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| A spread from the Deathmatch! deck. |
The printed deck and Print & Play version coming soon. Stay tuned!
Another set of cards I realized would be handy would be the condition cards for MINDLESS STATE. So I made them, and now they're included with Crawl! no. 13 as a PRINT & PLAY pages of these cards and their backs.
DIRECTIONS: Print out the card sheet at 100% (no scaling). Cut them out evenly. Printing the backs is optional, especially if you're going to put them into sleeves --- standard TCG sleeves (MTG, etc.) should work if you print the cards at 100%. They should end up similar to these (my printer is a bit rough, and the final design has changed slightly to be easier to read):
Give each player one of these cards, have them place a d4 (or their HD?!) on their cards to indicate what state their PC's mind is during the DEATHMATCH!
A bonus DANGER DIE card is also included as a handy reference for the judge.
This is AVAILABLE NOW to download if you own Crawl! no. 13!
The new FULL COLOR designs will be available as PRINT & PLAY and as a printed DECK soon!
Update: Updated Aether Editions now available for download over at Gumroad and DriveThruRPG.
A minor update to the FIRST ISSUE of the ORIGINAL ZINE compatible with DCC RPG is coming. The AETHER EDITION is available RIGHT NOW for FREE (PWYW) over at Itch.Io (link)! This update will eventually make its way to DriveThruRPG, Gumroad, and other sites. The only significant change is the cover:
Loot the Body has created a track for the latest issue of Crawl! Eyeball emoji!
I asked for, "...a 10-minute ambient loop that starts with heavy doom industrial metal riffs, then bleeds into tense, creepy, and chilling ambient droning?" (Yes, just like the Quake Intro by Nine Inch Nails.)
A few days later, I got this:
How to use: In the deathmatch realm this track is exactly 10-minutes long, actual local time may vary due to time dilation and space fluctuations. Use this track when on a run, or as a timer --- get hyped the first two minutes, and then focus and zone for the final eight. When used during a DEATHMATCH! put the track on loop, and when the metal riffs begin again, bump everyone's Mindless State UP ONE towards Hate! and let the carnage commence.
| Screenshot of the Goodman Games Online Store |
PRINT+PDF: https://goodman-games.com/store/product/crawl-fanzine-no-13-deathmatch-print-pdf/
PDF only: https://goodman-games.com/store/product/crawl-fanzine-no-13-deathmatch-pdf/
The really, really, long awaited return of Crawl!
PRINT+PDF at the Goodman Games Online Store:
PDF at DrivethruRPG:
Visit https://straycouches.itch.io/ to join the scene.
Crawl! no.1 is PWYW. The other 11 issues are available as a bundle for the price of 10 zines.
Crawl! no.13 will be available soon!

It's real. It's been approved by the Dark Master. It's currently at the printer, and I will pick them up this Friday. I'll be hand delivering them to Gen Con next week. Yes, I'm going to Gen Con 2023, it's been way too long. Brad, our editor, will be joining me too! You can find us slinging books at the Goodman Games booth #109--where you'll find the only true zine stand in the whole hall. Say hi, and please forgive me if I forget your face and your name.
Initial Release: Gen Con 2023, limited to 100 copies.
That's it. I've committed 50+ to the Goodman Games booth. There will be 30 on day one, 20 the next, and then we'll see. About 20+ copies are reserved for original remaining subscribers, trades, and gifts. Joseph will be the first to get one. Whatever I have left after Sunday will go to Goodman Games for sale on their site, I doubt there will be any though.
Subscribers First: When I get back I will prepare for the next round. I have a list of people that I still owe zines to through #18. I'll be reaching out and sending them theirs first. So if you're a former subscriber, and I still owe you zines, feel free to hit me up. Not sure? I have a list, and I will be contacting you soon regardless. If you're going to Gen Con, you have a subscription, and you want to grab one of these Gen Con editions, find me. I'm with the band.
General Release: Once I send subscribers their copies, I'll be prepping all my sites and contacting my resellers. If you're a reseller, feel free to get a head start and contact us at crawl@straycouches.com. So plan for an August release.
I'll be at the LA's Strategicon Gateway 2023 in September. I'm sure to have copies there.
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| Display Purposes Only |
My continued deep dive in the making of Crawl! no.13: Deathmatch!
I took a good look at my 2nd and 3rd drafts and the stuff I really like was how I was going to do maps. I say "was", because I've changed my mind a tiny bit. I was going to lay heavily into using just point-crawl style maps, with rooms and corridors. If you're not familiar with the mapping style, it is a simple map style found in Mothership RPG and other new-"old school" games and adventures. It's an easy way to do dungeons. It works really well with "Theater of Mind" style playing because the rooms don't have to be completely detailed or even drawn. The problem with that is some people still want maps, and I recognize that. So I decided to make traditional maps, and that's a complication in itself. I still haven't decide the exact look of these maps so this is one of the main reasons Crawl! no. 13 got stalled. But a point crawl design helped me get to playtesting faster. I created tools (tables really) to quickly make deathmatch rooms and corridors, and the first map was designed using these tools. Each room had basic features that matched the "theme" of each room, and each corridor was also random. I really like these tools, I'm keeping them and they'll be found in the issue. Here's a sample of the "first" map:
CRAWLDM1 - The GatewayPreparation: These areas can be static, or randomly determined as they are discovered.
Area 1 - The Gates: Hexagonal, 60’ across
Feels deep underground. Are those voices in your head?
Cake, slice 3 each
P1: Teleport Pad 25’ from one wall.
C1.1: Archway
C1.2: Archway
C1.3: Archway
Area 2 - Grand Hall: Rectangular, 60’ wide, 100’ long.
Cracked windows to a stormy pink sky.
Cake, slice 4, 1 each corner
Throne at one end.
Random weapon [ ]
Shield, yellow +2 behind throne
P2: Teleport pad at opposite end.
Fountain in the middle---Water
[Possible Secret Exit (see point 5)]
C [ ] to 3
C [ ] to 4
I have a small, 6 room arena completely designed like this, and started a 2nd one. It worked great, and it was the testbed for the playtesting. But somewhere along the way I decided to expand on the maps a bit further, which you'll see in the final product. I had a change on how I wanted to do each of the rooms, and that's basically the biggest change across the whole project, and the meat of the 4th draft.
If you paid attention to the TOC from part 2, You'll notice I had a section for Hazard and Artifacts. These sections were also complete, and done in the same bullet point style that the maps were done. I have already teased the artifacts with my lone post from 2022: MÆTA: A Postmodern Patron. Go check it out. But here's a sample of the hazards:
HAZARDSHazard Damage Death
TRAPS
Trap DC Damage Death
Nail Trap DC 10+ 1d6 Nails; 1d8 each "PC" was spiked.
Laser Trap DC 12+ 1d4 Lasers; 2d6 each "PC" was spiked.
Lavaball DC 10 Ref 4d4 “PC” ate a lavaball
Spike Varies 1d100 "PC" was squished
Moving Wall Varies 2d100 “PC” was squished
These are from the 2nd draft. You get the idea. Right? There are more bits, done in the same way, but that's when Crawl! 13 was going to be more of a toolkit than an adventure. You get a good idea of where no.13 was at by the "mostly done" 2nd Draft.
This leaves us with the 3rd and "final" draft. Next time!
| Look, there's light. |
Hi again.
It's me, dak. But you can call me The Reverend Judge Dak J. Ultimak.
Reading those old drafts worked to get me motivated and get some writing done for the next issue. The next post will be Part 3 of the "making of", and will focus on the maps. And it happens to be where I'm at on the current drafts. It's all part of the process. So that's what I've been doing the last couple days. Also playing video games, technically trying to finish Cyberpunk 2077 on Stadia, I wasn't able to, so forget that. Let's talk about the future of Crawl! Your favorite RPG zine.
Crawl! no. 13 is the Deathmatch issue which I'm currently working on (again) and I go into more details on the series of "Making of" posts.
Crawl! no. 14 is the Downtime issue. I actually finished the first draft of this, and I rumored that it might come out before 13. Most of it is done, but it still needs some work. and the playtests were positive, but I'm back to focusing on Deathmatch right now. There is possible of room for submissions, so if you have an idea, let's talk. I'll link or share my email, or you can find it all over this site.
Crawl! no. 15 is possibly called Ordem Obscurum. It's on secretive societies, such as thieves guilds and militant orders. Stupid simple idea, I hope you like it. A lot of it is done, the core concepts are there, it will need some fleshing out and some examples. I might share the rules early, and have an open call for submissions.
Crawl! no. 16 is possibly called Nemesis! I have an idea for bosses and rivals. This might not work at all. I'm not there yet. These are mostly notes. I have an idea for reaction rolls, but this might make it into the no. 15, we'll see.
Crawl! no. 17 is going to be called Dungeon! this might bleed into Crawl! no. 18. It's big and ambitious, and I might be breaking rules with this one. Most of it has been "compiled", I just need to work on some details. Expect a ton of public playtesting for this. I've threatened this one for a while if anyone has been paying attention. I think it's a great idea.
That's my plate for DCC, let's see how big these spoons are, and how many I have left.
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| Fake news. Although I actually tried. |
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| I played a lot of Quake. Research! |
Intro to Crawl! Deathmatch
Prepare To Fight
Sequence of Rounds
New Action Rules
New Movement Rules
Cosmic Encounters
Hazard die
Pressure
Cosmic Terror
Arenas
Point Crawl
Hazards
Artifacts
Weapons
Power Ups
Variant Rules
Acknowledgement
Maps
INTRO TO CRAWL! DEATHMATCH
You have been summoned by an unimaginable cosmic force into a supernatural plane of existence. The demands are simple, survive. But are you ready... to fight?
This issue of Crawl! is about running a deathmatch. A deathmatch is typically a free-for-all fight-to-the-death in an arena, or in this case, a series of arenas. These rules focus on the basic player vs player, everyone for themselves battle royales. These rules could allow your players to finally resolve who would win in a fight. But also they allow for different play styles, ideas of which can be found in the Additional Rules chapter. Tips for adding deathmatches to your ongoing campaign can also be found there—in fact, the sample deathmatch dungeon provided is designed to quickly get straight to the action.
You’re probably thinking that anyone can draw up an arena and the characters can just fight. All that is true, and in reality most of you don’t need this zine, many of the rules found within can be found in a lot of other places. None of these concepts are original, or new. But, it hasn’t been done in this way before, especially with DCC RPG.
NEW ACTION RULESCombat actions and movement play out per standard rules. There are a handful of new rules to establish a fast-paced and hectic gaming mode, some changes to the standard rules, and some clarification regarding the interaction between new and standard rules.Strafe Attack: A character can attack and move up to their speed as an action, but with a -1d penalty. A strafe attack can be combined with a charge, multiple attacks, etc. When used in combination with a special move action (e.g. strafe jumping, clearing obstacles, or avoiding hazards), the movement check is also at a -1d penalty. All other standard rules still apply.
The Strafe action was the only real new rule (for this chapter), in this same section there were clarifications on existing rules, and how they worked with any of the new rules.
NEW MOVEMENT RULES
Understanding movement within the map will prove to be the most important skill to have as a player. These new rules will help their characters move faster and further.
Normal movement up to the PCs movement speed brings no risk, so no roll is needed. But strafing, fancy maneuvers, and tricky jumps risk falling, slipping off edges, and fumbles. These moves need checks and thus can fumble like an attack. Also note when when performing a strafing attack, the movement check suffers the same -1d penalty. Combining a strafe jump and strafe attack in the same round is allowed and explicitly encouraged!
//Movement checks. A movement check is a d20 based skill check that's modified by a move modifier, which is based on the corresponding ability modifier, their PC's speed, and any armor check penalties.
Strafe Attack: Usually -1d. See New Action Rules above.Strafe Jump: A character can extend their move by incorporating a jump as part of the move. This jump is a Strength check, modified by any encumbrance or AC check penalties, and the distance is half the total roll. The strafe jump must proceed at least 5’ of movement, but it can be part of the total move. It can’t extend a standard long jump, it’s more of the skip in an olympic triple-jump. Yes, you can attempt a Strafe Jump after each move action. Gravity is strange here, this is a feature not a bug.
COSMIC PRESSUREGods are real, kind-of. Just not the way we think they are. There are cosmic powers that are so obscene and so arcane that mortal minds would never understand. For the feeble mind, even slightest sliver of knowledge would drive them insane. So imagine being a simple farmer minding your business, and suddenly appearing in a realm where the sky cries blood and screams sing through your ears. And the first person you see is trying to kill you--everything is trying to kill you.HAZARD DIECrawl! Deathmatch uses the concept of a loaded encounter roll that adds pressure, triggers hazards, manages time, and keeps the action moving (see acknowledgments for more info on the Hazard System, Stress, and Tension). A Hazard die is rolled for each character upon entering a different area, or if spending too much time in a dangerous one. Every roll is a d6 on the Hazard Die Result table. Note that some areas will have specific results or events that may override or replace “standard” Hazard die results, especially results of 5+. Some “illogical” results can be ignored if necessary, or if something similar makes more sense.
Hazard Die Result
- Cosmic Terror; Surprised if entering combat.
- Tension; gain +1 Pressure
- Area Event; gain +1 Pressure; traps, hazards, encounters, trigger or activate.
- Expiration; runes, temp power-ups, temp hp, etc. fade or expire.
- Cosmic Edge; minor artifact, extra action, move, or spoor.
- Cosmic Influence; major artifact, gain surprise if entering combat, or clue to secret.
PRESSUREPressure is the accumulation of stress and tension in this dangerous environment. It also represents cosmic pressure from the unknown powers that brought them here. It results in the embodiment of control over “Fight or Flight”, it’s the “Zone” of a top athlete, or a “runner’s high” by making them sharper and focused. These benefits stack.
Pressure Level Benefits
EXISTENTIAL TERROROnce overwhelmed with the stress and cosmic horror. They regain half their hit points and roll 1d6 on the following effects table. Unless otherwise noted, these effects last until the character is fully rested, or they die.Existential Terror Effects
| Remember this? Some of you got really excited. |
...And The Crowd Goes Wild!!!
Presentation, Reception and Reputation
Presentation and Reception -- Upon entering the arena, the crowd can cheer ecstatically, or jeer with pure disdain. The response is determined by a Personality check on Table XX-1: Presentation & Reception. This will determine how impressive or disappointing their entrance is. This can result with a favor or blessing from the audience or sponsor. Or the opposite may happen, resulting with pure disapproval or a curse for the duration of the match. The check is made for each competitor, it’s very possible they all get favorable responses, or they can all get poor ones.
Table XX-1: Presentation and Reception.
Roll Result
1 or less Immediately hated or ridiculed, the spectators get hostile, and the sponsor may show contempt with a curse or condemnation.
2-4 Mocked and booed, Spectators and sponsors are wary. Hostility is likely.
5-9 Disinterest and boredom from the spectators and sponsors.
10-14 Some cheers from the spectators, a lukewarm response from the sponsors, but interest nonetheless.
15-19 The spectators go wild, and they have the attention of the hosts. A spectator may express their joy with a minor boon or blessing.
20+ The spectators are ecstatic! The sponsor may bless the competitor with a great boon or favor.
Optionally, independent of allies, there may be spectators that feel sympathetic to the disfavored combatant, especially if they’re losing. If a fight is clearly one-sided, these compassionate types may bestow a minor boon to even the odds. With the judge’s discretion, the losing PC may make a Luck check, success means they receive a minor boon from pity.
Then it went into a system where throughout the game the characters can earn boons or banes from their performances, showboating, etc. It was basically a fame system that granted you perks and shit, ala XCrawl.
Reputation -- if deathmatches are regular affairs in your campaign, a Reputation Bonus may be earned for any victors in a deathmatch. This rating is indicated by a die type. For the first match won, this die is a d3. When, or if, a third match is won, this die will go up one step (+1d) in the dice chain. On the sixth successful event, it will go up another die (+1d), etc. (See Table XX-2: Reputation Die.) This bonus die is added to the Personality check on the Presentation & Reception table. Judges may modify the roll due to location or moods, e.g. the locals may not be familiar with this particular champion, or the audience may be extra excited or upset from an earlier match.Matches Won Reputation Bonus Die Type1 d33 d46 d512 d624 d748 d8+24 +1d etc.Boons and BlessingsChanting name! Motivating chants or even songs.+1+1dFree re-roll. Free roll even if no roll is allowed (eg. allow a save even if there’s “no saving throw”.)Spell cast in their favor.Temp hp.Attack spell in their favor.Healing. hd or ability points.Magic Items or weapons.
This was as far as I got, you can tell it trails off into a brain dump list. I didn't like it. I was also working on XCrawl, and it made no sense to reinvent the wheel. So I scrapped it. There were also some lists of random areas ideas, and some notes referencing Enter the Dagon and Spell duel stuff. And so it went back to the drawing board. No one heard from me again for a couple years. Those were miserable years to say the least. The misery wasn't because of this crap sub-system, mostly outside crap.