Monday, February 25, 2019

White Jungle Races: Plumed Reavers & Mole Rat People

By Evlyn M

In the hypnogogic twilight of the threshold of slumber a vision wafts towards you on the fragrant, scented breeze that blows through the bright groves and shady bowers of the White Jungle. Oh intimations of strange races from a topsy turvy jungle! Perhaps in your next opium dream your psyche may be cast into the role of one of these vessels of adventure.

Plumed Reavers

By Evlyn M

Flocks of these winged humanoids may be seen flitting from tree to tree in the Bright Groves and the Windy Isles, the sparse and airy lowest levels of the White Jungle, where they dwell. Their originally bright and colorful plumage is stained and mangy from constant exposure to the jungle's offal rains. They are counted among the many hazards of the jungle's lower levels, their rotting parrot's finery and the sounds of their beating wings striking fear into the hearts of jungle denizens. For they are savage raiders without mercy, who delight in the suffering of their victims, often dropping bound victims to their death in the heavens below for sport. Although their tastes are crude, they enjoy bartering the goods they seize for colorful baubles and arms, and have a bird's curiosity.

Plumed reavers have developed immunity to the offal rains of the White Jungle. In addition, their hardy immune systems grants them +4 to save vs. disease. Starting at 2nd level, their wings become strong enough to support flight. At this point, they acquire a fly move of 12", which requires space for a 6" wingspan. They must for a round for every turn of flight.

Min/Max: Str 9/18  Int 3/15 Wis 3/16 Dex 6/18 Con 12/18 Cha 3/16
Racial Adjustments: Con +1 Chr -2 Wis -1
Permitted Classes: Fighter, Ranger, Druid
XP Adjustment: -10%

The party from the waking world currently has a cautious if neglected alliance with the savage plumed reavers. Bryan Mullins played a plumed reaver, Keew, who helped the party pillage the riches of the legendary lost Hanging Palace.

Mole Rat People

By Evlyn M

The mole rat people live in the darkness of the massive root ball warrens in the Brambles at the top (the base) of the White Jungle. They are diminutive, with pink wrinkled skin and twitching whiskers. They are great believers in rank and station, their society abounding in a superfluity of hereditary ranks, and honorary titles under the benevolent authority of their beloved Queen Bethany. Although they never wear pants, they otherwise dress as befits their stations with epaulets and medals, and tiny suits of armor and weapons. They are prone to romantic dispositions, heroes and scoundrels both.

The mole rats are small in size, roughly 2.5 feet tall. They must wield tiny weapons that do 1 die less damage. (So a two-handed sword does 1d8, and a longsword 1d6.) Their vision is keen in the darkness, but sensitive to the light. They can see 120' even in pitch darkness, 60' in shade, but only 30' in sunlight. Their time in the rootwarrens allows them to detect sloping passages, and they have an unerring direction sense underground. They receive saving throw bonuses as halflings, and a -2 AC  against normal sized opponents or larger.

Min/Max: Str 3/14 Int 5/18 Wis 5/18 Dex 6/18 Con 3/18 Cha 6/18
Racial Adjustments: Str -1 Cha +1 Dex+1
Permitted Classes: Fighter, Paladin, Thief, Magic-User
XP Adjustment: +10%

Evlyn M

The party from the waking world are fast friends with the mole rat people, having all received the title of Knight Errant after helping them vanquish the hideous encroaching hybubs, boneless oozing ghouls. Aleks Revzin will soon be taking over a beloved NPC mole rat person, The Viscount LeGrande, pictured below.

The Viscount LeGrande

Thursday, February 14, 2019


I believe Mandy, Jennifer, Hannah and Vivka. If you haven't read their harrowing accounts of Zak Smith's abuse, you should go do that right now. Thank you for your bravery. I completely disavow Zak Smith. I have blocked him on every social media platform. I will never play a game of Dungeons and Dragons with him, or work with him, or buy one of his products, or speak to him again. Our attention should be on the victims who have come forward and what they have to tell us. Support them any way you can. I have tried to.

But I have to apologize. And to say something about Zak and the OSR community. Because I think we're at a crossroads and what we do next is very important. If you think that's navel gazing I understand completely. Please stop reading now.

My connections to Zak are long, and I don't want to minimize them. I read Playing D&D with Pornstars from the beginning. It was from that blog that I learned about the existence of G+. While I was slow to get on it, and so missed the exuberant early days, I've been on for the last 5.5 years. When I joined G+ I didn't have a blog, had never published anything, hadn't been much on forums, and so no one knew who I was. Here was my very first post:

There was Zak, happy to immediately friend a newbie and play along. Another thing about Zak is that he had great taste (from my perspective). Some people would find our community through his blog and the other blogs he promoted--improbable people who showed up with rare talents, and he would promote their work right from day one. It was a clique of very creative people. Even though I haven't produced very much--one zine, a long running online game, a blog I post to once in a blue moon--he generally promoted my work. He played occasionally in my online game as well, including the early sessions, and he praised it. I benefited in that way from the increased social capital that his support gave me.

Zak also was a producer of public goods for the OSR. He seemed to have almost limitless time online. He helped convince people to get on google plus in the first place. He helped to organize FLAILSNAILS and Constantcon. He invented the term "Gygaxian Democracy" and popularized that improvisational communal practice that produced many wonderful things. I say this about his role in the community because some people inside the OSR are saying, "He wasn't at the heart of things, I blocked him ages ago" and a lot of other people outside the OSR are saying "He was at the heart of things because he was a master manipulator". I agree that the OSR was a huge mosaic with many sub-communities and people unconnected to Zak. Plenty of people kept him at arms length, or just had their focus elsewhere. I also don't want to deny that he was good at manipulating people, judging from the testimony of his victims--and my own (far lesser) experience--I would say he was very good at that. But the sad truth is that to the extent that he was at the heart of the OSR it was mainly because it's a volunteer operation and we let him do so much for us, especially those of us who were in and out of his clique.

Of course this came at a terrible price that I was wrong to tolerate. Oh my lord the fights he would get in with people. Nasty. Internecine. Interminable. Sometimes conflagrations inside the OSR around nothing more than personality, or (increasingly) with violation of his strange code of conduct for internet conversations. This created so many schisms that it was hard to keep track. I struggled to keep straight a mental map of the contours of the discrete neighborhoods that his conflict produced in my community, a cartography of wreckage wrought by his aggressive logos.

But more often these conflicts were with Story Games folks. I didn't know anything about Story Games at first. What Zak said about the community had a veneer of initial plausibility (he was smart), but over time it became clear to me that it was a bizarre obsession, a kind of holy vendetta. He was occasionally wronged by people from the SG world who would say some false thing about him. As Mandy says, at times his conflicts could spill over into anonymous rape threats and demeaning comments directed at his players (the eponymous porn stars of his blog title). That's terrifying and awful, and I have no idea who was behind them. But mainly as far as I could tell he was getting into senseless fights with SG people he disagreed with about games, fights that escalated rapidly because of his aggressive tone, and his intolerable argumentative style. He then kept tabs on the folks he was fighting with and prodded them frequently. And he had tiresome and elaborate theories about how his doing this made our community better. He had so many theories, and I never believed any of them. But I didn't do anything about it. 

Moth Hag, by Evlyn M

The first apology is to people he bullied inside the OSR. During a conflict between Zak and Paolo Greco that shook the OSR community, Evlyn M, a dear soul and brilliant artist, and a regular player in my game, bravely came to Paolo's defense and took a stand against Zak's bullying. When I had to choose between Zak and Evlyn, it was clear that I had to choose Evlyn. After all, Zak had brought all this on himself and Evlyn was only doing what seemed right to her. But all I did was kick him out of my group. That wasn't nearly enough, not by a long shot. I should have stood up to his bullying then--long before then--and condemned it.

So Evlyn ended up leaving the fucking OSR, because Zak papered things over with Paolo and life went on, and she had earned his enmity in the process. He was too central to the OSR, he was everywhere, even if you blocked him you saw him get tagged in comments or gossiped about, and she found it too stressful to be around him, because--you know--he keeps names. Evlyn I'm so sorry, I hope you can forgive me. And all the other people like Evlyn. I'm so sorry to all of you.

When I had decided to kick Zak out, I had a face to face conversation with him over hangouts to explain. Things were rocky for him at the time, because the OSR had risen up in a wave of revolt against him in defense of Paolo, and it wasn't totally clear if he was going to survive. (This is when Patrick Stuart washed his hands of him.)

by Miles Johnston

When we talked it was like I was speaking to a completely different person from online Zak. He was a prince. He was generous. He said nice and empathetic things about some of the people he feuded with. I was actually grateful to him at the time for handling it all so reasonably. Although he didn't agree with Evlyn, he understood my position. He said that it sucked getting kicked out of my game, but I could make it up to him by writing a piece for his upcoming horror game Demon City. It felt transactional and icky. His framing it as something I owed him made it hard to write the thing, and I refused money for it in the end although Mike Evans offered. But I wish to God I hadn't agreed to write it, and hadn't promoted his game by posting about the kickstarter on google plus. So I'm sorry for that too. 

The other group of people I really want to apologize to are story games folks. I did nothing to rein in Zak's bizarre vendetta against your community, other than argue with him occasionally about people I've come to admire like Johnstone Metzger or Jason Cordova.  I feel very bad about this. I know you don't know me yet, and so have no reason to forgive me. But one of the great hopes I have for the OSR is that it can now begin to heal the rift with those parts of the SG community that are interested in cross-overs. I think this would be very good for the OSR, and that we have many shared interests and overlapping design values, as the success of Fear of A Black Dragon shows. We have a lot to learn from you, if you'll let us.

The future for the OSR is uncertain at best with google plus going away, and now this. I don't know if the community will survive. But I hope it does, because I love this community. At its best, there are so many brilliant, vibrant, decent people sharing with one another in an open spirit, and producing extraordinary things. If we do keep going, on Discord or in some more diffuse form, we have to make absolutely goddamned sure that we don't let a narcissistic bully--and SO MUCH WORSE as it turns out, a domestic abuser and misogynist--do the work for us again. And we have to protect ourselves against someone who poisons our relations to one another and to surrounding communities for reasons that we do not share.

I am moderating comments for the time being on my blog. I welcome criticism and will certainly post it and try to respond to it, even if it's angry. I deserve a measure of your wrath. But I will not approve comments from Zak (or Kent). 

Tuesday, January 8, 2019

Google Plus Mix Tape, Track 01: Flailsnails

I have been on Google + for five years now. I have met so many of wonderful people there. We have shared practices, theory, information, and bits of wonder, frozen starlight, passed gleefully from one outstretched elfin hand to another. I have been in on the jokes (some actually funny), and shared sorrows with you. I have learned how to play Dungeons & Dragons with you, in unimaginably rewarding and novels ways. But now Google + is going away. So I made you this mix tape. I think you'll recognize some of the songs. I hope you like it.

Track 01: Flailsnails

Before the OSR got onto Google +, it lived mainly on blogs and in forums. There was a rich blogging scene in 2009-2011, with many blogs posting 3-5 times a week. This led to a sprawling conversation that was conducted via comments and cross-pollinating blog posts. There were limitations to this scene, because mainly people knew other people only if they both had blogs. So the bar to being in conversation with others was quite high, namely, being willing to post frequently on a blog you maintained. As a result, many people were probably like me at that time: a lurker who didn't really feel able to participate in the conversation.

The transition from the blogosphere to the Google+ scene came in 2011. People were drawn largely because of the new possibilities of gaming that Google+ provided through the combination of social media and the Google Hangouts platform. The F.L.A.I.L.S.N.A.I.L.S. Conventions were first published in August 2011. They were the brainchild of three people: the idea was originally proposed by Calithena to Zak Smith and Jeff Rients, and the three of them worked out the conventions together. They were published simultaneously on Zak's blog D&D With Pornstars, and Jeff Rients' long running blog Jeff's Gameblog. The idea was simple. If you signed onto the conventions, then you agreed to allow PCs from other campaigns into your online game. You opened the doors of your game to a bunch of dimension hopping weirdos who showed up to plumb the mysteries of your world, pull off heists, and generally get into a lot of trouble. This led to the phenomenon of ConstantCon, a rolling series of dozens of hangouts games, such that on any given night you could jump into an adventure somewhere in the multiverse.

At its height, enough people were playing that the whole thing took on a player-driven, campaign hopping, mission-based feel. For example, when one group of PCs got themselves imprisoned in Castle Amber in Wessex, other players would put together a team for a rescue mission. Consequences sometimes followed characters between worlds, like when Brutal Pete stole a statue of Blibdalpoop and charmed one of the god's avatars in Herman Klang's game, and an invasion of kuo-toa followed Pete to Jeff's Castle Vyzor game. Markets developed trading in items acquired in different worlds. Got a problem in the Hill Cantons? Maybe you can solve it with an item from New Feierland. Characters made name level, and opened which other players caroused in downtime. There was a misty wandering neighborhood, the Snail Quarter, in which flailsnails characters took up residence. There was even a character, Sir Alan of Partridge, owner of the (not so) legendary sword Chatscalibur, who ran a talk show interviewing other flailsnails characters.

And the characters! Some of them became Google + household names. Most notorious and beloved was, hands down, Jez Gordon's Man-rider. Rolling 3d6 down the line, Jez got a total attribute modifier of -8. Always game, he decided that the character must be a legless goblin. He rolls into adventures riding on the back of a nameless human servitor.

Man-Rider, illustrated by his player, Jez Gordon
In one session, Man-Rider had a god give him a ride, in another he got cloned, but, infuriatingly, the clone had legs. Eventually he became a paladin, which is good, because then he could aspire to one day summon a super fancy man-mount. You can read the (almost) complete history of his legendary exploits here.

Other names that come up again and again include Sir Ward, Reynaldo Madrinan's Lawful Good paladin who acquired the Sunsword, and once, by using a coin-operated vending machine, had the misfortune to accidentally crash the Broodmother Skyfortress, destroying an entire town of innocent souls; Mo, Scrap Princess' drunken lost soul from the shit holes of New Feierland, whose main positive accomplishment was a certain rescue operation to be discussed shortly; Blixa and Gleichman, Zak Smith's human thief and his dog; Phillip the Bloody, Evan Elkan's taxidermy obsessed wizard whom Blixa accidentally killed; Noggin Threeteeth, Barry Blatt's cockney, anarcho-syndicalist, dwarven sewer worker from the City State of the Invincible Overlord, who was slain by spectres in the Dark Tower; Malice A'forethought, Zach Marx Weber's white elf assassin; Aleksandr Revzin's Brutal Pete, hated of Blidolpoop; Shoe Skogen's Elsgin; Ba Chim and Father Jack of Hill Canton's fame, played respectively by Humza Kazmi and Michael Moscrip; Quartle, Eric Boyd's Frogling wizard; Anxy P's Babs Mackelthorpe; Tony, Paolo Greco's Pigherder, and his pig Hansel; Joshua Blacketter's wizard Pete Loudly, who rose all the way to 14th level, along the way killing a frog god, and unleashing She Who Dreams and Whose Dream is the Sea on an unsuspecting world; and Magic Meryl, Nick Kuntz's wizard who became a casual cannibal after studying the Scroll of Ghouls a little too intently, and was smothered by serpents only to be reincarnated as a halfling.

A group portrait of flailsnailers that includes both Brutal Pete and Magic Meryl by Nick Kuntz; click to embiggen.

And last, but by no sane accounts least, Barnabus Sleet, Maxime Golubchik's absolutely game-breaking muscle-wizard. By the end of his career, he was able to kill dragons with a single punch, and had five attacks a round, and an AC of -8. He once killed the god of the lizard men by punching her to death. He was that kind of guy.

Barnabus Sleet, drawn by Sam Mameli
What were the conditions of possibility for the amazing phenomenon of ConstantCon? For one thing, a heck of a lot of folks had been running games using either familiar older rulesets of D&D or an increasing host of retro-clones, or other systems that were variations on these themes. This meant that converting from one to the other was not too hard, in fact, usually a breeze. For another thing, various principles of play, like high-lethality, unbalanced, challenge oriented, location-based adventures, and the 1XP per GP rule, were widely shared practices in the gaming of the relevant community of bloggers and forum goers. Everyone was familiar with the trope of the dungeon crawl, and with the idea of a megadungeon, and sandbox, all of which both lent themselves very well to this style of play. Finally, the integration of Google + and Google Hangouts made scheduling and running a game very easy.

My guess is that FLAILSNAILS, more than anything, probably congealed a joyful solidarity and a living culture of play in the OSR. Everyone was playing in everyone else's games all the time. Everyone got to know everyone else by seeing them face to face, and sharing adventures with them. Useful techniques were carried like a virus from one game to another. Things that didn't work so well were tried and left behind. People came to know one another's campaign worlds as living things by cycling through them in a low commitment, high-octane, gaming. People were led to push the limits in creating in kind of competition with one another.

This percolated beyond the world of FLAILSNAILS. When I started my dreamlands game online, a bunch of folks just showed up, ready and knowing exactly what to do. We shared a set of assumptions about what we would be doing and how, everyone was familiar with the platform, and many of the folks knew each other (but not me, mainly). They were all, also, master players. I think FLAILSNAILS is partly to blame. (Another culprit were the long running non-flailsnails campaigns. Don't worry; I've got a song in that in a later track on the mixtape.)

When I was soliciting memories from flailsnailers on Google +, Trent B., the creator of the legendary New Feierland setting where many a flailsnails misadventures were had, popped in to remind his players about the fate of Trumpet, their donkey. It would be hard to come up with a better epitaph for Google +. 

But I learned later, in a twist of fate, that this was not in fact the end of poor, innocent Trumpet. For Scrap Princess' drunken ne'er do-well character Mo actually ventured to hell to retrieve Trumpet. And Shoe Skogen informed me that he now lives in a grassy meadow outside an inn somewhere. I can't help but feel that if we can bring Trumpet the donkey back from hell, then perhaps, after all, there is hope that we can give this wonderful community a second life, in some new, unimagined form.

Art by Shoe Skogen

Sunday, October 28, 2018

So You Want To Make a Zine: Part II

Although my zine is out, and has been well received thus far, I have had a number of serious misadventures that all could have been avoided. So I though I would share my experience with this for posterity, so that my suffering would not be in vain, and you could avoid the problems I brought on my own head.

The whole problem arose from the following immense miscalculation. I planned on doing a print run of around 200 zines (plus a few more for contributors copies, and so on). I worked out all the kinks in production to my satisfaction. Things were humming along. I had produced around 100 (half) of the zines I was going to sell. I had the product sitting there, it was all ready to go, and I was really itching to share it with people. So I decided to start selling them, figuring that I could just keep producing the remaining zines until I hit my goal of 200. Hahaha. Here are the problems that accrued:

(1) My zine sold very quickly, much faster than I thought it would. So supplies started to get low very quickly. Meanwhile, UPS lost an order of the cardstock I was using to print the cover of my book. Then the paper supplier told me they had run out of it, but found a couple of replacements. They charged me for it...and of course, then UPS finally found my package. So production was delayed and now I've got a lot of cardstock cover paper, more than I need. Not the worst problem but...

(2) In the meantime, my brand new printer broke. Like a catastrophic failure. So I ordered a new one, since it was under warrantee, and got the replacement for free. So production was delayed and I wasted a lot of paper in the process of trying to make the broken printer work. Not the worse problem but...

(3) So I set about using my brand new replacement printer for my brand new printer. It turned out to be a little finicky, to get high quality prints on the paper I'm using for the interior it's requiring me to forgo duplex printing. This make each zine take twice as long to print. That's not the worst problem but...

(4) The pages are coming out skewed, tilted to the side, using the fancy paper I've been making the interior of the zine from. When I try it with ordinary copy paper, it comes out straight. I assume somehow the replacement printer can't handle the fancy paper. I try everything to correct it for a couple of hours. And then it dawns on me. The fancy French Paper Co. ream of 1000 sheets of simple white 100t has been MISCUT, and is not in fact an 8.5x11 rectangle at all, but rather some kind of hideous parallelogram. You can see the skew of the paper sitting on the perfectly square bed of my scanner/printer below. Luckily, they are good people who immediately overnighted me replacement paper. That's not the worst problem but...

(5) All of this slow down in production with my zines was putting me under constant stress, because it was always the case that if I didn't fix the current problem quickly, I would be unable to fill existing orders. Under this stress I raced through things, trying to be as careful as I could, but working feverishly to fill orders. One person has reported to me that the pages were out of order in his zine. I also caught a zine without staples in it just today. So I'm about to send out a quality control email to each purchaser of a physical zine, to ask them to check the page order, stapling etc., and tell me if there is a problem so that I can send them a replacement immediately. The last thing I want is someone out there feeling unsatisfied. I'm trying hard to make a thing of quality, and I want it to arrive in the purchaser's hands exactly as it should be, period, end of story. So please let me know if there's a problem and I will fix it. 

My main reason for wanting to tell this story is that all of this could absolutely have been avoided. Had I merely printed my entire print run before selling, then I could have solved production problems in a leisurely fashion as they arose. I also would have been able to do a quality control test for each zine. In fact, I would recommend not only doing your entire print run before you begin selling a single zine, but also going down an explicit quality control checklist zine by zine, maybe every 5 or 10 zines you produce. Check that each is stapled, has been pressed and trimmed (if that's what you're doing), check that page order is right in each one, check that there are no print nozzle errors (white lines) on each of the major illustrations, etc. It pays to be patient, anal, and very careful. Otherwise you'll constantly be scrambling. I'll never do that again, and you shouldn't either.

Monday, October 15, 2018

At Long Last, Through Ultan's Door Issue 1!

At long last, I present to the waking world issue 1 of my new zine. Go through Ultan's door in this inaugural issue into the Ruins of the Inquisitor's Theater, a 30 room dungeon replete with oneiric puddings, delicate shadow puppets, giggling white swine, and much more. This zine contains everything you need to launch a D&D campaign in the Zyan, flying city of the dreamlands. The issue is printed on deluxe paper, and comes with a detachable cover that has a map printed on the interior by Gus L., and a separate card for encounters. Brought to life with stunning art of Huargo and brilliant layout of Matt Hildebrand, it is an object that may itself have come from beyond the veil of sleep.

This is the first of good things. I'm already at work on issue 2. I'll let you know about that soon. In the meantime, you can purchase both print versions and PDFs here.

Friday, October 5, 2018

So You Want to Make a Zine?

So I've been working away on my first zine, Through Ultan's Door, and the first issue is ready for physical assembly. Along the way, I got a lot of good advice from other people about techniques and gear. If you are interested in making a zine and don't already know it, you should join the G+ community called RPG Zines--it's a great repository of collective experience and helpful advice. I then fiddled around with their suggestions, learned about different kinds (weights) of paper, found out about the maddening limitations of various printers, and thought about weird stuff like how you actually staple on the incredibly narrow spine of a folded piece of paper. I thought I'd share the fruits of my experience with you, because you might want to try your hand at the zine game. This is the post I wish I could have read when I was embarking on this. A warning: if you aren't interested in making a zine, this post will probably be about as appetizing as a piece of cardboard. I should add that I'm a relative novice and other people know much more than I do.

Suppose that writing, art, and layout are done. You have a PDF ready to print. The first thing you need to think about is what kind of paper you want to use to print the zine. Broadly speaking, paper is divided between "paper" and cardstock. Cardstock is the thicker stuff, literally the stock for business cards and wedding invitations. There are three different weighting systems that people use to classify the thickness and sturdiness of paper. The most commonly used in the US is a system that simply puts paper and cardstock on a single spectrum by weight: 20 lbs is normal printing and copier paper, 28 or 32 lbs is what you might print a nice resume or brochure on, and 60 lbs + is cardstock. Another weighting system, used for example by French Paper Co, employs a separate scale for paper and for cardstock. On this system paper is called "text", so there'll be a weight and then the letter "t", and cardstock is called "cover" ("c"). So, for example, on this system 80t might be much less thick than 60c. Confusing, I know, but the link above converts the various measures for you.

This really matters because the weight of paper you use has all kinds of consequences, including aesthetics, price, the viability of trimming your zine, and what your printer is able to handle. The most important thing to say is that you really need to test out different paper weights and types on the printers you intend to use. Luckily, you can usually order single sheet samples of paper pretty cheaply from paper sellers (like $1 a piece). As Nick Kuntz taught me, if you want really fancy paper, the French Paper Co. will send you samples of every single paper style at every single weight they sell for $30 plus shipping. 

You'll get a huge box like this if you do.

People usually use a sturdier cardstock for the zine cover, and lighter paper for the zine interior. If this is your first attempt and you have a limited budget, my advice would definitely be to go with a 20 lb interior and 60 lb cover, both of which you can purchase on Amazon with free delivery if you have prime. Then you can literally photocopy the interior at a copy place, and either use a home inkjet printer to do the cover, or have a copy place do it for you, likely at color copying prices. It will cost you roughly between $2 (if you print the covers yourself) and $4.00 (if they print the covers for you) to physically produce each copy, and the end product will look and feel like a nice zine. But that's not what I did.

The first issue of my zine consists largely of the dungeon that lies on the other side of Ultan's door. I really wanted the zine to be usable at the table. So I decided to produce a zine with a detachable cover with a map on the reverse, like old school modules, that could even stand up like a tiny DM's screen. I also decided to include a separate card with the encounter table reproduced on it, so that you could have the map, random encounters, and key all open at the table, running the whole thing straight from the zine.

For this reason, I went with an 80 lb cover, which it turns out my inkjet printer can handle printing. It has a very sturdy feel and stands up nicely when opened at the table. I experimented with using 60lb cardstock for the interior of the zine, since I happened to have a huge stack of it lying around. I thought it might make the zine super fancy and nice. But it actually was too thick--aesthetically it didn't really feel like a zine in my hands. The other problem was that it made trimming the zine both urgent and impossible. (More on trimming shortly.) In the end I went with a roughly 32 lb interior on nice looking paper...because I could. This zine's been three years in the making, and so I want it to be nice.

Once you have your zine printed, you will need to fold it. I find that it's hard to get a really neat fold if you try to fold all the sheets at once, there's a lot of rounding and stress marks on the paper, and it's hard to keep the fold perfectly straight. However, an amazing device called a Score Pad recommended to me by Keith J. Davies solved that problem for me. It comes with a handy little bone folder to score the paper.

You lay the paper or cardstock on the score pad, which has a ruler along the top with tiny little grooves running along each 1/8" marking. You can then run the bone folder lightly along the groove you selected (5 1/2" in my case) to make a light score that doesn't damage the paper. You then can fold it over using the guard rail to the right to make a perfect, neat fold.

If you score it heavily enough, it'll fold immediately over into a perfect fold. But that might damage the paper and cardstock, so I use a second tool to flatten the page. Jarret Crader recommended this next amazing device to me, a Cosmos 4-inch Rubber Brayer Roller. It's a little roller that does the job very quickly and neatly by running it along the front of the spine of the paper like so.

I do this process for the cover and every page of the zine, stacking up the finished pages until I have a complete booklet. Next comes stapling. I tried two techniques. Many folks recommended the Bostitch booklet stapler to me.

But I found it really hard to use so as to get a perfect staple right on the crease of the spine. This matters, because if it's not on the spine, then the pages of the zine don't turn properly towards either the front or the back. The technique I hit upon instead uses the more traditional longarm stapler. I'm using the Swingline model. It comes with a ruler and a guide. I calibrate the ruler precisely to the right distance and then line the zine up with the Score Pad as a rail to keep it straight. After stapling the top, I just rotate the zine and do the bottom. Although it's not 100% fool proof, I've found it works pretty well to deliver almost perfect staples even for someone clumsy like me.

The next step, which Jacob Hurst recommended to me, is to press the zines down under a weight in order to get the whole thing compressed into a really neat looking zine. His recommendation was putting fives zines, alternating front and back, between two pieces of cardboard, and then putting a cinder block on top of that. Since I'm an academic I don't have any cinderblocks, but I do have some excessively heavy books.

I knew the Complete Oxford Encyclopedia would come in handy one day.

Once you have your neatly pressed zines, the next and final step is to trim them. When you fold a whole bunch of paper over, the thickness of each sheet pushes the next sheet forward, so that the sheets closer to the middle stick out. This is not very neat or pretty looking.

So the final step, at least for perfectionist is to trim the zine. Now comes some bad news. Most affordable paper trimmers are not capable of handling the thickness of your zine. So if you have a 36 page zine (big but not so big), that's 9 sheets doubled over, for a total of 18 sheets you have to trim through. And it's even worse if you're using a heavier paper weight, like I am. Most cheap paper guillotine trimmers can handle 15 sheets. The ones that can hand 30 or 40 sheets are very pricey. Another thing you should know is that you really need to get a trimmer that has a clamp to hold the zine steady, or you might get an uneven cut. That means that for a lot folks on a lower budget, trimming might end up being too pricey. I've heard you can just bring your zines to a print shop and have them trim them for you, so you might want to look into doing that.

Since I'm planning on doing this for a long while, following Gabor Lux's suggestion, my major capital investment was a very fancy paper trimmer. So meet the Terminator of office trimmers, the Dahle 564 Paper Guillotine, capable of handling 40 sheets, with a handy clamp. It even has a laser to show you exactly where you'll be cutting.

Here it is in action. Did I mention it has a laser?

Be careful when you use a Paper Guillotine. The pricey ones all come with guards, but it's still very easy to cut yourself on them. And for goodness sakes, don't leave it where a child could get at it. Here's a before and after on the trimming. It makes a big difference.

And here's a pic of the finished product. It shows the map on the interior cover, the key, and the encounter card (propped up) all in action.

Now I just need to make 200 or so of these things. Not counting the time spent in the press when yo can be folding other zines, it takes me 4 minutes and 7 seconds to assemble each zine. With about another minute to stuff and hand-label the envelope, that's roughly 5 minutes a zine. So I guess that's 16.5 hours of zine assembly. See you guys in a couple of weeks.

Monday, October 1, 2018

Reviews: Echoes of Fomalhaut

This is a review of the first issue of Gabor Lux's zine, Echoes of Fomalhaut. For those of you who don't know him, under the moniker Melan, Lux was a valuable contributor to early OSR conversations. He has exquisite taste if you like swords and sorcery running towards the weird. To get the flavor his imagination and bursting creativity, check out this thread about his creation of the undercity of Khosura. He has an English language blog primarily dedicated to reviewing old school modules. You can see a great recent interview with him on False Machine here. And now he has launched a zine.

While I have more nuanced things to say below, the basic message is: it's packed to the gills with fantastic stuff. It has the spirit of the best early Judge's Guild stuff and a quirky sword & sorcery flavor. If you like that sort of thing you would be a fool not to buy it. You can get print versions of the first two issues here and PDFs here. I gather the third issue is on the way soon.

The first issue has a random table of merchants, a section on house rules about morale, a massive selections of philtres and dusts, and no less than 3 adventures, including one, Beware The Beekeeper, with 49 numbered areas! Furthermore, the first issue comes with a large, folded player's map of an unnamed city, printed on nice vellum. Talk about value for your buck.

The table of merchants is wonderful. There are a total of 100 million possible combinations. Many results are themselves excellent adventure seeds, e.g. "A distracted judge pursued by a mummy is selling titles to a kingdom" or "a dull prostitute is selling snakes to ruin a competitor". Others are just very flavorful, e.g. "A paranoid vagrant is selling a shave, now on sale!" The next time I run the City State of the Invincible Overlord, I am absolutely using this table. The philtres and dusts are useful and flavorful as well. For example: "Dust of the Radiant Sun (400gp): a golden granule resembling finely crushed glass, the particles of this dust can be hurled into the air, where they stay afloat and become pinpoints of searing heat. Passing through a field of particles does 3d8 damage. The dust settles in 1d6 hours." Woah, how cool is that?

The biggest dungeon in the zine is Beware the Beekeeper. It is set in the Singing Caverns, so called because of the sound the winds make blowing through the three cave mouth entrances. It has a strong British Fighting Fantasy aesthetic. For example, one of the cave mouths into the dungeon is blocked by a door with three faces that can all be rotated for different effects. When I read the passage I just hear in my head, "If you twist the angry face, turn to page 243. If you twist the sleepy face, turn to page 12. If you twist the sad face, turn to 131. If you wish to retrace your steps and try another cave mouth, turn to page 44." On the first level, there are the chambers of a mad druid (the Beekeeper) accompanied by swarms of bees, a tavern run by orcs complete with menu options, and on a lower level, a bandit layer and some forgotten antique bathes. The dungeon is full of nice little touches, like this piece of treasure: "A discarded piece of brass hammered into the crude likeness of a fish is magical, and will make for a spear +2 if mounted on a shaft." I ran if for my son and his friends just the other day and it was fun.

This image by Russ Nicholson does not appear in the zine. But shouldn't it?

The zine contains two other adventure locales. The first is the Red Mound, a wonderful little adventure locale, with only a few places to visit, but each containing further adventure seeds. There's a potent but cursed sword, a hidden portal to someplace perilous, and a forgotten god whom one can serve. I like the idea of this kind of adventure locale, where it provides a series of flavorful hooks and seeds to be further developed by the DM. It would be a neat recurring feature in a zine, maybe called "Seeds of Adventure".

The last adventure, The Mysterious Manor,  is a bridge to the setting introduced in issue 2 of the zine. In fact, there are many bits and pieces of it that you won't know the full import of until you read that later issue. For this reason, I actually recommend reading it after you have read issue 2. My view is that this adventure, while containing some excellent material, is not quite as gripping as the other two. A pirate's gang of humanoid baddies have holed up in a mansion over the haunted crypts of an ancient family, the Bonifaces. The pirate's gang part is interesting, because Lux's humanoids have more varied and nuanced motivations than typical orcs, so negotiations or subterfuge will possible and prudent. Their cultist pirate boss is certainly cool. But still the upper levels didn't grab me especially, nor did the mystery of the haunting on the lower level. I had a little trouble imagining why a party would poke around here long enough to uncover the mystery, nor did the denouement seem as compelling as it might. Given how much other great stuff there is in the zine, this near miss is not a serious complaint.

A more serious if churlish complaint about the zine is that it has too much stuff in it. At certain point, through no fault of the material, it all blended together in my mind. This was abetted by the fact that the first issue is really committed to its zinish-ness: the type is tiny and uses a standard font; the layout is utilitarian; there is some decent (but not inspiring) new art, but not much, mixed with public domain images; and the maps, while pleasing in their design, and having a certain charm in execution, also look kind of scrawled.

The walls of tiny text, unmediated by principles of graphic design, eventually induce a sort of trance state that Lux works hard against with his quirky and delicious imagination. It's also true that the adventure locales in the first issue have nothing to do with one another, or with a common theme, and this also makes it hard to hold the whole thing in your head at once. It's hard to complain when someone is clearly focused on giving you as much usable and flavorful content as they possibly can without getting hung up on further distractions. But I wish Lux cared a little bit more about conveying his vision through artwork and layout.

The second issue suffers somewhat less from this problem, not because it's shorter--it's longer!--but because it is centrally focused on presenting a setting, and one city in that setting, Gont: Nest of Spies. So it has a kind of unity to it that focuses the mind. And Gont is a great city that channels the City State of the Invincible Overlord to excellent effect. But in the interest of actually having this review see the light of day, I'll have to save my thoughts about issue 2 for another time. In the meantime, buy this truly excellent zine now!