Fight On! old-school gaming zine
There are three places I go when I’m looking for third-party resources for Gods & Monsters. I’ve mentioned one already: Dragonsfoot. I’ve mentioned a fourth if you count The Grognard’s Lawn’s Castle of the Mad Archmage. If you’re looking for new resources for Gods & Monsters, there’s a wagonload of stuff coming out from the Old School Revolution. The Grognard’s amazing Castle is only the tip of the iceberg.
I don’t know why I haven’t mentioned it before—maybe I was expecting it to die like similar projects in the past. But Fight On! is an amazing magazine focussed on D&D and similar old-school games. Most everything in it is usable for Gods & Monsters.
I bought the first two issues of Fight On! several months ago, and have just received my order of issues three through six from Lulu. It was like Christmas morning, and it just keeps getting better and better as I read through them.
Fight On #1 and #2
A Lulu shipment arrived just before heading out to Madison for Forge Midwest. It included issues 1 and 2 of Fight On!, “a fanzine for the old-school renaissance.” Contributors include Jeff Rients, Paul Czege, Geoffrey O. Dale, and Vincent Baker. It is reminiscent of The Strategic Review and the first “Best of The Dragon”. It’s a simple two-column word processor-style format on glossy paper. Black and white inside, issue 2 has a nice color cover. The front is a dragon summoning and the back is a rough hand-drawn map.
Each issue has adventures designed for early D&D; there’s the beginnings of a megadungeon in issue 2, “The Darkness Beneath”, and a lot of weirdness. For example, issue 1 has cleric spells. Here’s the “Tentacles of Demogorgon”:
A dread demon of the terrible abysses beyond lends the invoking priest the power of his tentacles, by transmuting the priest’s arms and legs into similar wormlike extremities.
Paul Czege describes a campaign seed in which wizards cast spells by tapping the power of Space Wizard corpses they carry on their backs. Vincent Baker has a “monster machine” for creating monsters, traps, and other dangers. There are rules for panicked mounts, Pickled Orc Eyeballs, and a random inn generator (first try: The Rich Wench). There’s an article by Greg Svenson recalling “The First Dungeon Adventure” under Dave Arneson.
It includes all aspects of old-school, even Tékumel. I used to love reading those cryptic Tékumel ads in the back of D&D products in the eighties. Never understood what was going on, and still don’t, but it’s great that they’re in here. Issue 2 has “The Red Gem of High Cartography”, a 17-page adventure by “Edsan”, “suitable for 2-6 3rd-5th level characters” in “the City of Jakálla on the first quarter of 2,354 A.S.” It looks interesting, but fairly scripted. Obviously, since I’ve never done Tékumel, I don’t know how it compares.
Fight On! went from 30 pages to 88 pages between issues 1 and 2. When I first put Gods & Monsters online in October of 2000 old-school gaming was scattered and mostly unorganized. It’ll be interesting to see how it develops over the next few years.
- Fight On!
- “Fight On! is a journal of shared fantasy. We are a community of role-playing enthusiasts unified by our love of the freewheeling, do-it-yourself approach that birthed this hobby back in the 1970's. We are wargamers who write our own rules and fantasists who build our own worlds, weekend warriors sharing dreams of glory and authors collaborating on tales of heroism and valor. We talk, paint, draw, write, act, costume, build, and roll dice in service of our visions.”
- Dragonsfoot AD&D adventure modules at Dragonsfoot
- These AD&D adventures should be easily usable with Gods & Monsters, though you may wish to pre-write some flavor text for the truly old-school modules. Don’t miss their original D&D modules as well.
More adventures
- The Adventure Guide’s Handbook
- Weave fantasy stories around characters that you and your friends create. As a Gods & Monsters Adventure Guide you will present a fantastic world to your players’ characters: all of its great cities, lost ruins, deep forests, and horrendous creatures.
- Kolchak: The Wrong Goodbye (a Daredevils adventure)
- Kolchak and crew investigates strange murders during the 1976 Christmas season. Inspired by “real” Soviet research as reported in UFO magazines of the era.
- Kolchak: The Big Creep (a Daredevils adventure)
- Inspired by The Powers of Dr. Remoux, The Big Creep is a Daredevils adventure for The Night Stalker set in the autumn of 1976.
- Skin a module 3: Thracia to The Lost City
- The Judges Guild module Caverns of Thracia is one of the classics of the old-school. It’s also eminently reskinnable by changing the names of gods and expanding on some of the magic items hidden inside.
- Skin a Module 2: The Fell Pass becomes Mansio Solis
- Karl Merris’s The Fell Pass, from Dragon 32, became the border between dusty desert death and the lush green jungle of the new and magical world of the City.
- 14 more pages with the topic adventures, and other related pages
More Fight On!
- Fight On! 7 is out (and I’m in)
- Fight On! issue 7 is out; look for a Gods and Monsters adventure inside.
- Fight On! 9 PDF for $4.00
- Fight On! issue 9 is on sale for $4.00 in PDF format for a limited time.
- Fight On! 10: The Eudora Welty edition
- Fight On! 10 is dedicated to Tom Moldvay, “Lord of Creativity and Adventure Ace”.
More Lulu.com recommendation
- Do not miss Petty Gods!
- This is a tome worthy of the gods—and that’s what it is. A tome of gods usable much as a tome of monsters, placing these petty gods—what Gods & Monsters would call spirit gods—around your sandbox’s map.
- T is for Tower… of the Elementalist
- Random tables can make your design process faster when you’re thinking too hard about inconsequential things; it can also make running a game faster when players ask questions you didn’t anticipate in places you didn’t imagine.
- Knee deep in monster frogs: A Judges Guild history
- Bill Owen, one of the early members/employees of Judges Guild, has created an amazing color collection of old Judges Guild artifacts: maps, designs, and more from the early days of JG.
- Revised Lost Castle of the Astronomers in print!
- I’ve just re-opened my Lulu store with a 9x7 Lost Castle of the Astronomers.
- Villains and Vigilantes at Monkey House Games
- The best superhero game of the old-school, and possibly still, V&V is an easy game to read and play.
- One more page with the topic Lulu.com recommendation, and other related pages
More old school renaissance
- Nothing will be restrained from them, which they imagine to do
- Figuring out stuff from “the times before” is hard to do.
- North Texas RPG Con 2016
- NTRPG Con is a relatively small gaming-only convention focused on old-school games.
- Do not miss Petty Gods!
- This is a tome worthy of the gods—and that’s what it is. A tome of gods usable much as a tome of monsters, placing these petty gods—what Gods & Monsters would call spirit gods—around your sandbox’s map.
- Old School Cool
- Since I first made Gods & Monsters public over ten years ago, there’s been a groundswell of support for “old-school” D&D games. Since Gods & Monsters is compatible with adventures for original D&D and AD&D, it’s also compatible with adventures for most of these new games.
- Fight On! 7 is out (and I’m in)
- Fight On! issue 7 is out; look for a Gods and Monsters adventure inside.
- Three more pages with the topic old school renaissance, and other related pages
Portions of this article appeared in Alarums & Excursions 405 and 407.