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Showing posts with label Retrospective. Show all posts
Showing posts with label Retrospective. Show all posts

Sunday, 24 May 2026

[Fanzine Focus XLIII] The Beholder Issue 8

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 how 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. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.

The Beholder was a British fanzine first published in April, 1979. Dedicated to Dungeons & Dragons and Advanced Dungeons & Dragons, it ran to twenty-seven issues, the last being published in July, 1981. It was popular and would be awarded ‘Best Games Fanzine’ at the Games Day convention in 1980. After the final issue of The Beholder, the editors would go on to release a number of anthologies which collected content from the complete run of the fanzine such as Beholder Supplement Glossary of Magic, which collected many of the magical items which appeared in the fanzine and collated them into a series of tables for easy use by the Dungeon Master, and Fantasie Scenarios – The Fanzine Supplement No. 2, the first of several scenario anthologies.

The Beholder Issue No. 8
was published in October 1979. The editorial notes that the range and number of articles in the issue grows (though there is increase in page count), such as ‘Developing Campaign’ replacing ‘DMs’ Corner’. It also notes that the number of Dungeons & Dragons fanzines on the market continues to grow, pointing to the increasing popularity in the United Kingdom of Dungeons & Dragons at the time such that its fans want to get involved in the hobby beyond simple play. Both editors—Michael G. Stoner and Guy R.J. Duke—point out that The Beholder, “…[I]s the only British D&D ’zine to appear each month and always on time, while containing highly commended articles. Plus, of course, we are the cheapest ’zine around.”

The actual content begins with ‘The Anti-Paladin’. The article comments that the sub-class never seems to reach ‘official’ status, but the version here is exactly what you would expect. The Anti-Paladin can Detect Good, is immune to disease, emanates Protection from Good in a ten feet radius, can affect commands undead if he was two Levels lower, gains extra benefits from wielding an Unholy Sword, and can gain a Nightmare as a mount. Honestly, there is nothing outstanding about this version. More interesting is the ‘Monster Summoning’ article which presents a family of the Beholder, Genus Occulus. They are all descendants of the Globular Fungus, of which the Beholder itself and the Eye of Darkness are the most recent additions. The Globular Fungus is a fungus, immobile, but with a single tentacle with which it lashes out and attempts to implant spores. Its evolutionary descendent is the Eye Eater, a bulbous eye which moves around by leaping on its tentacles and then attacking its prey’s heads and sucking out of all of its vital matter through the eyes, whilst the Scuttling Orb which has spider’s legs and five eyes round its body from which can cast spell-like effects. The Eye of Darkness is the Chaotic equivalent of the Beholder, but has more teeth and does not radiate heat or cold. In addition, its touch causes Level Drain and it hates light. Originally submitted by A. Shellard, these add some variety to the concept of the Beholder and do that thing that many monsters in Dungeons & Dragons are designed to do, which is to surprise the Player Characters! There is some invention here and some coherency by making them an evolutionary family.

Traveller is one of the few other roleplaying games to be covered in the pages of The beholder. In D. Parrington’s ‘Traveller additions’, he presents expanded details of missiles from Traveller and its starship combat board game, Mayday. It describes mainly light and medium missiles and breaks down their Drive type, Technology, and what they can be fitted with. Stand missiles are light, medium missiles are so large that a ship’s turret needs to be modified and can only be fitted with a single missile. Warhead types run from minifusion to fission and fusion onto gravity bomb and antimatter bomb. There are stats for several starships—a thousand ton ‘E’ Type Cruiser, two hundred ton ‘C’ Type Corvette, one hundred ton ‘G’ Type Gun Boat, and thousand ton ‘T’ Type Transport—as well as heavy weapons like the Gasers, Plasma Bolts, Tractor Beams, Pressor Beams, and (magnetic field) Inductor. This is very much for the group that wants more detail for starship combat in Traveller. The weapons and ships are easier to use than the rules for missile construction which need to be worked through and experimented with to get right.

If you are bored with traditional Dungeons & Dragons Races, the eponymous ‘Leprechauns’ is the suggested option. The Leprechaun is cheeky, mischievous, and often annoying, with a love of wine. The Leprechaun can pick locks, has magic resistance, turn invisible once per day and cast the Ventriloquism Magic-User spell once per day. They tend to make better Thieves and Illusionists. They do not have high Dexterity or Intelligence, but low Strength and Constitution, and they must have either a Neutral or Chaotic alignment. Leprechauns are not an obvious choice, and the annoying aspect of their personality could grate very quickly.

In between, editor Guy R.J. Duke writes ‘Ficklemice’, a cartoon strip about dungeoneering mice. It is a bit cramped and a bit difficult to follow easily. Dave Richards’ ‘Snitch’ is a cartoon strip that is much easier to follow, but again is cramped. Quite literally called ‘Space Filler’, a very tiny article suggests that when selling magical items, Player Characters should not get list price and that if the item is desirable enough, the buyers who were successful might turn on the players. To which the answer is, well, yes. Similarly, ‘fearful phantasms ?’ suggests a way around an Illusionist or Magic-User casting a spell like Phantasmal Force or Polymorph Self in order to cause fear. The first is to ask if the Player Characters has seen the cause of the fear itself, sufficiently enough to be able to emulate it, and then ask if the target seen the same seen the cause of the fear? It also allows for some gradation in terms of that fear effect. Again, it is good advice. The discussion of Illusions continues later with ‘Thoughts on Illusions’. It tackles similar issues with Phantasmal Force as ‘fearful phantasms ?’, though in broader play rather than just in causing fear. The advice given is intended to prevent the players such spells by using them beyond their limits and if applied should do so.

The dungeon in the adventure is ‘Rala’s Block’. This is a four Level dungeon whose Levels ascend, built into a giant featureless stone block atop a hill by the ex-dungeoneer, Rala, to test and kill off younger dungeoneers. There are no exact guidelines as what Level Player Character the dungeon is aimed at, though it does say that a careful First Level Player Character could survive what is a challenging ‘death trap’ type dungeon. However, a mid-Level Player Character is probably better suited. This is a good mix of puzzles, traps, and monsters, though more of the first two than the last one, but this is very much a dungeon for dungeon’s sake. Which makes sense, since it is a test of sorts—but mostly a death trap for Rala’s amusement.

A. Shellard also contributes ‘Expressing Alignment’, which attempts a more accurate measurement of a Player Character or NPC’s alignment. It is plotted on a set of concentric circles with Neutral in the centre and the other alignments mapped onto the edges of the circle. The closer to the edge a character’s Alignment is, the more rigid or stronger it is. The diagram is also designed to allow easier movement that reflect radical changes in Alignment without going through true Neutral all of the time. The suggested system does complicate the Alignment system, so very much a case of a group needing to decide whether they wanted to adopt is as part of its house rules.

Penultimately, ‘INFO’ addresses some of the queries raised by the fanzine’s readers. Probably the most notable one is whether there were going to be future issues of another fanzine popular at the time, Underworld Oracle. The update and what the editors know is a bit gossipy, but it highlights the community that existed at the time around creators and editors of fanzines. Lastly, ‘Developing Campaign’, which provides ‘optional systems for your campaign’, ‘1. Archaic Colleges’ is a way in which Magic-Users can learn their spells. It is written to address this difficulty because the then newly published Advanced Dungeons & Dragons does not. In an advanced civilisation, the article’s solution is to establish colleges of magic that government can tax. There have been whole articles and supplements devoted to this subject in the years since this fanzine, but for the arcane spellcaster this is more loosely structured, enabling the Player Character or NPC to continue studying magic on a day release basis—or rather adventure release basis! Study, go adventuring, earn Experience Points sufficient to go up a Level and hopefully find enough treasure to fund learning a few more spells. This would have been reasonable solution in 1979 and more so if the other Classes had not entirely dissimilar ways and costs of gaining abilities as Levels were acquired.

Physically, The Beholder Issue No. 8 is slightly untidy in places, but readable. The layout is tight and that does make it difficult to read in places. Both illustrations and cartography are reasonable.

The Beholder Issue No. 8 notes a marked shift to Advanced Dungeons & Dragons, which should no surprise given that the cost three books were then just available. It still some of the preoccupations as with Dungeons & Dragons though—Alignment, particular spell effects, character advancement, and so on—exacerbated by the publication of the then new rules. There is nothing truly outstanding in the issue, but its solutions to various issues and problems would have been read with interest and thought about and discussed, which is ultimately the point.


is interesting to read because it is a good snapshot of the hobby in 1979 and what the preoccupations of its players were. Notably more monsters and ways in which to test or surprise the players and their characters, and the eager anticipation with which the next big release from TSR, Inc. was expected. This is a solid issue, not necessarily great, but not bad either. It is interesting to see how the hobby occupies the attention of the editors and how much time they would have needed to devote to both it and the very regular releases of the fanzine.

Sunday, 3 May 2026

[Fanzine Focus XLII] The Beholder Issue 7

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 how 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. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.

The Beholder was a British fanzine first published in April, 1979. Dedicated to Dungeons & Dragons and Advanced Dungeons & Dragons, it ran to twenty-seven issues, the last being published in July, 1981. It was popular and would be awarded ‘Best Games Fanzine’ at the Games Day convention in 1980. After the final issue of The Beholder, the editors would go on to release a number of anthologies which collected content from the complete run of the fanzine such as Beholder Supplement Glossary of Magic, which collected many of the magical items which appeared in the fanzine and collated them into a series of tables for easy use by the Dungeon Master, and Fantasie Scenarios – The Fanzine Supplement No. 2, the first of several scenario anthologies.

The Beholder Issue No. 7
was published in October 1979.
It is the post-DragonMeet II issue and the editors noted that nobody approached them at the event to point out the ‘deliberate mistake’ hidden in the previous issue. They do explain what it was, but you really have to know your Dungeons & Dragons spells to have spotted it. The issue is
also the much-heralded ‘SUPER MONSTER ISSUE !’. To that end, its contents start with ‘The Super Monster competition results’. Some seventy-five entries were received and some twenty of those are printed in the first third of the issue. The article leads with the winners. First place went to Peter M. Bright for the ‘Relkor’, a distorted human head with spider’s legs that gnaws off the head of its victims and then shoves its legs into the neck to control the body with the head on atop the stump. It can attack in surprise by leaping from the neck and it keeps its treasure below the neck. Dave Davies won second place with the ‘Stone Creature’. It is an ogre-like creature that can switch back and forth between a flesh form and a stone statue form and then use stealth to pick off its prey. (The issue’s editors suggest buffing it with a stealth ability.) The ‘Bleeder’ from Peter Williams is a version of the Rust Monster that feeds off the iron in blood and so when it bites and feeds slowly off its victims, they also suffer anaemia. These three definitely deserve their top three placement, because the rest are pretty much of a muchness. For example, the ‘Greebly’ by Andrew Whitcombe is a cold- or dungeon-dwelling ape that hates fire; James McRobert’s ‘Firefly’ is an insect so hot that its breath ignites into a jet of flame; and the undead ‘Singing Shadow’ by Martin Stollery can make any sound, throw its voice, and form into any shape.

‘Dragonmeet II’ is a convention report by the editors on the London-based convention and barring the fact that the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition was on sale for the first time, there was little to enjoy at the event. They complain that other Dungeon Masters can be nasty when it comes to running the game. Both editors played part of G3 Hall of the Fire Giant King and it resulted in a total party kill, whilst the ‘D&D competition’ was described as absurd, with both a Paladin and an Anti-Cleric being in the same party, suggesting that the party should open a door was taken as the player’s character going through the door and almost dying, monsters that were actually other monsters, and arbitrary rulings. It just shows you that not every convention game was guaranteed to be good back in 1979, just as it is not today.

‘The Goblin Complex’ answers the fanzine’s readers’ request for a dungeon after the wilderness adventures of the previous two issues. It sets out to be what it calls a ‘coherent’ design with rooms that have a purpose and monsters that have reasons to be there and potential consequences to the actions of the Player Characters. In other words, this is not a ‘zoo’ dungeon with the underground complex being populated at random. It is suggested that the dungeon be run with miniatures and floorplans and gives some answers to questions raised in the playtest, such as “How far does the sound of a battle travel?” and “How easy is it to get up after being knocked down in heavy armour?”. It is designed for a party of six Player Characters of Third Level. The background to the dungeon is that after successful riads by Goblins from the mountains, retaliatory action against them has forced them to flee and many bands have dug refuges into the mountain. The scenario describes one of these. The Dungeon Master is warned that the Goblins will act intelligently, will surrender if forced to (rather than dying in a suicide charge), and will ransom prisoners—though the Hobgoblins are more likely to sacrifice them to their god, ‘Gax’. There is the occasional bit of tactical advice too as to what the Player Characters’ best course of action is, such as using the Cleric spell of Silence or the Wizard spell Sleep to ease their entry into the complex unannounced. It is a serviceable dungeon that in places does undermine the intended coherency such as the Hobgoblins wanting to sacrifice captives (though the Player Characters could persuade Goblins to ransom them instead, potentially leading to a squabble between the Goblins and Hobgoblins), there being pet giant scorpions and tigers, martial arts Hobgoblins, and even a (young) Black Dragon being effectively the last room in the dungeon. It is still playable and its design intent is obvious and well meant if not quite clearly carried through.

There is no playtest report of ‘The Goblin Complex’, but instead, the ‘Play Test’ is about an adventure set in a samurai castle. Only a page in length, it depicts a brutal raid on the castle to capture the Samurai King that ultimately goes wrong. The write-up does not outstay its welcome, but without the context of the adventure itself, it lacks context.

The publication and availability of the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition mentioned previously in ‘Dragonmeet II’ leads to ‘The… AD&D Dungeon Master’s Guide – A Precis’ by co-editor, Guy R. J. Duke. It provides an overview of then the new book and notes rules chances such as the Monk now attacking on the Cleric/Druid table rather than the Thieves table, praises the ‘secret’ section on magic for the Dungeon Master, which expands the rules for magical research, potion concoction, scroll preparation, and more. The precis is less enamoured of the appendices randomly generating dungeons and wilderness as experienced Dungeon Masters are less likely to want them, but found that the alphabetical listing of the monsters with their attack and defence modes, Hit Dice, Experience Point rewards, and so on, to be very useful. Duke concludes by saying, “I can only advise you to buy the Guide as you can. The hardback version is well produced with impressive illustrations and a few jokes to relieve the overwhelming impression that the book has.” He continues, “Indeed, who can afford not to buy the Guide; it was guaranteed as a sell-out since its very conception. Those who don’t move with the time will be left far behind. The Dungeon Master’s Guide is not a thing to miss out on. Compared with the primary rules and its additional booklets of Greyhawk etc. Advanced Dungeons and Dragons is superior and above all cohesive.” Here then, what you have is that shift away from what Dungeons & Dragons was, which was rough and modular, to more coherent, singular point of reference, as seen through the eyes of a player and commentator.

The last article in the issue is ‘Magic Jar’, a collection of new magic items. The entries in the article include Fazzan’s Howling Skull, a magical skull which can be set as a surveillance device and which will howl and cause fear if any intruders are detected; the Cursed Illusion Sword which will make its wielder think it is a Dancing Sword; and a Ram Head of Terrible Destruction, a tough skull of a ram that if applied to a battering ram is more effective than a Horn of Blasting! These are all suitable additions to setting with a lot of magical items.

Physically, The Beholder Issue No. 7 is slightly untidy in places, but readable. The layout is tight and that does make it difficult to read in places. Both illustrations and cartography are reasonable.

The Beholder Issue No. 7 is interesting to read because it is a good snapshot of the hobby in 1979 and what the preoccupations of its players were. Notably more monsters and ways in which to test or surprise the players and their characters, and the eager anticipation with which the next big release from TSR, Inc. was expected. This is a solid issue, not necessarily great, but not bad either. It is interesting to see how the hobby occupies the attention of the editors and how much time they would have needed to devote to both it and the very regular releases of the fanzine.

Saturday, 18 April 2026

1976: Monsters! Monsters!

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary, and the new edition of that, Dungeons & Dragons, 2024, in the year of the game’s fiftieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

By the end of 1976, Ken St. Andre had published three roleplaying games, two of which can be argued were genuinely ground-breaking. The first was Tunnels & Trolls, designed as a lighter, easier, and faster alternative to Dungeons & Dragons and published in 1975. It would be followed in 1976 by Starfaring, the first Science Fiction roleplaying game, which like Tunnels & Trolls, was published by Flying Buffalo Inc. Then, there was Monsters! Monsters!, also published in 1976, which inverted the by now traditional style of fantasy. That is, of great heroes descending into dungeons and defeating monsters and solving puzzles and returning with the treasure looted from below.
Monsters! Monsters! was a roleplaying game for “When YOU want to be monster!” because instead of the players roleplaying heroes, they roleplayed the monsters. As Dragons, Goblins, Black Hobbits, Gorgons, Mummies, Snollygosters, Slime-Mutants, Night-Gaunts, Giant Slugs, Unicorns, Shoggoths, and Human Scum, the Player Characters—or rather Player Monsters—could swarm up out of their dungeon homes or other hidey holes and go on the rampage and take their revenge on the Humans, Dwarves, Elves, Fairies, and Hobbits living in whatever village, town, city, castle, palace, or plantation that the Game Master has created. Monsters! Monsters! was, as St. Andre’s co-author, Jim ‘Bear’ Peters, intimates in the book, a call for the equal rites of your dungeon-dwelling monster.

Monsters! Monsters! is both a standalone roleplaying game and a supplement for Tunnels & Trolls, expanding upon the details of enemies faced by heroes in the latter, but does not require Tunnels & Trolls to be played. Where Tunnels & Trolls is likely to be useful is the expanded spell section since those given in Monsters! Monsters! only go up to Level Four. Notably, Monsters! Monsters! was not published by Flying Buffalo Inc. Rather, it was published by Metagaming Concepts, best known for publishing Steve Jackson’s first designs, particularly Ogre, G.E.V., and The Fantasy Trip. It was subsequently published by Flying Buffalo Inc. and more recently in expanded editions by Trollhalla Press Unlimited. As the editorial explains, the roleplaying game’s origins lay in a catchphrase that grew out a cry of fear and then a battle cry in game. Its ethos was simple.

“So it was only natural that eventually the monsters should come out of their tunnels and dungeons to strike back at the smug world of the Men, Elves, Dwarves, Hobbits, etc., who had been so greedily despoiling their homes and treasures. This turning of the tables, to play monsters as protagonists, has proven to be even more hilarious than the original games. A monster lives by a completely different code of ethics, affording a splendid opportunity to get rid of the impure and perverted impulses which affect most of us – impulses it’s hard to express while playing a hero. Monsters get experience points for wanton cruelty and destruction above and beyond the call of duty.”

In other words, if this was Dungeons & Dragons, then Monsters! Monsters! lets the players roleplay evil (or Chaotic or Chaotic Evil) characters. Unlike Tunnels & Trolls, the aim in Monsters! Monsters! is not to accumulate treasure take from monsters underground—though recovering it from those annoying dungeon interlopers is bound to be very nice—but to “…[P]ile up “experience points”. Then, “The more experience points a character gains, the more powerful it becomes, and the more interesting are its adventures. Also, the higher levels your character reaches, the more you (the real person out there, reading this) will be respected by your fellow players. As long as you keep your characters alive and gaining experience, you are winning. When you overextend yourself and a character dies, that is your loss.” So, Monsters! Monsters! is in effect, the anti-roleplaying game. Evil Player Characters, revenge and rampage as core game play, and as a roleplaying game, there are actual winners.

Morally, it is another matter. Monsters going on a rampage and enacting revenge is not moral. Admittedly, there is not a list of ‘evil’ acts that the Player Monsters will be rewarded with Experience Points for enacting, though a Player Monster will gain Experience Points for engorging itself (it does not say engorging itself on what though…), taking valuable captives—especially if particularly handsome or beautiful, and for general acts of destructiveness. So, the Player Monsters are not heroes. Nor is Monsters! Monsters! in any way introspective as later roleplaying games exploring the roleplaying of monsters would examine. Tonally though, Monsters! Monsters! is tongue in cheek, retaining the humour of Tunnels & Trolls, but with a darker edge. Further, as “…[A] splendid opportunity to get rid of the impure and perverted impulses which affect most of us – impulses it’s hard to express while playing a hero.”, it is cathartic, a chance for some manic mayhem, even a palate cleanser. Though likely no more than that, given its limited scope for extended play. A campaign of Monsters! Monsters! is likely to get only so far before a group tire of it or in game, a bigger force of heroes turns up to smash the evil threat represented by the Player Monsters.

Monsters! Monsters! includes everything necessary to play. Rules for Player Monster creation, combat and magic, Experience Points, and more. There is even a complete location—Woodsedge Inn and its surrounding cottages and wilderness—that is ripe for the Player Monsters to attack. Most of the inhabitants are Zero Level ‘Monster Fodder’, but there are a handful of Third and Fourth Level inhabitants who pose much more of a threat and a challenge to the Player Monsters. If any of them can rally the ordinary locals living near by the Woodsedge Inn, the Player Monsters could have a tougher challenge on their claws…

As with a Player Character in Tunnels & Trolls, the details of a Player Monster in Monsters! Monsters! can be recorded on three-by-five-inch cards. A Player Monster has six Prime Attributes. These are Strength, Intelligence, Luck, Constitution, Dexterity, and Charisma. Unlike a Player Character in Tunnels & Trolls, a Player Monster does not need to note the amount gold it has and pretty much starts with equipment needed—depending upon the monster type, some monsters do lack arms and hands. So, he may have some arms and armour and some languages too if his Intelligence is high enough. What he does not have is a Class. Thus, he cannot be a Warrior, Magic-User, or Rogue. Instead, he has a Monster type. Monsters! Monsters! lists some fifty-two monster types, which a player can either pick from or draw a card from an ordinary deck of playing cards to determine which type.

The list of Monster types includes the usual ones you would expect from both fantasy fiction and roleplaying fantasy. So, Goblins, Orcs, Trolls, Minotaur, and Dark Elves all the way up to Dragons and Balrogs! However, Monsters! Monsters! draws from a weirder and more diverse range of sources. These include the ‘Demon’ from L. Sprague de Camp’s The Fallible Fiend; the ‘Shadowjack’ from Roger Zelazny’s Jack of Shadows; the Shoggoth from At the Mountains of Madness and the Night-Gaunt from The Dream-Quest of Unknown Kadath, both by H.P. Lovecraft; the ‘Snark’ from Lewis Carroll’s ‘The Hunting of the Snark’ (misspelt as ‘shark’ in its description, so no, a player cannot roleplay a shark in Monsters! Monsters!); and the ‘Tsathoggua’ from Clark Ashton Smith’s ‘The Tale of Satampra Zeiros’. Another oddity, not taken from fiction is the ‘Snollygoster’, meaning a shrewd, unprincipled person, especially a politician, but here a hybrid between a large cross-eyed dog and a half-truncated crocodile. The last entry aside, Monsters! Monsters! would have broken copyright laws in 1976 when it was published and would still do so today!

Creating a Player Monster is an easy process. A player picks a Monster Type or draws a playing card to determine what it is. The Monster Type will primarily determine the attribute modifiers that need to be applied after the player has rolled three six-sided dice for each. The modifiers can lead to a wide range of attribute values depending upon the Monster Type. This includes caps on maximum attribute values and in the case of Charisma, replacing them entirely because the Monster Type is so fearsome!

Name: Glurk
Type: Slime-Mutant
Strength 28 Intelligence 05 Luck 03
Constitution 60 Dexterity 13 Charisma °
Combat Adds: +8
Speed: Slow

Monsters! Monsters! is a played as a series of turns, of which there are two types. The first type is general in nature and last about five minutes, during which time a Player Monster can move, loot, or pillage an area or room, or simply wait, whilst the Game Master will check for wandering monsters. The other is the combat turn, which lasts an entire minute.

Mechanically, Monsters! Monsters! is essentially Tunnels & Trolls. Thus, there are two main rules. One is the Saving Throw, rolled to avoid a trap, to dodge a missile weapon attack, to withstand a poisonous brew, and so on, and it is always rolled using a character’s Luck. The target number is dependent on the ‘Danger Level’ rather than the Level of the dungeon as Tunnels & Trolls. This is twenty at Danger Level #1, twenty-five at Danger Level #2, and so on. The Player Monster’s Luck is subtracted from the Danger Level and this is the target number that the player has to roll equal to or exceed to overcome. The roll is on two six-sided dice and doubles allow the player to roll and add again.

Combat in Monsters! Monsters! is like that of Tunnels & Trolls. Both sides, the Player Monster and the heroes or mobs it is facing, are rolling handfuls of six-sided dice. In Tunnels & Trolls, the number of dice rolled for a Player Character is determined the weapons he wields plus an ‘Add’ value if he has high Strength, Luck, and Dexterity. Then for Monsters, it is their Monster Rating. Monsters! Monsters! treats each Player Monster as a Player Character and apart from mobs, also treats the NPC enemies as Player Characters. This makes it more complex in a than Tunnels & Trolls. A Player Monster who lacks hands and so cannot use weapons, instead will roll a number of dice derived from its Strength attribute. The lower result is subtracted from the higher result and that is the number of hit points of damage the losing side suffers. This is deducted from the Constitution of the NPC or Player Monster. If worn or carried, armour and shields will protect against incoming hit points, but armour will be damaged in the process. The rules take into account unarmed combat, the bigger weapons wielded by bigger creatures, movement, speed, and so on. Combat is decently explained and it helps that there is a detailed example of it in action.

Player Monsters can learn magic, but cannot make magic staves. Only ‘good’ Magic-Users can make magic staves, so if a Player Monster wants to gain the benefit of the lowered cost of casting magic using a magic staff, it will have steal one or kill a Magic-User and take his. Spells have a cost in the caster’s actual Strength Primary Ability to cast, which then has to regenerate. A Player Monster pays the cost of the spell if it wants to learn it, so there are limits on what spells it knows. This though, is not clearly explained. The spells included only go up to Fourth Level, and a copy of Tunnels & Trolls is needed for spells beyond that. Some Player Monsters will automatically know various spells, such as Demons putting Bats Wings on any other creature; Dragons are immune to spells cast by anyone less intelligence than themselves; and various Monsters have innate spells such as Wise Disguise for the Ogre and Vampires get Oh boy obey, Going Batty, and Ha, Ha, Ya Mist Me.

Physically, Monsters! Monsters! is presented well enough. It is readable and the artwork is excellent. The Maps are reasonable.

—oOo—
Monsters! Monsters! was not widely reviewed at the time of its original or later publication. Jon Freeman in The Playboy Winner’s Guide to Board Games (Playboy Paperpacks, 1979) said, “Monsters! Monsters! (Metagaming) is Tunnels & Trolls in reverse: Players take the part of various monsters and evil creatures and get points for rape, pillage, and slaughter. It’s an irresistible idea that could be adapted readily to any FRP system.”

Ronald Pehr reviewed the roleplaying game was in The Space Gamer Number 34 (December, 1980) in ‘Capsule Reviews’. He said, “Necessarily and deliberately, there is a lot left to the referee’s imagination. More so than any other FRP game, if he doesn’t take charge the proceedings give way to meaningless slaughter. It is a constant challenge to provide a challenge to the monsters.” He was highly critical of the combat system, describing it as boring as it was fairly easy to determine who would win before any fight and suggested substituting a different system. He concluded by saying, “MONSTERS! MONSTERS! is a good game for beginners, or anyone who wants to be a troll, but experienced gamers who enjoy complex campaign games offering more than bloodlust won’t find what they want here.”
—oOo—

Monsters! Monsters! is innovative. It does make you think about fantasy roleplaying from the enemy’s perspective by casting you in a different role. However, it does not make you think too deeply—as similar and later roleplaying games would—since the roleplaying game is about the monsters’ revenge and everything to do with it. That and the lack morality does have the potential to shift the play of the game into a much darker place in terms of story and Player Monster actions. That shift may not necessarily happen, since Monsters! Monsters! does not possess scope for long term play, more likely a one shot, possibly a mini-campaign at best. Where that shift does happen, the place will vary from group to group and today, would definitely require a discussion as to where the place is and what acts that the Player Monsters might carry out are acceptable. This does not mean that the ideas in Monsters! Monsters! are invalid, but that they have been explored with more sensitivity in more recent roleplaying game designs. Nevertheless, Monsters! Monsters! got there first and upended our ideas about fantasy roleplaying.

Sunday, 5 April 2026

[Fanzine Focus XLI] The Beholder Issue 6

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 how 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. As new fanzines have appeared, there has been an interest in the fanzines of the past, and as that interest has grown, they have become highly collectible, and consequently more difficult to obtain and write about. However, in writing about them, the reader should be aware that these fanzines were written and published between thirty and forty years ago, typically by roleplayers in their teens and twenties. What this means is that sometimes the language and terminology used reflects this and though the language and terminology is not socially acceptable today, that use should not be held against the authors and publishers unduly.

The Beholder was a British fanzine first published in April, 1979. Dedicated to Dungeons & Dragons and Advanced Dungeons & Dragons, it ran to twenty-seven issues, the last being published in July, 1981. It was popular and would be awarded ‘Best Games Fanzine’ at the Games Day convention in 1980. After the final issue of The Beholder, the editors would go on to release a number of anthologies which collected content from the complete run of the fanzine such as Beholder Supplement Glossary of Magic, which collected many of the magical items which appeared in the fanzine and collated them into a series of tables for easy use by the Dungeon Master, and Fantasie Scenarios – The Fanzine Supplement No. 2, the first of several scenario anthologies.

The Beholder Issue No. 6 was published in September 1979. It is heralded as the DragonMeet II edition and even has a competition that would be run at the convention. The editors—Michael Stoner and Guy Duke—implore readers to submit ides for the forthcoming monster issue, likely to be Issue 7 or Issue 8, but otherwise, the issue covers a broad of Dungeons & Dragons-related topics. There are dungeons and adventures, monsters and more. This issue is very much a grab bag of topics and articles, and so varies in quality. It is not entirely clear as to who wrote what in the issue.

The first article is ‘Sounds’. This explores the role of generic sounds in dungeons and their possible effects. They range from ‘Laughter’ and ‘Howling’ to ‘Singing’ and ‘Bangs’. The possible effects are obvious, such as ‘Groaning’ making the Player Characters uneasy and if a Saving Throw versus magic is failed, imposing a penalty on to hit rolls, and even lowering their Morale. It feels overdone, but the effects could be lessened essentially to provide atmosphere in a dungeon. This is followed by ‘Runes’, which is interesting because it is not simply a reiteration of classic Norse Runes done for Dungeons & Dragons Dwarves or Elves. Essentially, they are one-use magical gold runes that when slapped onto a surface have particular effects. For example, ‘Rune of Tremors’ is slapped on the floor or ground, and when it vanishes the ground begins to shake, slightly at first, and then with increasing intensity, causing localised earthquake. A ‘Rune of Resurrection’, which is an evil run, will restore someone to life, but will turn one of the undead to dust! Weirdly, Runes are clever and will actually try to teleport away if someone tries to identify magically, or even activate itself if it has an effect that would work that way. There are some intriguing ideas here, but the ramifications of the way in which they are set-up are not as fully developed as they could be.

The monsters in ‘Monster Summoning’ are not particularly interesting. They include the Chameleonmen, evil humanoids that have all the abilities of a Chameleon; the Giant Chameleon, a ten-foot version, but otherwise the same as the normal reptile apart from the powerful tongue which as a stun effect; similarly, the Giant Snail; the Tarhospehk is a bovine creature with a human face and ivory horns summoned to guard ancient tombs, burial barge, and pyramids; the Living Hole which lies in wait for the unwary, waiting for them to fall in and dissolve in the acid at the bottom; the Mushroom which uses its head to attack; the Sound Eater, which looks like the demon, Juiblex, and uses its tentacles to suck up sound and so grow Hit Die by Hit Die; and the Flame Spirit. None of the monsters really stand out and ultimately feel as if they should be thrown into a table of random monsters rather than be used to populate a setting, let alone a dungeon. The Giant Snail and the Tarhospehk are attributed to Barney Sloan later in the issue.

‘DM’s Corner’ is the first of a series new to The Beholder. This gives good advice for the then prospective Dungeon Master such as placing tougher monsters deeper into the dungeon, theming levels if not the whole dungeon, make the dungeon tough for the players and their characters, that monsters do not always wants to fight to death, and ensure that it is fun to play. It gives a checklist for the Dungeon Master to work through prior to the campaign, much like a ‘Session Zero’, and also an example of play in a living dungeon as well as an analysis of it. The advice is solid and would have been useful at the time, but would likely have been repeated at the time as it subsequently has. The example of play and its analysis is interesting as it illustrates how the monsters in the example, a tribe of Kobolds, are acting intelligently and used the Player Characters’ mistakes against them. Overall, good advice for 1979, and solid advice today, if familiar.

There are two scenarios in The Beholder Issue No. 6. The first is ‘Micro-Dungeon’, a well-designed little Kobold lair whose occupants make good use of their terrain. So, there are rocks that they can roll down a slope onto any intruders, a big Kobold hides in ambush ready to block of their movement with a Wand of Web, and so on. Apart from a group of Living Holes, which are a much deadlier threat, this is a low Level addition that could be run as is, or added to an existing dungeon without too much difficulty.

If ‘Micro-Dungeon’ is serviceable, then ‘Of Brae-Land and Wold’ is a much more sophisticated and interesting affair. Designed for Player Characters of Third to Fifth Level, it is a Tolkienesque pastiche directly inspired by the flight of the Hobbits from Bree eastwards towards to Weathertop as detailed in The Fellowship of the Ring. The scenario is a hex-crawl across the region north of the road, starting at the village of Brae-bank, with the Player Characters as agents of the Gods having to contend with ‘The Evil Forces of Static Economy of Brae-land and Wold’. Or simply, the Foe. They will be sent out again and again by the mysterious Wayfarer (and definitely not Aragon, and nor is the fake Wayfarer who attempts to ambush them) each time to find one of the three ‘Forces’, artefacts that they need to cast into the Spring of Romen and so help them defeat ‘The Evil Forces of Static Economy of Brae-land and Wold’. The Player Characters will be harried along the way by ‘Black Riders’ as they travel back and forth.

‘Of Brae-Land and Wold’ is expansive, but not as easy to run as it could be. Although there is advice on running it, the scenario is densely presented and difficult to parse and so challenging for the Dungeon Master to present to her players. It does not help that the maps provided for the scenario are a little too difficult to read in the case of the area map and in the case of the other two, are not of the adventuring locations for the scenario, but of notable villages in the scenario’s version of not-Middle-earth. Which means that Dungeon Master has to work harder to visualise the adventuring locations and try impart that to her players. Given the influence of Tolkien and Middle-earth on Dungeons & Dragons, it is no surprise to see a scenario like this appear in a fanzine, but it is just a little too ambitious. Lastly, in keeping with Middle-earth and Tolkien, there is very little treasure to be found and so the scenario recommends that the Game Master reward the Player Characters with a generous Experience Point bonus as recompense.

Surprisingly, given that it is a fanzine, what The Beholder does not have is a letters page. A letters page can be a boon and a bane. It can help foster a sense of community around the fanzine and it is a good way to fill a page or two of each issue, but the content has to be carefully curated lest it devolve into a fractious bearpit. The Beholder Issue No. 6 introduces a ‘Letters’ page. Kept to a single page, it is not so much a letters page as a ‘Questions & Answers’ page in response to some of the feedback that the editors have received. The answers in turn explain why a month is not put on each issue (because the editors wanted to avoid issues slipping from schedule and to avoid dating issues); why the fanzine does not do dungeon write-ups, that is, write-ups of a group exploring a dungeon (popular at the time, and the reason the editors had not included them because it was something another fanzine, Underground Oracle, was renowned for and they did not want to step on, but with that then being no more, dungeon write-ups would be included in future issues); and the call for more dungeons, especially competition dungeons (the editors say that the dungeons are popular, but appear to want to include non-dungeon scenarios too, and planned to include competition dungeons in the future). Oddly, no one letter writer is named and the result is not very much not what you would expect a traditional letters page to be.

‘Info’ is really an extension of the editorial inside the front cover, highlighting upcoming events and giving some corrections. The penultimate article ‘Alignment’ highlights how Alignment is the most controversial part of Dungeons & Dragons, and so the article gives some suggestions as how the editors play them. This is with tight interpretations of Advanced Dungeons & Dragons, First Edition’s Alignment. Thus, Chaotic Evil is “One for psychopaths.”, whereas Chaotic Neutral is easy in that a Player Character of this Alignment act randomly, his player roll for choices and actions at each and every turn. Lawful Good is described as, “…[p]robably the most sickening of alignments.” as its adherents are typical nice guys. The result is an article that is likely to be as controversial as any other on the subject, especially given the rigidity of it interpretations.

The issue comes to a close with ‘Mini-Review’. This is a thumbnail review of the classic, S1 Tomb of Horrors. It opens with, “TSR continue to turn out dungeons at an impressive rate. Of these the best so far is, without doubt, S1 Tomb of Horrors.” It highlights the need for high-Level Player Characters and says that, “This is a thinking man's dungeon, packed full of tricks and traps many of which are fatal if tackled wrongly.” The review is short, and more helpful than insightful. S1 Tomb of Horrors is, of course, one of the most reviewed and analysed of scenarios for Advanced Dungeons & Dragons, First Edition. It is interesting to see what someone thought about the scenario at the time, but does not add anything of note to the discourse about the scenario.

Physically, The Beholder Issue No. 6 is slightly untidy in places, but readable. The layout is tight and that does make it difficult to read in places. The illustrations are reasonable, but the cartography, certainly for the scenario, ‘Of Brae-Land and Wold’, does not support the issue as well as it should. The cover is notable as having been drawn by Simon Washbourne, later designer of roleplaying games such as Lashings of Ginger Beer.

The Beholder has a high reputation for content that is of good quality and playable and in coming back to these issues, it is clear that these early issues do not yet meet that reputation. There are highlights in any issue, but not yet the consistency of that reputation, and The Beholder Issue No. 6 reflects that as a whole. This is because there are no real highlights in the issue and the potential highlight, the scenario ‘Of Brae-Land and Wold’, fails to meet the ambitions of its authors. The Beholder Issue No. 6 is possibly worth picking over for some of its ideas, such as ‘Runes’, but this is only a serviceable issue at best.

Sunday, 22 March 2026

2006: Hollow Earth Expedition

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

The year 2006 was a good one for Pulp Action roleplaying games. Spirit of the Century from Evil Hat Games delivered high Pulp Action in which Doctor Methuselah’s time-zeppelins assembled over the skies of Europe to rip open a path to a new future, Gorilla Khan, conqueror of Atlantis, marshals his armies to take all of Africa, and the threat of Fascism looms over the whole world. It would go on to win several awards, as did the other Pulp Action roleplaying game released in 2006. Hollow Earth Expedition from Exile Game Studio did not necessarily focus on high concept, over the top threats to world peace, democracy, and the social order. Instead, inspired by the works of Jules Verne, Sir Arthur Conan Doyle, and Edgar Rice Burroughs, the theories of astronomer Edmond Halley, and the oeuvre of Doug McClure, Hollow Earth Expedition concentrated upon the one theme and wanted to take you down and in. Down and into the interior of the Earth to lands where dinosaurs still roamed, eighteenth century pirates sailed the azure seas, and Amazon warrior women, ape men, and the vestiges of Atlantis could all be found. This was the Hollow Earth, a subterranean realm full of secrets, lost civilisations, and adventuring potential, whether that was making fascinating new discoveries or preventing whatever perfidious plans that the Nazis had of their own!

Hollow Earth Expedition starts by conflating a bit of polar exploration history by presenting the actual diaries from the Andrée-Strindberg-Frænkel Arctic balloon expedition of 1897. In our timeline, it would fail within months and the remains of the expedition members would be found on Kvitøya in 1930. The true diaries tell of how the expedition found itself off course and diverted into a wonderful tropical paradise where monsters roamed the land and its members accepted by a local tribe, before ultimately deciding to try and return home. Similarly, the fate of another polar explorer, Roald Amundsen, who disappeared in 1928 aboard a flight looking for missing crew members from General Umberto Nobile’s Italia air ship, will be revealed in ‘The Hollow Earth Expedition’, the introductory scenario at the back of the book. The North Pole is not the only known entrance to the Hollow Earth. Others include the South Pole, volcanos such as Mount Snaefell in Iceland, the region which would one day become known as ‘The Bermuda Triangle’, and even the fabled city of Shangri-La. What is interesting about the description of the Hollow Earth is that it is not described in terms of geography. This is not to suggest that it is not described at all, but rather that Hollow Earth Expedition focuses upon what might be found there in terms of peoples, threats, and other dangers rather than places, whether that is the Loch Ness Monster or other cryptids, or even flying saucers.

What Hollow Earth Expedition does tell the reader is how to get in and some of the best known routes; the extreme nature of its cosmology and geography, for example, it is constantly lit by its own Sun, so it is always noon, and Earth’s magnetic fields are disrupted, so radios and compasses do not work; and the strangeness of time with no day and night, and time also passes slowly than on the surface. Descendants of Romans, Mayans, Ancient Egyptians, and more can be found in the Hollow Earth, as can signs of the now lost Atlanteans and their civilisation. The possibility of discovering ancient Atlantean technology is one reason explorers enter the Hollow Earth and several examples of Lodestone, a piece of orichalcum which points towards the nearest source of metal, Telepathic Communicator, and more. The ‘Friends and Enemies’ chapter populates the Hollow Earth with native peoples such as Cargo Cultists, Noble Savages, Cannibals, Amazons, Pirates, and Beastmen (including Apemen, Lizardmen, and Molemen), plus creatures like dinosaurs, cave bears, giant apes, kraken, megalodons, rocs, sabre-toothed cats, and even giant sloths and unicorns! More details about the Hollow Earth can be found in Mysteries of the Hollow Earth.

Nor does Hollow Earth Expedition ignore the surface world. This is treated as recent history that a Player Character might know. First from twenty-five years ago, then ten, then five, and lastly a year ago with the default year for the roleplaying game being 1936. It does not delve too deeply into the Desperate Decade of the nineteen thirties, but does pay particular attention to the clash between Capitalism, Socialism, Communism, and Fascism, and gives a decent gazetteer of the world’s nations at the time. Of course, apart from the actual Hollow Earth, Hollow Earth Expedition is a historical roleplaying game, but the emphasis is more on what someone in 1936 might know rather than what we know in 2006 with the benefit of historians and hindsight. As it makes clear, Hollow Earth Expedition is not a roleplaying game of strict historical realism. Instead, history is there to provide backdrop and reason to adventure rather than to educate the players.

A Player Character in Hollow Earth Expedition has an Archetype, Motivation, six Primary Attributes, Skills, a Talent or Resource, and possibly a Flaw. There are fifteen Archetypes—Academic, Adventurer, Celebrity, Criminal, Doctor, Engineer, Explorer, Hunter, Missionary, Moneyman, Occultist, Reporter, Scientist, Soldier, and Survivor—which give some idea of what the Player Character is rather than any mechanical benefit. His Motivation, whether Duty, Escape, Faith, Fame, Greed, Love, Power, Revenge, Survival, or Truth, will drive the Player Character to act and gain him Style Points when roleplayed. The six attributes are Body, Dexterity, Strength, Charisma, Intelligence and Willpower, and typically range in value from one to five, but can go higher. Similarly, skills range from one to five, but can be higher, especially when specialities are selected. A lot of the Talents provide an attribute or skill bonus of some kind, whilst possible Resources include Allies, Artefacts, Contacts, Fame, and the like. Flaws are optional and not quite so prominent in the book, but include Blind, Deaf, Dying, Absent-Minded, Illiterate, and Overconfident. When a Flaw comes into play, it will also earn a Player Character a Style Point.

To create a character, a player assigns fifteen points to Attributes and then another fifteen to skills. A Specialisation costs half a point. A player selects a Talent or a Resource and can select another if a Flaw is taken too. The process is not difficult, but it is slightly fiddly, primarily because a player has so few points to spend. This also leads to a tight, quite restrained, and focused character type who is relatively component in a few skills. They are also mundane characters. Heroic, but mundane. The nearest Talent that Hollow Earth Expedition gets to being exotic is Psychic Sensitivity and whilst the roleplaying game does give a brief treatment of them in background, neither psychic phenomena nor spiritualism, magic, or sorcery really play a role in the Hollow Earth Expedition. What this means is that a player cannot create the equivalent of Doc Savage, The Shadow, or the like. For that, both Game Master and player are probably better looking at Spirit of the Century.

Name: Henry Brinded
Archetype: Academic Motivation: Truth
Style: 2 Health: 5
Primary Attributes
Body: 2 Charisma: 2
Dexterity: 2 Intelligence: 4
Strength: 2 Willpower: 3
Secondary Attributes
Size: 0 Initiative: 6
Move: 4 Defence: 4
Perception: 7 Stun: 2

Skills             Base Levels Rating Average
Academics               4          4 8 [4]
(History)                  4          1 9 [4+]
Art                             4          1 5 [2+]
Diplomacy        2          1 3 [1+]
(Etiquette)               1          2 4 [2]
Empathy        4          1 5 [2+]
Gunnery        4          1 5 [2+]
(Artillery)                 1          1 6 [3]
Investigation           4          1 5 [2+]
Linguistics               4          3 7 [3+]
(Deciphering)         1          1 8 [4]
Pilot                          2          1 3 [4]

Talents
Total Recall
Resources
Wealth 1
Flaw
Hard of Hearing

Alternatively, a player can pick one of the pre-generated sample Archetypes included in the book. There are twelve of them and they consist of Big Game Hunter, Dying Moneyman, Field Biologist, Fortune Hunter, Imperilled Actress, Intrepid Reporter, Jungle Missionary, Lost Traveller, Mad Scientist, Occult Investigator, Rugged Explorer, and Snooty Professor. These come complete with a background and roleplaying notes. They are also done in full colour on the roleplaying game’s colour inserts, its only use of colour.

Mechanically, Hollow Earth Expedition uses the Ubiquity System and was the first to do so. It is a simple mechanic. If a player wants his character to undertake an action, he rolls a number of dice equal to double the Attribute or the Skill Rating. Every even result counts as a Success. The difficulty of a task determines how many Successes are needed, ranging from one for Easy to six or more for Nigh Impossible, with an Average Difficulty requiring two Successes. Modifiers will add or subtract from the player’s dice pool. If necessary, the Game Master can also determine how well or how badly the Player Character did, depending upon the number of Successes rolled. A critical failure occurs if no Success are rolled. In general, a player will be rolling a big handful of dice for his skills, especially for his character’s best skills. Further, a player can use any dice he likes or get away with just using six-sided dice.

Alternatively, Exile Game Studio also manufactured its own Ubiquity Dice. These are eight-sided dice, coloured white, red, and blue, numbered from zero to three, depending upon the colour of the die. The white die counts as a one-die, the red die as a two-die, and the blue die as a three-die. To use those, the player adds up the value of the Ubiquity Dice equal to the number of dice he needs to roll and the total result is the number of Success achieved. For example, to have Henry Brinded make a Linguistics skill roll, his player has to roll seven dice. Instead, with Ubiquity Dice, his player rolls two red dice and a single white die, adds the numbers rolled up and that is the number of Successes. Of course, rolling a handful of dice is simple, but the Ubiquity Dice are elegant. However, Hollow Earth Expedition was published in 2006 and Ubiquity Dice are very hard to find twenty years on.

In addition, the Ubiquity System does offer another pair of options to reduce dice clutter. One is to ‘Take the Average’. If the average number of Successes that a particular dice pool can generate is equal to or greater than the task Difficulty, the Player Character automatically succeeds. This both reflects the Player Character’s general skill level and eases speed of play by cutting out unnecessary dice rolls. The other option is for large dice pools of more than ten dice in which case the player will ‘Take the Average’ for the first ten dice and roll the rest.

A Player Character has access to Style Points. These are awarded for good roleplaying such as to a Player Character’s Motivation or Flaw; supporting the game out of game, such as keeping a game report; and even for hosting and providing snacks! They are spent to buy Bonus Dice, to Boost a Talent, and Damage Reduction. If a character has run out of Style Points, his player can ask for Chance Dice. These increase his dice pool, but also increase the Difficulty of the task involved, increase the number of possible Successes that can be rolled, and increase the possibility of failure, but not those Critical Failure, as more dice means a greater chance of rolling at least one Success. It feels like the Player Character is being a hero, pushing the envelope, pushing himself to succeed where others might fail…

Combat uses the same system of dice pools. Initiative is determined by the number of Success rolled and each combatant gets an attack action and a move action per round. An attack action can be a standard attack, but can also be aim, auto fire, block, called shot, and so on. The attack is resolved by an Attack Rating, which includes the attacker’s Attribute, Skill, and other modifiers, rolled against the defender’s roll of his Defence Rating which consists of his Passive Defence, Active Defence, and Size, and includes modifiers for cover, wounds suffered, and armour worn, Armour makes a target harder to hit rather than reduce damage, but if the Attack roll is successful, any Successes generated beyond the Difficulty number do count as extra damage. Damage can be lethal or non-lethal. If a defender suffers more damage in a single blow than his Stun rating, he is stunned and loses his next action, but knocked out if he suffers more damage in a single blow than double his Stun rating. Damage can also knockback or knockdown a defender. If a defender’s Health is reduced to zero by nonlethal damage, he is knocked unconscious, but disabled if the damage is lethal, and he will die if lethal damage lowers his Health to ‘-5’. The combat rules do account for massive size differences, such as facing a dinosaur (and the example of play includes a big game hunter going after a Tyrannosaurus Rex), but advises that it is better to use brains rather than brawn when dealing with them.

Hollow Earth Expedition includes an extensive list of equipment that might be found on both the surface world and in the Hollow Earth. Alongside this is the inclusion of some ‘Weird Science’ gadgets. The rules count these as Artifacts and in order for a Player Character to have one, perhaps because he is a mad scientist, he must have the Artifact Resource. This Resource ranges from Artifact 1, a useful item such as a lucky watch to Artifact 5 and a legendary and
extremely powerful, like a drilling machine. A rare and highly useful artifact, such as a jet pack is Artifact 2, whilst a one-of-a-kind and incredibly useful artifact like a mind control ray is Artifact 3. At starting level, a Player Character scientist or engineer is unlikely to be equipped with more than an Etheric Disturbance Monitor (which detects psychic powers), Spectrovision Goggles, or even a Jet Pack. What Hollow Earth Expedition does not include is rules for building such devices. If the Player Character does have access to bigger devices, at this stage of play, starting out, they are likely to be included for narrative effect rather than something that he possesses. (Full rules for weird science and gadgeteering appeared in Secrets of the Surface World.)

The advice for the Game Master covers genre conventions such as making the heroes larger than life, the villains villainous, and the good use of a cliffhanger or deathtrap. Alongside this, there is advice specific to Hollow Earth Expedition, including ‘Evoke a Sense of Discovery’, ‘Keep It Moving’, ‘Things Are Not Always as They Seem’, and ‘Make the Era Live’ as well as a look at its conventions. These are that ‘Getting In Is Always Easier Than Getting Out’ of the Hollow Earth, ‘Guns Don’t Kill Dinosaurs: People Kill Dinosaurs’, and that when asking the question, ‘Is it Science or Magic?’, it is likely to be the former than the latter, though some still do believe in latter. Notably, the advice covers fostering good communication with the players and talking about everyone’s expectations. The advice also covers campaign length and construction, how to handle and portray villains, and is backed up with some story seeds and campaign ideas. The advice is really very good, looking at both the broader nature of the Pulp genre and at the specifics of the lost world sub-genre, and it certainly has not dated. It would work as well in a contemporary roleplaying game as it did in 2006.

In addition to describing and populating the Hollow Earth, the roleplaying game also provides the Game Master with some allies and enemies from the Surface World to populate her campaign. They include secret societies, exploration societies, and government agencies. The Terra Arcanum was originally set up to guard Atlantean secrets and shepherd humanity, but has since developed into a network of puppet masters and powerbrokers in the mode of the Illuminati, whilst the Thule Society is a cult of militant Nazi occultists. The exploratory societies are the familiar National Geographic Society and Royal Geographic Society, whilst the government agencies are U.S. Army Intelligence and Secret Intelligence Service or MI6, in particular, Section Z, which investigates foreign occult activity. All six are accorded a lengthy write-up and details of both a notable NPC and a generic NPC. All six also feel more than suited to the genre and the two-fisted heroes of Hollow Earth Expedition are definitely going to want some Nazis to punch!

The Player Characters get a chance to punch some Nazis in ‘The Hollow Earth Expedition’, the introductory scenario in Hollow Earth Expedition. There is good advice on how to get the Player Characters motivated according to their Archetype, but what they will be doing is joining a U.S. Army Intelligence sponsored mission aboard an airship being sent after a secret Thule Society which it thinks is searching for advanced weaponry from a lost civilisation at the North Pole. It is a cracking little adventure, getting the Player Characters into the Hollow Earth in smart fashion, showcasing some of its dangers and wonders, revealing a secret or two, and putting them face to face with the Nazis. The roleplaying game is rounded out with a good bibliography and a glossary.

Physically, Hollow Earth Expedition is a great looking book. It is well written and actually an engaging read, but what really stands out is the artwork. Or rather, what really stands out is the blank and artwork. This is not to say that the colour artwork of the book’s colour inserts is poor. In fact, it is very good, capturing that vibrant colour of the cover of pulp paperbacks. However, the black and white is superb, again and again evoking a sense of wonder about the world, both the Surface World and the Hollow Earth.

Hollow Earth Expedition is a roleplaying game in a hurry and that is the cause of its problems. It really wants to get the Game Master, her players, and their characters into the Hollow Earth as fast as it can. Which is good. However, it rushes the reader into the rules and character generation without a lot of explanation. It is there, but a bit more explanation would have prepared the reader better. It also has to straddle two worlds—the Surface World and the Hollow Earth, when really it wants to focus on the Hollow World. Which it does. So, it leaves a lot of character elements behind, especially in terms of Talents and Resources, when the Player Characters reach the Hollow World. In a pulp action roleplaying like Hollow Earth Expedition, this means that some Player Characters are going to feel underpowered. There is also very little in the book on the occult or weird science and given that these are mainstays of the Pulp genre, their relative absence is notable. Lastly, players wanting high Pulp Action are going to be disappointed. Hollow Earth Expedition does deliver on both the Pulp and the action, but very much at the lower end of the scale. Lastly, for the Game Master wanting more ready to play and use content, Hollow Earth Expedition is lacking. Hollow Earth Expedition does give all of the elements, but as a setting, the Hollow Earth Expedition Game Master is going to have to put a lot of effort in to create the Hollow Earth as a realm that her Player Characters explore and adventure . However, if she does, then she will definitely make it her own.

Hollow Earth Expedition was released at the ebb of the d20 System. It would win the Silver Medal for Best Cover Art at the 2007 ENnie Awards and be a Finalist for Roleplaying Game of the Year in the 2007 Origins Awards. Its Ubiquity System would go on to be used in roleplaying games such as Desolation, A Post-Apocalyptic Fantasy from Greymalkin Designs and the version of Space: 1889 from Uhrwerk Verlag under its easier to pronounce Clockwork Publishing label.

Hollow Earth Expedition is not perfect and it is not the perfect pulp action game. There are elements missing from it to be an all-encompassing treatment of the genre and the Player Characters are likely to feel underpowered. However, it is not meant to be an all-encompassing treatment of the genre and does not try to be, and the fact that its Player Characters feel underpowered shifts it to a ‘Lost World’ roleplaying game of not quite ordinary men and women thrust into action in a land of wonder and discovery. As a pulp action roleplaying game, Hollow Earth Expedition is very much punching above its weight, but the Ubiquity System is solid, the writing is great, and the artwork excellent, and all together, they invoke a delightful sense of awe and wonder about the Hollow Earth and what might be found there.