn and touches upon several well-known jokes about that style of play. Although not too original, it is nevertheless amusing.

Penultimately, ‘What is the Smoking Wyrm?’ is the belated editorial in the first issue of Tales from the Smoking Wyrm No. 1. It provides a potted history of roleplaying and roleplaying games, which flits around a bit, but basically makes the point that the fanzine builds on what has before, comparing the flowering of the fanzine in the twenty tens within the Old School Renaissance and since the publication of Dungeon Crawl Classics, with that seen in the late nineteen seventies following the publication of Dungeons & Dragons. This is a fair point, but the editorial is lengthy and overwritten in comparison to the rest of the fanzine, making it feel self-indulgent if only a little. Lastly, ‘Wyrm Words’ is a crossword puzzle of Gygaxian words.

Physically, bar the editorial, Tales from the Smoking Wyrm No. 1 is well written and the fanzine as a whole, has high production values. The artwork is good throughout, and the front cover echoes the illustration from the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition, by Dave Trampier, which is based on the Street of the Knights on the Greek island of Rhodes. This is an illustration that the fanzine will return to again and again for its front covers.

Tales from the Smoking Wyrm No. 1 is a solid first issue. It has some excellent content, but this is content that will have to be worked into a campaign, rather than simply added and brought into play immediately. For the Judge that wants to add depth to her Dungeon Crawl Classics game, Tales from the Smoking Wyrm No. 1 has material that will help her do that.