Crawl! no.13: Deathmatch! Available Now!

Showing posts with label ZINE. Show all posts
Showing posts with label ZINE. Show all posts

Wednesday, May 14, 2025

SOLD OUT...!

 ...of the current printing on my online store, sorry.

If you want a print copy of any issues of Crawl! The last few copies can be found at Official Goodman Games booths at your local convention or over at the official Goodman Games Online Store here: 

https://goodman-games.com/store/product-category/crawl-zine/

New reprints/editions coming soon! 

PDF editions will still be available at the usual sites.

If you noticed that the digital edition of no.1 had some minor updates last year, that should give you a taste of the updates for them all. There will be some new content in many issues (especially the early ones) but unfortunately it will be raising prices to cover overall increased costs. BUT each issue will still be only FIVE BUCKS ($5!!!) because it's important for this zine to be accessible/affordable. 

Let me know if you have any questions and don't forget to hit the like button and subscribe, or something. 

Rev. Dak







































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Wednesday, April 17, 2024

Introducing Deathmatch! Deck no.1

A premium accessory for Crawl! no.13: Deathmatch!


Crawl! Deathmatch! 72-card core deck for use with Crawl! no.13: Deathmatch! is NOW AVAILABLE in PRINT & PLAY.

For a limited time, you can purchase the PRINT & PLAY edition of this deck for HALF OFF! Not only that, you will have an option to get the PRINTED DECK at COST (approximately $13 USD + shipping, varies) through DriveThruCards. 

The regular price of the printed deck will be $33 (or $20 for the digital print-yourself edition). Through this special sale, you'll be able to get the PRINT & PLAY edition now and save $10, that'd be 50%-off! Or a total of 33%-off the printed deck when it becomes available. 

This set also includes a VIRTUAL DECK of all the cards, in PNG format, that can easily plug into your favorite Virtual Table Top. 

FREE DEMO: Full color versions of the MINDLESS STATE cards are now available to download and print now, for free. See the Download Demo section on the main page to check out some sample cards that you can use with your Deathmatch game now!

Saturday, March 30, 2024

New 2024 Update to Crawl! no.1! INCOMING!

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: 


You may be wondering what this AETHER EDITION is, well it's just calling the "digital (PDF) editions" something less TECHNO than "digital" and using something more ARCANE and ANCIENT. The print edition won't be called this, it will be simply called the CLASSIC EDITION for it being a classic zine. There are otherwise no major updates or changes. Just a few things cleaned up, and some things updated to current DCC RPG standards. 

I'll be slowly updating every issue in the same way. Some issues will have some major updates or be expanded in some way, but nothing drastic. All online stores will get these updates FREE, new printings of the classic zines will also incorporate whatever changes. 


Monday, March 25, 2024

Crawl! Deathmatch! (Intro) by Loot the Body : (and other updates)

Crawl! no.13: Deathmatch! has an official soundtrack!

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.

In other news:

I've been working on the Deathmatch! cards again. I have a 72-card deck designed. It contains a full load of weapon cards (enough for 6 PCs), various cards to represent minor power-ups and each of the major artifacts (pentagram, biosuit, etc.). In addition, the deck includes random traps and hazards (as described in no.13). This effectively makes a deck of random traps, hazards, and magic items to stock any dungeon map. I go into more details over here. They're very cool (i think). Here's a teaser of the new, updated, design: 


I have a lot of other news and updates, but I don't want to get ahead of myself.

Be seeing you,

dak


Thursday, August 31, 2023

Crawl! no.13 is Now Available!

PREPARE TO FIGHT!

The really, really, long awaited return of Crawl! 

Crawl! no.13: Deathmatch!

An adventure and toolkit for running a DEATHMATCH!—A deadly game that will test the mind and bodies of unwilling (or willing?) adventurers trapped in some mad power's twisted realm. 

Includes: 
  • Running a DEATHMATCH — rules, tips, and how-to.
  • Introduction to a POINTCRAWL — modular and quick-reference style maps.
  • and the DANGER DIE — a loaded encounter die to determine room states and other conditions.
  • CRAWL DM1: Beyond the Doomed Gates — a pointcrawl adventure location where it will all go down. The dungeon features: Portals! Traps! Hazards! Powerful Weapons! Runes of Power! and more!
  • Plus! a bunch of random tables to help stock deathmatch dungeons of your own design.
VTT friendly maps, icons, and printable artifact cards also included.

Written by Rev Dak J Ultimak

Art and Icons by Mario T

Edited by Brad Littman

The new issue is now available to purchase from the following sites:

PDF at Itch.io:
PRINT+PDF at Gumroad:

Sunday, August 20, 2023

Now available on Itch.io

Crawl! fanzine is now available on Itch.io. I spent a couple days fudging pixels and stuff getting the site ready for the release of no.13.

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!

Tuesday, August 15, 2023

Calling all former subscribers! Check your email.



As previously promised subscribers are next to get their copies of Crawl! no.13: Deathmatch!. 

I sent an email today to everyone that I owe zines to. I have a list, but it's old. Please check your email, your spam, or old accounts, etc. If you think you should have gotten one, but didn't, email me. If you know you have a subscription or you know I have an old address, also email me. If you're not sure, just email me. 

You can skip some steps and help by just emailing me your name, preferred email address, current snail-mail address, and your DriveThruRPG info if it's different than the account you're emailing me from. I'll be able to confirm and update your info.

Email me at: crawl@straycouches.com 

You can also "AT" me at @reverenddak on most platforms and social media (for sure, twitter and discord). Although, I recommend email because it'll have a better e-trail. 

If you have any questions, email me. :)




Wednesday, July 26, 2023

Crawl! no. 13: Release schedule

 

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. 

Friday, January 20, 2023

Crawl! to the Future!

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. 

AMA rev _tod_ dak _ta_ straycouches _tod_ com

Tuesday, January 17, 2023

The Making of Crawl! no.13: Part 2

 

Fake news. Although I actually tried. 

Oh man. In April 2019, over a year and a half later I made this enthusiastic post. Boy did I fail. I never really apologized for it either. It's really embarrassing reading it now, but when you read it I go into a little bit of the life difficulties I was having at the time. And believe it or not, I was on a roll. Even though I started from scratch, I was feeling confident. I fully intended on finishing this issue. I wrote a lot. But it took way longer than I expected. I tried. I really tried. Before I knew it, COVID happened. What? Exactly.

I played a lot of Quake. Research!

In August 2020, over a year later, I posted this image and an equally cryptic message. The post was simply to announce it was going into playtesting. I actually finished the zine, pretty much the complete draft. At this point it was almost a total departure from the first one, some story elements remained, but I changed its focus completely. It was really ambitious, I wrote a lot of new rules and adopted (stole) a bunch of others. Here's the contents, and a bit of the Introduction:

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.

You can probably see what I was going for. I was still keeping the "toolkit" aspect, but also wrote a bunch of new rules. I wanted to make a fast-paced action-focus game for DCC RPG, and one of the ways I tried to do this was elaborate on the action side of things by introducing new Actions and Movement rules. I attempted this by making one of the biggest mistakes when trying to "streamline" things, I actually made things more complicated. I created a Movement check. The movement check combined two different "skill" or ability checks, Jump and Climb, into one simple check. This complemented a map design element that I was also introducing, which I'll go into deeper later. But I wanted to simplify hazards and traps, and other obstacles to a simple movement check. Basically by giving each of these obstacles a simple hazard DC. I also wrote or elaborated on some procedures, rules clarifications, and a new action I called Strafe. Here are some excerpts from the original draft: 

NEW ACTION RULES 
Combat 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.  

Hahah. There's this table in here that I'm not going to share. It had to do with a new stat called the Movement modifier, The "Move mod" was based on the PC's speed (in feet) and modified by a combination of Strength and Agility modifiers, and any AC check penalties. This modifier would be listed on the PC sheet right next to their movement speed. So PC sheet would have something like this: Speed 20' (+2). I still think there are good ideas with this, I just don't think it really added anything overall. All these rules tied into the system of movement checks and hazard DCs I designed for the action I wanted. I wanted obstacles, hazards, and traps handled quickly. 

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. 

I was really excited for my strafe action rules. I wanted a lot of action, so I tried to come up with a way to encourage attacks while moving. I might consider it an optional rule for competitive tournament style gaming.

Here's where I get weird. One of the biggest departures from standard DCC rules and one I cribbed from my favorite game at the time, the Stay Frosty hack, Slipgate Chokepoint. (These games are all vibes, btw. I'm a huge fan of Quake, and I can talk about how Quake and D&D® have very similar histories, and how I love them for the same reasons, but I digress.) They have a Danger Die and rules for Tension. The Danger die is basically a loaded "encounter" die. The concept of a loaded encounter die comes from the Hazard System by Necropraxis, combined into a Stress system from a game called Peridition by Courtney Campbell (!, legend designer, and this game is nuts). I decided that I wanted this in my deathmatch. I like the concept of the building Stress, which is similar to systems found in CoC or Mothership. Cosmic horror fits the theme on many, MANY, levels. Here are some excerpts from the this draft:

COSMIC PRESSURE
Gods 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 DIE
Crawl! 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. 
 
There isn't an easy way of posting the table:

Hazard Die Result
  1. Cosmic Terror; Surprised if entering combat.
  2. Tension; gain +1 Pressure
  3. Area Event; gain +1 Pressure; traps, hazards, encounters, trigger or activate.
  4. Expiration; runes, temp power-ups, temp hp, etc. fade or expire.
  5. Cosmic Edge; minor artifact, extra action, move, or spoor. 
  6. Cosmic Influence; major artifact, gain surprise if entering combat, or clue to secret.
Pressure, almost completely cribbed from Stay Frosty, was a chart that showed the benefits of building pressure. It's one of the core rules of Stay Frosty, and what gave the game its namesake. Your PC got better as you gained "pressure", or "staying frosty": 

PRESSURE
Pressure 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
    1. Nothing
    2. +1d to Damage rolls
    3. +1d to Saving throws
    4. +1d to Initiative checks
    5. +1d to Ability checks vs hazards, obstacles and traps.
    6. +5’ to Movement speed
At some point Cosmic Terror changed to Existential Terror. I'm sure it would have been fixed or ironed out by some editing. My editor eyes are seeing all kinds of problems while I read this thing. 

EXISTENTIAL TERROR
Once 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
    1. Can’t Take It Anymore: Drop all weapons and armor, and face their enemies head on, with only their bare hands. Will not pick up any items. 
    2. Screw This, Outta Here: Immediately flee using all their movement and the best of their abilities to leave. Make DC 10 Willpower save every round to shake out of it, or keep running and jumping to get as far away from everyone possible. Cannot pick up any items.
    3. Jelly Legs: Suffer a -1d to all movement based checks (including hazards and obstacles) and reduce movement speed by -10’. 
    4. Muttering to Themselves: They start talking to themselves, they’re easily distracted and unfocused. Reduce their Hazard die, and Intelligence or Personality based skill and Ability checks by -1d. 
    5. Let’s Do This: They are oddly, if not irrationally, in it to win it. +1 to attacks.
    6. Rage: Until the end of this or the next combat, all damage is increased by +1d, but any ammo is used at twice its normal rate.  
I don't hate these rules, to be honest. I just think they're a bit too much or too ambitious. During playtesting I found that managing Pressure actually slowed things down, and that the Terror effects happened more frequently than expected. Can't say enough about playtesting, playtest, play-test, PLAY. TEST. I am keeping elements of the Hazard die. It's something I now use in all my games. And it adds something special to the "Arenas", the maps. This I'm most proud of, and it deserves its own chapter. Remember how I said, at the time of this writing, I'm at the start of the 4th draft? I'm still talking about the 2nd draft. I'll see you in Part 3.  




Monday, January 16, 2023

The Making of Crawl! no.13: Part 1

Remember this? Some of you got really excited.

Crawl! no. 13: Deathmatch is still a work in progress. At the time of this writing, it's at the beginning of its 4th major re-write. I have been struggling with issue for several years, this was because several factors, which I rather not go into details, but simple motivation and inspiration is enough. When it was first announced, back in September 2017, it was going to be simple. It was basically going to be a toolset for creating random arenas, their traps, and features. A possible "gladiator" class, some new weapons, and arena specific rules. There were also several submissions that fit the theme that were in consideration. The idea was the PCs are sucked away from their normal day, into some cosmic battle arena, that's curated by some weird malevolent power or powers. This power was going to be left vague, so they could be one of the PC's deity or patron, The main system I was developing, and the meat of the issue, was a series of random tables that determined their appearance after being dragged through cosmic space into the arena. The table was a Personality check, and the I expected the players to elaborate and describe what their appearance in the arena looked like. I was hoping for ideas like like "asleep in bed", "on the john" for "poor" appearances, or if the player rolled well enough, they could've describe favorably, or the PC could have been totally ready for it. This was the beginning of the time I was really wanting to lean into collaborative and emergent story telling. I wanted to give the player a cue to work with, and have them describe how they're introduced into an arena. If they rolled poorly, they could describe their character as "appearing in a flash, with their pants around their ankles in a squatting position" or favorably, "my PC was totally expecting this, and I'm wearing my best outfit and everything". It sounded cool, but it looked like this: 

...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 Type
1 d3
3 d4
6 d5
12 d6
24 d7
48 d8
+24 +1d etc.   

Boons and Blessings
Chanting name! Motivating chants or even songs.
+1
+1d
Free 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. 

To be continued in Part 2.

Friday, February 26, 2021

Crawl! at Spawn of Cyclops Con

FREE (or generous donation.)
Hi, I'm Dak. Welcome to my booth at Spawn o' Cyclops Con.

If this was real life, I'd be standing here talking about zines, the desert, and dungeon crawling. 

Then I'd hand you a free zine for stopping by. 

So go pick it up here: 

https://www.drivethrurpg.com/product/347505/Dungeon-Crawl-Basics

You can buy my world famous zines here: 

https://crawlfanzine.blogspot.com/p/buy-now.html 

Ask me anything! 

Saturday, August 29, 2020

USING PROTOCOL 666

 

currently playtesting

Crawl! Deathmatch

  • Forward
  • Intro to Crawl! Deathmatch
  • Prepare To Fight
  • ...

Tuesday, April 17, 2012

AN OSR ZINE MEME

This guy started it: http://fightingfantasist.blogspot.com/2012/04/your-blog-is-your-eighties-fanzine.html. I decided to take on the challenge and not just stop at a cover, but make a full on zine using the last several posts from my D&D Blog (which is found here: http://dakdm.straycouches.com. All articles appeared there first.)

Some of the posts were plugs for Crawl!, so I thought I'd get clever and make them ads. I also took a plug for the DCC RPG PDF and made that an ad too. It took me few hours, most of it spent formatting text and re-doing some art so it matches a style that I like. I highly recommend comparing the original posts with the ones found in the zine. No way was I perfect, but the analog version was fun to figure out. As a special bonus, it features new art from Crawl! fanzine and an early version of an article that will be appearing in Crawl! No.2! Best of all, I'm making this available free as a PDF, in both a readable and printable format. I might also release it as an epub ebook, we'll see. 

Any way, I present to you REV. DAK D.M., zine no. 8: 

PDF for reading This will take you to the box.com site where you read it online or download. (I took down the embed, it was slowing down the site.

PDF for printing The "for printing" version is formatted (impossed) for double-sided (duplex) printing on Letter sized paper (A4 should work fine, too.) Just print double-sided, fold & staple!

If someone wants me to send them a printed version, I can do that! Dwolla, Paypal or Google Wallet $2 ($3 if you're in Canada, and $3.50 overseas) to rev.dak@straycouches.com or just email me. Make sure you let me know what you're buying (DAK, D.M. No.8). Keep in mind that this won't be the highest quality paper (Crawl! will be printed on premium paper.) This will be cheap, but cool. Also note that there aren't any back issues. Issues 1 through 7 don't exist!