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Showing posts with label The Umerican Survival Guide. Show all posts
Showing posts with label The Umerican Survival Guide. Show all posts

Friday, 22 August 2025

[Fanzine Focus XL] Crawling Under A Broken Moon Issue No. 10

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 1970sDungeons & Dragons,RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

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

Crawling Under A Broken Moon Fanzine Issue No. 10 was published in in october, 2015 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe and Crawling Under A Broken Moon Fanzine Issue No. 6 continued that trend with another inspiration, Mad Max. Crawling Under A Broken Moon Fanzine Issue No. 7 continued the technical and vehicular themes of the previous issue, whilst also detailing a major metropolis of the setting. Crawling Under A Broken Moon Fanzine Issue No. 8 and Crawling Under A Broken Moon Fanzine Issue No. 9 were both a marked change in terms of content and style, together presenting an A to Z for the post-apocalyptic setting of Umerica and Urth.

Crawling Under A Broken Moon Fanzine Issue No. 10 is different to previous and that is because it is the fanzine’s ‘monster issue’! Previous issues have detailed new monsters and creatures that the Judge can add to a Umerica and Urth campaign or her own post-apocalypse setting. From the Aetherian War Cat, Bowel Tyrant, and Concrete Giant to Xenotaur, Zilla, and Zmooph presents a total of thirteen new monsters. They include a mix of the weird and the silly and all are given a two-page write up that includes an illustration, stats, and quite a detailed description. Each also includes adventure hooks which lifts the contents far above being a simple, short, mini-bestiary.

The monster list opens with an entry very obviously inspired by one of the inspirations for the Umerica and Urth campaign setting, which is He-Man and the Masters of the Universe. This is the Aetherian War Cat, a combatant so good it has its own Deed Die and can perform its own Mighty Deeds. If a Player Character uses a Deed Die, then he can approach a riderless Aetherian War Cat and attempt to bond with it. When ridden, the only Might Deed it can perform is the ‘Assist Rider’ and the description includes a table of outcomes. The Bowel Tyrant is a tiny, intelligent alien parasite that enters via the bowels of its victims and enslaves them before its slave excretes more when it relives itself, ready in waiting for further victims. It is a bit icky, but sets up an alien invasion of a very different kind. The Concrete Giant lurks in the ruins of broken buildings, its grey, ridged skin looking like concrete enabling it to blend in readiness to ambush its victims and take them back to its lair to eaten raw. Worse are the Cyborg Concrete Giants which are created by the Technomages to lead the other Concrete Giants, being faster, tougher, and armed with shoulder-mounted grenade launchers! The three adventure hooks for the Concrete Giants include them being sent out on random destructive rampages to instil fear by the Technomages; details of where Concrete Giants are forged which could be turned into a raid or encounter; and rumours of road gangs and Concrete Giant wrecking crews actually working together.

Elsewhere, the Flying Laser Ursine, which is exactly what it sounds like, is silly and simple, whilst the Fruiti-Slush Ooze is weird and silly, a jelly formed out of the fruity, partially frozen slushies and partially by the multi-dimensional cataclysm, which do desiccating, freezing Stamina damage that leaves a wound smelling of fruit. Which fruit? Well, there is a table for that! The adventure hooks include harvesting fruity jerky form their victims for exotic gastronomes and having to stand over a cold storage tanker with some sounds of movement coming from inside it… Weird too, is the Harpoonnik, a slimy, batrachian-humanoid with a strange cylindrical mechanism where its head should be. It can fire a tongue-harpoon out of this mechanism, to spear its victims which it drags away and bludgeons them to death! The oddest are the Zmooph, tiny purplish humanoids described as being roughly three grenades tall, but with a quarter of that height consisting of large, speckled cap mushroom that blooms directly from their skull. Ruled by Patriarch Zmooph, they are mostly peaceful, but when they encounter others, they swarm in xenophobic rages and overwhelm the victims of their ire. There is no suggestion as to what they do with such victims or anything about female Zmoophs, but somehow they feel as they should be blue and wear white hats.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 10 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 10 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 10 contains a pleasing variety of monsters and creatures—weird, silly, and even more silly (Flying Laser Ursine, really?). Now to be fair, bestiaries are not always the most exciting to read and certainly not the most exciting to review, especially if there is monster after monster and not much else. That could be case with Crawling Under A Broken Moon Fanzine Issue No. 10, but the adventure hooks make the entries and descriptions that much more readable and much more immediately useful. Not so much, ‘Here’s a monster I can use’, but more ‘Here’s a monster I can use and a suggestion as to how I can use it’, Crawling Under A Broken Moon Fanzine Issue No. 10 goes that little further than you would expect. Plus of course, the monsters will work with a lot of other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.

Friday, 23 May 2025

[Fanzine Focus XXXIX] Crawling Under A Broken Moon Issue No. 9

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 1970sDungeons & Dragons,RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

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

Crawling Under A Broken Moon Fanzine Issue No. 9 was published in in August, 2015 by Shield of Faith Studios. It continued the detailing of
post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe and Crawling Under A Broken Moon Fanzine Issue No. 6 continued that trend with another inspiration, Mad Max. Crawling Under A Broken Moon Fanzine Issue No. 7 continued the technical and vehicular themes of the previous issue, whilst also detailing a major metropolis of the setting. Crawling Under A Broken Moon Fanzine Issue No. 8 was a marked change in terms of content and style, but actually quite useful, and one that Crawling Under A Broken Moon Fanzine Issue No. 9 very much continues.

The setting has, of course, gone on to be
presented in more detail in The Umerican Survival Guide – Core Setting Guide, now distributed by Goodman Games. The setting itself is a world brought about after a rogue object from deep space passed between the Earth and the Moon and ripped apart time and space, leaving behind a planet which would recover, but leave its inhabitants ruled by savagery, cruel sorcery, and twisted science.

Crawling Under A Broken Moon Fanzine Issue No. 9 completes the task begun in Crawling Under A Broken Moon Fanzine Issue No. 8. This is because it contains the second part of an A to Z for the post-apocalyptic setting of Umerica and Urth, the first part appearing in Crawling Under A Broken Moon Fanzine Issue No. 8. There was a phase of producing to A to Z guides, such as The Dungeon Alphabet from Goodman Games and The Wilderness Alphabet: A Collection of Random Charts, Tables, and Ideas for use with various Games of Imagination. In each case, the entries in these supplements were not simple guides or descriptions of their subjects, but as the subtitle of the latter book suggests, were instead tables that the Game Master or Judge could roll on—sometimes more than one—to randomly determine elements of the setting such as the description of a door or an altar, the look of an NPC, the contents of a chest, and so on. These tables can be used in play, at the table, the Game Master rolling on them as needed or she can consult them as part of her preparation. This particular issue runs from ‘N is for New Vistas’ to ‘Z is for Zoological Horrors with every table being accompanied by a short description and instructions as to what dice to roll.

The entries begin with two sets of tables really designed to provide scenario hooks as much as flavour. Thus an entry for ‘N is for New Vistas’ reads “You come across a truly enormous tree that has various bits of different large buildings jutting out of it. Many of them seem to still have electricity as the tree glitters with lights. A community of some sort has built catwalks between the buildings and calls this place home.”, whilst ‘O is for Old Ruins’, an entry reads “The broken remains of four skyscrapers melted together by heat and atomic power. Monsters and giant spiders haunt the place and tons of ancient equipment still in operate inside.” The same goes for ‘Q is for Quantum portals’, only weird, like ...a blue-black sun hangs in the sky and weird plant mutants herd 1d24 near-humans into huge copper colored cages. A large meat grinder-like processing plant is nearby and the sound of suffering echoes across the landscape. A strange temple structure holds 1d8 levels of bizarre dungeon structures filled with weird monsters. It might be a zoo or something far stranger.

As well as places to go, there are people to met. The Player Characters can find something to buy from
‘P is for Peddlers’, who might have Two dozen cans of food, all in pristine condition but the labels are quite faded. Could be pork and beans, could be fruit cocktail, who knows? Vendor is looking to move them in a hurry.” or be A shady looking robot with a push cart selling various pharmaceuticals at cheap prices. It seems too good to be true but 1d5 former customers will swear the medicines are good if any inquiries are made.” A slightly more complex table, requiring multiple rolls of a thirty-sided die enables the Judge to generate places to stop and stay in ‘N is for New Vistas’ . This is not the most complex table in the issue. The most complex table in the issue is ‘W is for Weather of the Wastes’ which provides a complete means of creating weather in Umerica and Urth, all the way up to Freak Storms, which have their own table, whose entries include “Bloated gelatinous clouds discharge a downpour of living slime fragments. Every hour that the storm rages, 1d5-1 Primeval Slimes, each of 1d3 HD in size, (DCC RPG, pg 423) will reform from the fragments in each acre the storm covers.” and Swirling Purple clouds unleash a downpour of fish, crustaceans, and amphibians upon the area covered by the storm. Unprotected people, beasts, and structures will suffer damage from the fleshy torrent. The bounty that falls is fully edible and untainted but will quickly begin to rot (goes bad in 5d30 minutes) unless properly stored. Areas not cleared of the rotten mess will have a 20% per day to attract large scavenger type beasts for the next week.

Since the setting of Umerica and Urth is a post-apocalyptic one, the ‘S is for Scavenging’ table with entries that include “Whether it turns out to be just a useless pastime or opens a door to another realm, this six-colored glowing puzzle cube beckons to be solved.”, 2d3 plastic eggs containing sheer pantyhose. If nothing else you’ll look great at the tavern this weekend. And your next hold-up will be memorially fashionable.”, and A complete magician’s kit with top hat, cape and wand. Mystify your friends with over 250 tricks, from guessing your card, shoving a nail through a piece of glass, spot the ball under the cup and the ever famous, “Watch me pull a rabbit out of my hat.””. These are all very entertaining, and perhaps of any of the tables in this issue or the previous one, this is all but mandatory since a major aspect of play is scavenging for things from the past. That said, a whole issue of Crawling Under A Broken Moon could have been devoted to items to be scavenged and everybody would have been happy with it.

Towards the end of the issue, the tables get a little weirder and out of this world. ‘U is for UFOs’ and ‘X is for Xenotech’ cover potential extraterrestrial encounters and the devices that might get left behind following such encounters. However, the most interesting table is ‘Y is for Yestermen (or “Who is in that Cryochamber?”)’, which details the origins of ‘Yestermen’. Each one is grown in a Seeder, a genetic depository which when supplied with raw materials creates robot servitors, then life, and lastly the means to support the wholly new ‘humans’ known as ‘Yestermen’. Originally Seeders were a scientific experiment, then a national and military necessity if a nature is to survive, and then a commercial venture. After that? Who knows? So Yestermen of any Seeder can be of any culture from before the apocalypse and of any persuasion, making any encounter with them more random than normal! They could also be used as the background certain Player Character types, as yet not exposed to the wider damaged world of Urth. Lastly, Crawling Under A Broken Moon Fanzine Issue No. 9 includes the ‘B is also for Bonus Table! Post-Apocalyptic Lucky Roll Table’, which replaces the ‘Table 1-2: Luck Score’ in the Dungeon Crawl Classics Roleplaying Game core rulebook, specifically for the Umerica setting.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 9 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 9 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.

Like the previous issue,
Crawling Under A Broken Moon Fanzine Issue No. 9 is by nature bitty and disparate with its numerous different entries and writeups. It is not an issue to read through from end to end, but to consult from time to time in search of something that will make a Judge’s game just that little bit more interesting and more exciting, which all of its entries have the ability to do. Further, because there really is no specific setting detail given in its various tables, the contents of Crawling Under A Broken Moon Fanzine Issue No. 9 will work with a lot of other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.

Friday, 2 May 2025

[Fanzine Focus XXXVIII] Crawling Under A Broken Moon Issue No. 8

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 1970sDungeons & Dragons,RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

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

Crawling Under A Broken Moon Fanzine Issue No. 8 was published in in July, 2015 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe, whilst Crawling Under A Broken Moon Fanzine Issue No. 6 and Crawling Under A Broken Moon Fanzine Issue No. 7 continued that trend with another inspiration, Mad Max, with a look at vehicles of all types. Crawling Under A Broken Moon Fanzine Issue No. 8 marks a radical shift in content and style, but one that will be familiar to the Old School Renaissance.

The setting has, of course, gone on to be
presented in more detail in The Umerican Survival Guide – Core Setting Guide, now distributed by Goodman Games. The setting itself is a world brought about after a rogue object from deep space passed between the Earth and the Moon and ripped apart time and space, leaving behind a planet which would recover, but leave its inhabitants ruled by savagery, cruel sorcery, and twisted science.

Crawling Under A Broken Moon Fanzine Issue No. 8 contains the first part of an A to Z for the post-apocalyptic setting of Umerica and Urth, the second part appearing in Crawling Under A Broken Moon Fanzine Issue No. 9. There was a phase of producing to A to Z guides, such as The Dungeon Alphabet from Goodman Games and The Wilderness Alphabet: A Collection of Random Charts, Tables, and Ideas for use with various Games of Imagination. In each case, the entries in these supplements were not simple guides or descriptions of their subjects, but as the subtitle of the latter book suggests, were instead tables that the Game Master or Judge could roll on—sometimes more than one—to randomly determine elements of the setting such as the description of a door or an altar, the look of an NPC, the contents of a chest, and so on. These tables can be used in play, at the table, the Game Master rolling on them as needed or she can consult them as part of her preparation. This particular issue runs from ‘A is for Aliens’ to ‘M for Mutants with every table being accompanied by a short description and instructions as to what dice to roll.

The entries begin with the most complex of the tables, ‘A is for Aliens’ and ‘B is for Barter Goods’, requiring more than a single roll in each case, but most require only a single roll. Most entries consist of items and locations that can be found and added in the moment, such as “T-shirts with offensive language, pants with ‘Sassy’ written on the backside, and something called “Capri’s”. It’s no wonder the world ended. Moth-eaten clothes. 1d100 buttons, 2d30 zippers, and 2d24 pieces of cloth.” in ‘G is for Garbage’ or “Hunter’s Stew - An old standby of whatever was caught, captured, foraged, or found thrown into a pot with water, ground grain, and maybe a seasoning or two. Only a 1-in-20 chance of choking on a bit of bone, talon, or button. Value: 4cp per bowl the first day, 2cp per bowl after that.” under ‘E is for Edibles’.

Other tables lend themselves to a longer and greater effect upon a campaign. For example, “When the world fell apart, select government officials retreated into underground bunkers to wait out the cataclysm. With no end in sight, life in the bunker broke down into barbarism. After 1000 years, a new force has emerged from the bunkers. Calling themselves the “Shadow Government”, this faction uses ancient technology and robotic soldiers to subjugate the surrounding communities.” from ‘F is for Factions’ and “A former weapons factory, this lab has been converted into a makeshift ammo factory. There are weird and slightly radioactive powders around the place. There is a 20% chance of moving any of the highly valuable firearm parts that a minor radiation hazard will be stirred up. Make a mutation check after 1d10 hours of checking through this location.” for ‘L is for Laboratories’. There are entries where the authors are having some fun with us, as the “A small mainframe computer that is already running. The screen shows obscure coordinate information and an alert box will pop up requesting “CONFIRM TARGET [YES/NO?]”.” entry for ‘C is for Computers’.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 8 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 8 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 8 is by nature bitty and disparate with its numerous different entries and writeups. It is not an issue to read through from end to end, but to consult from time to time in search of something that will make a Judge’s game just that little bit more interesting and more exciting, which all of its entries have the ability to do. Further, because there really is no specific setting detail given in its various tables, the contents of Crawling Under A Broken Moon Fanzine Issue No. 8 will work with a lot of other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.

Friday, 18 April 2025

[Fanzine Focus XXXVII] Crawling Under A Broken Moon Issue No. 7

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 1970sDungeons & Dragons,RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

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

Crawling Under A Broken Moon Fanzine Issue No. 7 was published in in December, 2014 by Shield of Faith Studios. It continued the detailing of
post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe and Crawling Under A Broken Moon Fanzine Issue No. 6 continued that trend with another inspiration, Mad Max. The setting has, of course, gone on to be presented in more detail in The Umerican Survival Guide – Core Setting Guide, now distributed by Goodman Games. The setting itself is a world brought about after a rogue object from deep space passed between the Earth and the Moon and ripped apart time and space, leaving behind a planet which would recover, but leave its inhabitants ruled by savagery, cruel sorcery, and twisted science.

Crawling Under A Broken Moon Fanzine Issue No. 7
continues heavily from one of the major post-apocalypse genre’s touchstones for the inspiration for its content, which was the Mad Max series of films. Crawling Under A Broken Moon Fanzine Issue No. 7 continues to draw from that inspiration, but provides content beyond the notions of vehicular combat between radically customised vehicles across the post-apocalyptic landscape. So alongside new vehicles and rules for them, it adds a new Class that continues the mechanical feel of the previous issue and details a major location within the setting of Umerica and Urth.

The new Class is
‘The Cyborg’. This Class is adept with any and all missile weapons and one-handed or built-in weapons, and because it has artificial body parts, it is more difficult to damage. This reduces the amount of damage it might suffer from any source and also from critical hits. However, damage suffered to the mechanical body parts cannot be healed, but must be repaired. What this means mechanically, is that any damage suffered is divided into two parts—‘Meat and ‘Non-Meat’—but together still represents the total amount of damage suffered. Although this combines to give an advantage and a disadvantage to the Cyborg, it also increases the record keeping for the player. The ‘Juryrig’ ability and its associated die enable the Cyborg to repair itself—or at least its ‘Non-Meat’ bits—and other bits of technology and even find salvage. At First Level and then every third Level after that, the Cyborg can upgrade itself, with ‘Advanced composites’, which decreases the amount damage that the Cyborg will suffer to its ‘Non-Meat’ bits, ‘Targeter System’ that give a bonus to all ranged attacks, and ‘Armoured Plating’ which increases its Armour Class. All of the Upgrades can be selected more than once, but the bonuses gained are marginal. This is a pared down version of a Cyborg Class which could have been much more complex than it is.

If Crawling Under A Broken Moon Fanzine Issue No. 6 dealt with automobiles, ‘Trains, Planes, and Mobile Suits’ in this issue deals with the rest—and more. First trains, dividing engine types into small and large and adding a handful of cars as well as traits to add to them like ‘Refrigeration’ and ‘Super Hauler’. Driving a train is treated like driving a vehicle, though with minor adjustments and a ‘Locomotive Wipeout Results’ table should the engineer lose control of the train. Added to this are rules for ‘Gyrocopters and Ultralights’ a la Mad Max 2, which are more complex. They have their own cruising height and the higher an altitude a gyrocopter or ultralight is at, the harder it is for its pilot to target ground targets and for anyone on the ground to hit him, whilst there is a lower chance of turbulence at higher altitudes and lower penalties to the aircraft’s Handle Modifier. Crashing from higher altitude increases the damage taken, of course. The Handle Modifier is used for the Vehicle Control roll and if the roll is failed, gyrocopters and ultralights, have their own ‘Aerial Wipeout Results’ table. gyrocopters and ultralights also have their traits, such as ‘Auto Rotate’, ‘Bomb Rack’, and ‘Glider’.

Unlike trains and ground vehicles, aircraft are not easy to pilot and pilots must use a much smaller Action Die whilst learning to fly and getting in sufficient practice. The same is true of the last type of vehicle covered in the article, which are mechs and other robo-vehicles. These are also divided between light and heavy mechs and have their own traits, like ‘High Maintenance’ and ‘Mecha’, the latter means that it can move in an anthropomorphic fashion. All of this mixes and matches a lot of different apocalyptic genres, but the inclusion of trains suggests a post-apocalyptic where societies have been founded and begun to recover or construct old technology and thus create infrastructure and a semblance of civilisation. Of course, there are regions still recovering or still lawless, so the other vehicles are perhaps better suited those.

That sense of growing civilisation is more fully explored in ‘The Citadel of Scrap’, an entry in the ‘Interesting Places To Die’ series. This describes an actual metropolis, best known for some of the best-preserved artefacts from the twenty-first century, surviving infrastructure and railway hub, and being run by a triumvirate magocracy formed of the cybersorcerers, the Three Royals, who together have built the tallest building in the city, the four storey Growling Tower, to encase the Pit of the God in gears and metal, whilst each hopes to be the one powerful enough to control the god when it awakes. Each of the city’s various districts are described, including the Trash Mines in The Ruins, where a greetings card factory has been found and Forgotten Home, an immaculately maintained replica of twenty-first century living where the inhabitants live in denial of the Broken Moon. Included is a small table of job opportunities—there could have been more, and whilst ‘The Citadel of Scrap’ further develops the world of Umerica and Urth. A map of the city would have been useful.

‘The Rail Wastes’ is a companion piece to the earlier ‘Trains, Planes, and Mobile Suits’, a set of short tables of encounters that take on the railway lines or in the ‘rail wastes’ that run parallel to the line through unoccupied or barren territory. Which means that can happen whilst the Player Characters are aboard a train, whilst ‘Spare Change’ covers the coinage and means of exchange in Umerica and Urth, including ‘cp’ or ‘charm pieces’, ‘sp’ or ‘shells and powder’, and ‘gp’ or ‘Gasoline/Petrol or Gas Promissory Note’. It keeps it simple and again builds on the setting’s growing civilisation.

Lastly, the regular ‘Twisted Menagerie’ presents in some detail three new monsters: the Autogiest, the Bounder, and the Discarded. The first is a conglomerate spirit of those who have died in violent car wrecks and joined together to punish the living, searching the wastelands for a suitable vehicle to possess and then it goes on a rampage as an undead car fiend, attempting to run down anyone it finds. Although the body, that is, the vehicle can be destroyed, this only frees the spirit to hunt for another vehicle. It must be exorcised to truly defeat it. Each Autogiest has its own, random special ability. The Bounder is the mutated descendant of kangaroos kept in North American zoos, which can be ridden—often by nomads—and can have its very Australian-themed special abilities. Lastly, the Discarded is an agglomeration of old, broken, or unwanted cyber implants which together hunt those who discarded them! These are all fun additions to the setting.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 7 is serviceably presented. It is a little rough around the edges, as is some of the artwork, but overall, it is another decent affair. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 6 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 7 is a companion piece to
Crawling Under A Broken Moon Fanzine Issue No. 6, continuing the mechanical theme with more vehicles and the Cyborg Class. Yet it also develops the setting itself with the description of ‘The Citadel of Scrap’, providing context for many of the articles in this and previous issues. Plus, the articles in this issue complement each other, with their focus on trains and infrastructure and that major settlement, so beginning to bring the world of Umerica and Urth to life.

Friday, 23 August 2024

[Fanzine Focus XXXVI] Crawling Under A Broken Moon Issue No. 6

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 another Dungeon Master 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 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

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

Crawling Under A Broken Moon Fanzine Issue No. 6 was published in in December, 2014 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, and Crawling Under A Broken Moon Fanzine Issue No. 5, which explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe. The setting has, of course, gone on to be presented in more detail in The Umerican Survival Guide – Core Setting Guide, now distributed by Goodman Games. The setting itself is a world brought about after a rogue object from deep space passed between the Earth and the Moon and ripped apart time and space, leaving behind a planet which would recover, but leave its inhabitants ruled by savagery, cruel sorcery, and twisted science.

If Crawling Under A Broken Moon Fanzine Issue No. 5 drew heavily from one of the inspirations for the setting and fanzine, then Crawling Under A Broken Moon Fanzine Issue No. 6 draws just as heavily, if not more so, from another. This is the Mad Max series of post-apocalyptic films, which popularised the notions of vehicular combat between radically customised vehicles across the post-apocalyptic landscape. It begins by introducing a new Character Class, ‘The Petrol Head’, a car-crazy scrapper with a supernatural bond with his vehicle. Tending towards the Chaotic Alignment, the Petrol Head has an Ace Die that can be used when rolling for vehicle control or stunt rolls, vehicle appraisals and repairs, and collision damage inflicted on other vehicles. The Class also has a Mojo Die, rolled whenever Luck is expended to determine how many points are available and recovers spent Luck by spending time behind the wheel of his vehicle. The ‘Fuel Hound’ ability means that he can sniff out nearby sources of fuel and he begins play with a buggy or small car, but can of course, steal, salvage, or even build bigger. The Class is simple and easily slots into the rules provided for vehicles and vehicular combat presented in the rest of the issue.

The rest of the rules continue with ‘Mayhem Behind the Wheel’ which details the basic effects of speed. The latter is given a level between one and ten, equating between ten and one-hundred-and-fifty miles an hour, giving each level a Handling Modifier for vehicle control rolls, a Wipeout Die rolled when a vehicle control roll is failed, and a Ram/Collision Damage Bonus, as well as a rough figure for movement, both per hour and Round. A vehicle control roll is made for various actions and manoeuvres, such as making a sharp turn, a bootlegger turn, drifting, avoiding hazards, and jumping gaps of various sizes, which can be modified by driving at night, with flat tires, accelerating too fast, and so on. If the vehicle control roll is failed, a roll has be made on the ‘Wipeout Result’ table. This can result in a skid or spin, minor, full, or multiple rolls, and worse! ‘Vehicular Manslaughter’ presents the rules for vehicle-to-vehicle combat, which are kept relatively abstract to prevent play from bogging down in technical details. Thus, range is kept to three bands—‘Close & Personal’, ‘On your Tail’, and ‘In the Distance’, with the latter equating to a variable number of steps between two vehicles. The lead vehicle sets the basic speed of the chase, and then anyone behind decides their own speed, typically to gain enough steps to get within ‘On Your Tail’ and ‘Close & Personal’ ranges. Vehicles that fall twelve or more steps behind loose the chase, but those with ‘On Your Tail’ and ‘Close & Personal’ ranges can make attacks. Drivers and passengers can make ranged attacks against another vehicle and its driver and passengers. This can be with personal weapons or it can be with flamethrowers, grapples and tow hooks, chemical weapons, flamethrowers, and more. It can also include magic! Plus, of course, one vehicle can ram another.

‘Popping the Hood’ covers what happens when car combat is over and a vehicle has come to a stop, and everyone aboard needs assess the damage and how much work is needed to repair it. This is determined by a rolled on the ‘Wreck Damage’ table with a modifier for the amount of damage suffered. ‘Fuel Consumption’ highlights fuel as an important commodity and a factor that a Petrol head will need to keep track of during play. Every vehicle has a Fuel Tank and a Guzzle rating, the latter a penalty to Fuel Use rolls. A Fuel Use roll is made after each hour or travel and after a battle, with modifiers for speed, time, weight, damage, and more.
‘What’s Under the Hood?’ lists numerous vehicles according to Type, Quality, and Traits. Type includes motorcycles, buggies, cars, vans, pickup trucks, and trucks of all sizes, all with their own stats and Traits. The stats look very similar to that for an NPC or monster, although with additions for Fuel Tank and Guzzle ratings, plus various Traits. For example, a Pickup Truck looks like this:
Pickup Truck: Init +1; Atk rundown +5 melee (2d8+Ram); AC 16; HD d12;
Speed Level cruise 3/ max 5; Act 1d20; SV Fort +4, Ref +0, Will NA; Fuel Tank
1d10; Guzzle 4.
Basic Traits: Extra Cargo ×2, Rugged, Hauler
To the basic stats can be added a Quality Level—‘Beater’, ‘Keeper’, or ‘Custom’—and various Traits. A ‘Beater’ Quality Level vehicle just runs, most of the time, a ‘Keeper’ vehicle is relatively reliable, and a ‘Custom’ vehicle is a prized artefact of a bygone age. Each Quality Level modifies the basic stats for a vehicle, starting with its Hit Dice and Wreck Check, and then more and more as the Quality Level improves. The list of Vehicle Traits is extensive. It includes ‘Armoured’, ‘Dangerous’, ‘Fuel Efficient’, ‘Off Road’, ‘Open’, ‘Weapon Mount’, and a lot more. This being a Dungeon Crawl Classics setting, it even includes the ‘Possessed’ Trait, which means that the vehicle is powered by a trapped elemental or minor demon. This provides extra bonuses, but changes the fuel needed from petrol or alcohol to something like raw meat or sweets!

The issue changes tack slightly with ‘The Random Road Gang Generator’, a guide to creating gang threats and NPCs to be encountered in the wastelands. The options determine the appearance of the gang, the weapons it is armed with, what vehicles it has, and its motives, as what special features it might have. The latter can include anything from trained beasts to combat drugs. The trained beasts range from pterodactyls and giant ant workers to pigtipedes and ape-men. There are numerous options here that the Judge can randomly determine, or simply pick from. Also listed here are the setting’s vehicular weapons, oddly out of place. Otherwise, this a really good set of tables and entries, allowing for a lot of variation and individualisation between one road gang and another.

Penultimately, ‘d100 Stuff Found on Apocalyptic Roadways’ is not just a table of random stuff to find, but also a table of encounters too. It is pleasingly useful. Lastly, the entry for the ‘Twisted Menagerie’ is the ‘Petrol Zombie’. Written by R. Dale Bailey, Jr, this is not a new monster, though it is new to Dungeon Crawl Classics. The Petrol Zombie is a mutated undead which stores petrol in its guts, which can then spew in an attack that can cause Petrol Sickness. This can cause cancerous boils that erupt and turn the defender into another Petrol Zombie, or at the very least, difficulty breathing, confusion, and vision loss! This is a nasty monster, but at least if unpunctured, its stomach can be pumped to collect the petrol.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 6 is serviceably presented. It is a little rough around the edges, as is some of the artwork, but overall, it is another decent affair. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 6 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 5 was a good issue, full of lots of tongue in cheek post-apocalypse Swords & Sorcery fun, and whilst it may not be Swords & Sorcery, Crawling Under A Broken Moon Fanzine Issue No. 6 continues that fun. It handily adapts its source material and makes vehicles, vehicular combat, and vehicular mayhem very playable using Dungeon Crawl Classics. The familiarity of the source material also means that this is the most accessible of the issues of the fanzine to date.

Friday, 3 May 2024

[Fanzine Focus XXXV] Crawling Under A Broken Moon Issue No. 5

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 another Dungeon Master 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 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

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

Crawling Under A Broken Moon Fanzine Issue No. 5 was published in in December, 2014 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, and Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting. The setting has, of course, gone on to be presented in more detail in The Umerican Survival Guide – Core Setting Guide, now distributed by Goodman Games. The setting itself is a world brought about after a rogue object from deep space passed between the Earth and the Moon and ripped apart time and space, leaving behind a planet which would recover, but leave its inhabitants ruled by savagery, cruel sorcery, and twisted science.

Crawling Under A Broken Moon Fanzine Issue No. 5 is where the fanzine really begins to deliver on its promise of gonzo post-apocalyptic content. This is because it has to take its inspiration—its very obvious inspiration—and adapt that without incurring any legal issues, making it playable, and making its source recognisable. This is because that inspiration is He-Man and the Masters of the Universe, the cartoon series based on the toy line from Mattel of the same name. Unfortunately, the history of He-Man and the Masters of the Universe and gaming has been decidedly spotty, including a poorly received Masters of the Universe Roleplaying Game published by FASA, Inc. in 1985 and the more recent He-Man and the Masters of the Universe Battleground miniatures skirmish game from Archon Studios. Sadly, the planned Legends of Grayskull: Masters of the Universe Tabletop RPG using Cortex Prime from Fandom, the company behind Dungeons & Dragons online tool D&D Beyond, is yet to appear. In the meantime, there is Crawling Under A Broken Moon, Issue No. 5, which serves up something almost, but not quite like He-Man and the Masters of the Universe.

The issue introduces a land that lies in the northern reaches of Umerica. This is Aetheria, where the Masters of Castle Oldskull do fierce battle with the lich Skull-Or and his mighty minions in the Darklands beyond! The setting is introduced in ‘The Kingdom of Aetheria’, a land of forests and wetlands surrounding the Great Inland Sea, whose scattered tribes were united by the mighty hero, Mach-O [sic] with the strength of his sword arm and mystical arts. Dotted here and there throughout the kingdom are the ‘Grey Castles’, actually bunkers from the Forgotten War, in which can be found powerful arms and armour and even vehicles. The great Aetherian Heroes, worshipped as such by the populous, and employed by the kingdom’s rulers as protectors, covet this leftover technology, so controlling it is important. Thus, many provincial rulers take these bunkers as their headquarters and armories, controlling the flow of the technology into the hands of hired heroes.

This hero is detailed in ‘The Aetherian Hero Character Class’. Each follows the code of Mach-O in fighting evil, though the interpretation varies, so that some just fight evil and do nothing else, whilst others undertake other duties. Either way, the Aetherian Hero expects to be paid for his services. The Aetherian Hero will also need to achieve a great deed or survive a Character Funnel, if he is to be rewarded with a hero’s name and whilst he is trained in the use of most weapons and armour, he regards using anything other than Forgotten Tech artifacts or Aetherian Tech arms and armour as dishonourable and anathema. The Aetherian Hero Character Class begins play with set of Aetherian Armour and one Aetherian weapon, but can go to a Grey Castle at each Level and ask for more. The origins, material, appearance, and even Armour Class bonus of the armour is randomly determined, whilst the Aetherian Tech weapons are impressively oversized, so are not as easy to use, but do inflict extra damage and impress or intimidate in equal measure.

The Class also possesses an Honour Die, which is added to feats of Strength, attempts to intimidate or impress, and all damage rolls with melee or Forgotten Tech weapon attacks. However, it can be lost if the Aetherian Hero uses normal weapons and armour, undertakes menial labour the likes of which the peasantry would do, or refuses a challenge offered by an opponent of worthy stature. Overall, the Aetherian Hero Character Class has the feel of the big dumb, but honourable barbarian warrior, offering a technology-focused option in feel rather than play.

The technology itself is discussed in ‘Forgotten Tech of the Un Men’, the Un Men being robotic warriors programmed with human consciousness. Their technology is leftover from the Forgotten War, and whether it is a blaster, jetpack, armour, or personal vehicle, requires a power cell to work. Worse, the technology is temperamental and if it is used too often—even in the course of a day—it can suffer a meltdown and drain the power cell. The meltdown means that it simply stop functioning after rebooting, suffers a delay in its function, or even detonate! Common devices, once ubiquitous and cheap before the Forgotten War, include Power Harnesses and Power Swords, their abilities varying from device to device.

‘Into the Dark Lands’ describes the blighted, rocky land that lies to the north of Aetheria under sulphurous clouds, riddled with tunnels leading to horrible sites of ancient power and evil. It is home to two different factions which would change Aetheria if they could. The warrior Black Sun leads a number of Aetherian freemen and Tree-Hobbits against the southern kingdom in an attempt to reform the conditions of the common man, whilst the Warrior Lich, Skull-Or, powerful and corrupt wizard-hero

of Aetheria who was imprisoned in Castle Oldskull byMasters of Aetheria, where he learned its darkest secrets before escaping into the Darklands. That secret is very dark indeed—especially for wizards—and adds a nasty twist to the inspiration for Crawling Under A Broken Moon, Issue No. 5. Both Black Sun and Skull-Or are fully statted, so can appear as NPCs in the Game Master’s campaign, and in the case of Skull-Or, cackle a lot. The article really focuses on the NPCs, so the Dark Lands are underwritten.

Penultimately, ‘Castle Oldskull and the Masters of Aetheria’ details Castle Oldskull, a sapient extra dimensional fortress dedicated to the eradication of ‘evil magic’. Interestingly, it is possible for a First Level Player Character to pledge himself to Castle Oldskull and join the Masters of Aetheria. A successful applicant needs to complete a dangerous quest and only then will he become a squire. There are benefits, including healing and free ammunition for ranged weapons, but members cannot use sorcery and nor can they kill evil sorcerers. They have to be returned to Castle Oldskull for imprisonment. Included are descriptions of the current Masters of Aetheria—Mighty Man, descendant of Mach-O, Maste-at-Arms, cyborg with excellent scientific skills, Slam Man who magic helm is so tough he can survive any blow to the head—and more, most notably Geek-O, an inept and bumbling magician from another dimension! Castle Oldskull is essentially a character in its own right with its own agenda, not always aligned with those of the Player Characters.

Lastly, the regular column of ‘Twisted Menagerie’ details two new monsters. These are the ‘Serpentoid’, a muscular two-headed serpent man with an evil outlook and a liking for the mutagenic herbs that grow in the Dark Lands, each has a different mutation, like a prehensile tongue or a hideous rattle, and an ‘Un-Men’, one of the Robotic Tyrants from the Forgotten War, rarely found, but if so, typically in hibernation mode. These range from flamethrowers and plasma cannons to extension arms and Hypno Vox, and that is in addition to the Drones—effectively flying blasters—hosted by each ‘Un-Men’. Together, these add an extra pair of threats to the Dark Lands and are decently done.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 5 is serviceably presented. It is a little rough around the edges, as is some of the artwork, but overall, it is a decent affair.

The problem with Crawling Under A Broken Moon Fanzine Issue No. 5 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 5 is a big improvement over Crawling Under A Broken Moon Fanzine Issue No. 4. It has more usable content, even if it is devoted to one theme. And what a theme it is! Over the top, ever so slightly tongue in cheek post-apocalypse Swords & Sorcery, very knowingly inspired by Saturday morning cartoons of the eighties, given an ever so slight, but dark twist. The result is engaging and entertaining, with easy to spot and embrace references, such that even the gamer with the barest of knowledge of He-Man and the Masters of the Universe (and to an extent, She-Ra: Princess of Power) can play with the contents of Crawling Under A Broken Moon Fanzine Issue No. 5.

Friday, 29 March 2024

[Fanzine Focus XXXIV] Crawling Under A Broken Moon Issue No. 4

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 another Dungeon Master 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 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

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

Crawling Under A Broken Moon Fanzine Issue No. 4 was published in in December, 2014 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, and Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play. The setting has, of course, gone on to be presented in more detail in The Umerican Survival Guide – Core Setting Guide, now distributed by Goodman Games. The setting itself is a world brought about after a rogue object from deep space passed between the Earth and the Moon and ripped apart time and space, leaving behind a planet which would recover, but leave its inhabitants ruled by savagery, cruel sorcery, and twisted science. Crawling Under A Broken Moon Fanzine Issue No. 4 focuses a particular aspect of the Cleric Class in the Dungeon Crawl Classics Roleplaying Game, but obviously for the Umerica and Urth setting. This is the Patron, the particular deity or entity that that the Cleric has sworn to worship and serve, and in return gain access to a number of spells that only a member of his faith can cast.

The first of the three Patrons described in Crawling Under A Broken Moon Fanzine Issue No. 4 is actually a throwback to Crawling Under A Broken Moon Fanzine Issue No. 2. ‘The Earth Brain of the Cyberhive’, which is fascinated understanding how living beings conceive and react to Life and Death, the Cyberhive actually being fully detailed in the previous issue along with its Zombie Monk and Robo-Lich servants. Its fascination with life and death is not reflected in all of the spells it grants. Defensive Upgrade providing temporary cybernetic armour to one or more targets and Control+Alt+Delete enabling the caster to control computers and robots, but Create Cybomination actually creating reanimated undead with cybernetics. ‘The Mighty Kizz – The intergalactic god of Rock and Roll’ is the uber masculine god of awesomeness dressed in black leather, jagged spikes, and chains and never without Soulbreaker, his massive, flaming battle axe guitar, in his hands. He does not demand that his worshippers be musicians or even play an instrument, but rather that they obtain a state of ‘Enlightened Awesomeness’ and apply it to everything they do, because if something is worth doing, it is worth being ‘Awesome’ about it, especially if it entertains him! The results of his Invoke Patron check is particularly entertaining, such as summoning a stampede of spectral fans or causing a wall, floor, or ceiling to transform into a wide mouth with bright red lips, sharpened teeth, and lengthy tongue that attempts to lick up all enemies and devour them! The entertaining them continues with the spells Kizz my Axe, Mosh Pit, and Aspect of KIZZ. The Mighty Kizz is obvious in its inspiration, but it is over-the-top, wild-haired fun.

The third of the Patrons is ‘Theszolokomodra – the 1000 headed multi-dimensional Hydra’. Also known as the Unknowable Serpent Sage, the Observer of Realms, the Many-headed Master of Secrets, its actual purpose is inscrutable, but Theszolokomodra does is known to study the views from thousands of dimensional portals that surrounds its glittering Thronemound. Worshippers become hosts to its Servitor Worms and gain the benefits of Theszolokomodra’s knowledge such as a glimpse of the future, a question asked of the Game Master answered truthfully, whilst the spell Tactical Display drops stat blocks over the heads of enemies that the caster can read, Wraith of the Worm makes the host’s Servitor Worm target the host enemies with a bolt of gut-twisting pain, and Dimensional Maws calls forth several of Theszolokomodra’s jaws to chomp at the caster’s enemies.

The Patron theme continues with ‘Patron Objects’ and its first entry with The Solar Saber. This is an intelligent techno-magical weapon, originally created to kill Cyber-Sorcerers. It has to be wielded by a worthy—and thus Lawful—user, and it will only do its fullest damage against Cyber-Sorcerers, otherwise its damage is reduced or even negated. Three points of Luck have to be sacrificed to bond with it, and it has to be invoked to use, but can taint the wielder too, so effectively the equivalent of a mini-Patron that the Player Character is wielding!

Lastly, the ‘Twisted Menagerie’ describes the Rocker, a Heavy Metal Elemental, which is the mindlessly devoted servant of Kizz. Just as silly and knowing as Kizz himself, they congregate in small groups, wear black tee shirts, and really only spring into action when there is music and then they slam dance each other and anyone caught in their own personal mosh pit!

Physically, Crawling Under A Broken Moon Fanzine Issue No. 4 is serviceably presented. It is a little rough around the edges, as is some of the artwork, but overall, it is a decent affair. The problem with Crawling Under A Broken Moon Fanzine Issue No. 4 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 4 is a fairly light affair and upon first glance, it feels a bit one-note, dealing with just the one aspect of the setting. That feeling never goes away, even despite the fact that the three Patrons are really quite fun and the inspiration for The Mighty Kizz is obvious. Plus, ‘The Earth Brain of the Cyberhive’ really does feel as if it should have been included in Crawling Under A Broken Moon Fanzine Issue No. 2, and it does feel like perhaps each of the three Patrons could have had a monster or their own or a Patron Object, just to develop them a little further. Perhaps there should have just been the one Patron in this issue and there should have been something else to balance it.