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Friday, 2 May 2025

[Fanzine Focus XXXVIII] Book of Misery Vol. 2

On the tail of the 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 be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. A more recent Old School Renaissance-style roleplaying game that fanzines are being based upon and inspired by is Mörk Borg, the Swedish pre-apocalypse Old School Renaissance retroclone designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing.

Book of Misery Vol. 2 is a fanzine for Mörk Borg written and published by Gizmo in February, 2023. It contains a mix of options for both players and the Game Master. This includes new Classes, weapons, monsters, and a dungeon that can be easily brought into play and all done in the artpunk style that Mörk Borg is notorious for. It opens with the first of four Classes. The ‘Wise Zealot’ ardently spreads the word of the two-head basilisks, driven by a key belief such as ‘The End is near. Nothing can stop it. However, it is needed for the vitality of the world.’ or ‘Any written word that doesn’t see the basilisks in a positive light in heresy.’ With him, he carries a holy relic, such as a gem-encrusted drinking cup that turns any liquid placed in it turns into pure drinking water, or a terrible amulet that mocks passersby mercilessly, but lets the ‘Wise Zealot’ cast powers at an advantage. The ‘Witch Hunter’ is a version of the classic Puritan figure, agile and with good reason to hunt witches like, “At the age of ten, a witch named Hela, killed your dog in your ritual. He was your best friend. You took up arms to hunt and kill, her easiest way to find her? Kill every witch.” He is armed with such things as a crossbow or silver stakes and flashpowder or a silver sword, the latter good versus hags and witches.

More monstrous is the ‘Renegade Sanguine’, essentially a vampire for Mörk Borg. The Class has higher Toughness and Presence and also a Renegade Sanguine ability. This includes fangs as natural weapons that inflict a six-sided die’s worth of damage or with ‘Raise Thrall’, which grants the ‘Renegade Sanguine’ the ability to raise a corpse for several hours per day. The oddest of the four Classes is the ‘Reborn Fungus’, a mushroom given human form, perhaps created by a witch in a ritual gone wrong and abandoned or sacrificed by the cult his family belonged to. ‘Reborn Fungus’ might emit an ‘Ominous Glow’ of faint blue light or commit ‘Mind Theft’ by releasing spores to temporarily control others. The four Classes offer a mix of the ordinary and the outré. The weirdness of the ‘Reborn Fungus’ and the creepiness of the ‘Renegade Sanguine’ are in keeping with the styles of Mörk Borgwhilst the ‘Wise Zealot’ and ‘Witch Hunter’ are more direct in how they are likely to be played.

‘Monsters and Beasts’ describes thirteen entries, but gets off to an underwhelming start with the Amphiptere, a simple flying lizard. Fortunately, the other entries are more interesting. The ‘Runner’ has the body of a dog, demon’s claws, and a misshapen human skull for a head, that stalk the land and have to be killed in blow of their screams will summon more! ‘The Flail King’ is arrogance personified, accidently summoned by an egocentric scholar, which then killed him. ‘The Flail King’ always attempts to persuade everyone that they are the evil ones. Besides a flail attack, it also has a disorientating eye beam and a nasty bite. The ‘Lamia’ is a creature of legend that poses as a malformed building and fires magic missiles. Why? This is a question never answered in too many of these monster entries, and so they are only slightly more interesting though and feel like they are monsters simply for being monsters’ sake, with little to them to really warrant the Game Master using them in her game. The collective ‘Creatures of the Woods’, which include the ‘Will-O-The Wisp’, ‘Bark-eating arachnid’, and ‘Scorned Spirit’ are simple and easy to use. More detailed and thus actually more interesting are the ‘Rot Mana Drinker’ is an obese, lich-like creature obsessed with magic to the point that they eat it—and those that carry it, and the ‘Demön Lörd of Törture’ (or is it pain, the entry is not quite clear), who descends upon towns and villages and divides them into cultists who worship him and then torture those who refuse to. Overall, a disappointing selection.

‘Places To Go, People To See’ is more useful. ‘Sheila the Crafter’ is a combined trader and quest giver who will buy all manner of bodily remains and can upgrade black powder weapons and other interesting things. The problem is that the description is all about the sales, but not about the quests. So the Game Master will need to extract them from what she has on sale as best see can, such as goblin blood for the goblin blood poison. ‘Rurik IV’ is a warrior for hire, Kash a ‘Pirate Demon’ who has given up her piratical ways and come travelling inland to look for something, although the description does not say what. Unfortunately, and again, these suffer from being underwritten and will need some development upon the part of the Game Master.

The ’Magic Items’ include the ‘Book of Fungus’, a dangerously compelling book that grants the user the ability to cast a fungal spell each time they read it, but fail to cast the casting once too often and they have to eat the book. The ‘Flail of the Great Devil Lord’ was created and wielded by a forgotten warrior, who defeated a demon and attached its head to a chain. It is incredibly heavy, so harder to hit with, but it can do a lot more damage. These are all decent enough.

Rounding out Book of Misery Vol. 2 is ‘The Slaughter Tunnels of Pumpkin Valley’. It details of band of wildfolk who have devolved after years of being cut off in a dungeon below a pumpkin swamp. The Player Characters wake up to find themselves prisoners and have to escape, so this is an easy one to add to a campaign, even to the point of their waking up first thing to discover themselves in this predicament! Effectively ‘dungeon of the cannibals’, this is a serviceable affair.

Physically, Book of Misery Vol. 2 adheres to the artpunk style of Mörk Borg. For the most part it works, but some of the founts selected do make the titles difficult to read.

Book of Misery Vol. 2 is even more of a mixed bag than Book of Misery Vol. 1. The Classes are decent enough, but rest is too underdeveloped and too underwritten to be of immediate use to the Game Master. If she puts some work into the content, then it might be another matter, but why should she have to?

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