OSR [Let's Read] Xcrawl Classics Role-Playing Game

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Drive-Thru RPG store page.

Goodman Games store page.

During the early Aughts, a third party setting for 3rd Edition D&D was released. Its production schedule would be sparse, interspersed with long periods of time between system updates. In late 2014 it got an update to the Pathfinder system as Maximum Xcrawl, and several adventures would be released for it under that system as well as Dungeon Crawl Classics under new ownership by Goodman Games. Even just going by the title, Dungeon Crawl Classics (or DCC for short) seemed like a match made in heaven for Xcrawl. So Goodman Games sought to revive Xcrawl once again, this time as a standalone rulebook and setting using the DCC ruleset.

Xcrawl is set in an alternate history Earth where not only did monsters and magic exist, dungeon-crawling evolved into the most popular televised death sport known as Xcrawl. And given that this Earth’s antiquity had all the classic fantasy tropes such as legendary swords and monstrous evil overlords, Xcrawl is also a sort of historical reenactment. Many tournaments emulate the deeds of heroes and villains of old in a gladiatorial obstacle course format.

The setting is also a satire on contemporary America. The United States doesn’t exist, insteading being an aristocratic North American Empire (NAE for short) that worships the Greco-Roman pantheon and is ruled by Emperor Ronald (Reagan) I.

Politics Tangent: Given that it’s in the pre-Introduction artwork, I should get this out of the way for readers, especially given the USA’s recent presidential election. The parodic elements of Xcrawl Classics make reference to real-world political groups and movements, along with many copyright-friendly brand products, albeit given in-setting twists. In the first two-page spread portraying an Xcrawl event in a colosseum, there’s a banner saying “Make the Empire Great Again.” In the following two-page spread at a bar filled with humans and various fantasy creatures, there’s a guy wearing a baseball cap with MEGA on it, and his tee shirt says “Our Pillow.”

Although I haven’t really seen any other overt political references in the book besides an anthropomorphic rat waving a Soviet flag, a lot of racists and fascist types like to use dog whistles to fly under the radar, so that can be understandably concerning to would-be readers. From what I’ve seen of them, Goodman Games is on the progressive end of the political spectrum. They’ve supported Black Lives Matter, criticized Trump for sabotaging COVID relief efforts, support vaccination, and retconned racist and problematic elements out of their own products. Unless there’s some massive political shift that I’m unaware of, the people at Goodman Games are a far cry from the kinds of people who’d get punched by Captain America in Golden Age comic books.

XCC starts off with a two-page Introduction covering the setting’s main pitch, its core mechanics, and how it differs from earlier 3rd Edition versions. For those not familiar with Dungeon Crawl Classics, it’s an Old School Revival style RPG, but its ruleset is less faithful to TSR-era Dungeons & Dragons Editions and instead goes for a nostalgic feel of 1970s tabletop gaming and pulp fantasy media. For instance, classes have more dramatic randomness, such as Wizards risking spiritual and physical Corruption via spell rolls, charts of devastating Critical Hits and Fumbles, and Luck is one of the six ability scores which can be spent to empower die rolls.

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Chapter One: Characters

The first chapter of Xcrawl Classics covers how to make PCs, along with related rules such as the oddly-numbered Zocchi dice Goodman Games is known for. Anyone who’s read Dungeon Crawl Classics would recognize a lot of things here, but there’s some notable changes that it’s still worth giving a read. First off, Xcrawl has six ability scores which closely map to D&D, such as Agility being akin to Dexterity. Personality more or less doubles the roles of what Wisdom and Charisma would do in other games, and notably is vital for the new Mojo Points metacurrency and the sole spellcasting score,* as every caster class in this game uses that. Luck is the most unique in that its modifier applies to rolls where pure chance would be a factor, one’s Birth Augur (an astrological sign a PC’s born under which applies their Luck to a particular action or activity), and certain attacks and actions based on one’s class. Luck can be spent to add a bonus to a roll on a 1 to 1 basis, and the score, and the stat can be regained/increased over the course of adventures. The saving throws are Fortitude, Reflex, and Willpower, the latter of which is modified by Personality.

*A big departure from DCC, where the Elf and Wizard use Intelligence for determining spell power, and the Cleric uses Personality.

One other thing that separates the ability scores from other OSR games and D&D Editions is that PCs who have particularly low scores in certain abilities suffer additional consequences. APC with a Strength of 5 or less can wield a weapon or a shield, but not both, regardless of their weight. PCs with a 7 or less Intelligence can only speak one language even if they’d ordinarily get a bonus language due to their race, class, or occupation, while those with 5 or less cannot read or write. Those unlucky characters who have a Stamina of 5 or less take double damage from all poisons and diseases.

While modifiers to rolls based on circumstance are still a thing, Xcrawl makes use of the Dice Chain to represent particularly dire or ideal conditions. What this means is that d20 rolled to resolve most tasks is replaced with a die type one step lower or higher. For instance, a warrior who finds their accuracy with a weapon impacted might roll a d16 instead of a d20, while a mage channeling a ritual when ideal supernatural conditions are fulfilled might roll a d24 for their spell roll.

Xcrawl uses the three-axis Alignment system of Law, Neutrality, and Chaos, each one representing a side in cosmic struggles between gods and universal forces. But while Dungeon Crawl Classics more or less had Law being a reflavored Good and Chaos as Evil, Xcrawl is different. Law encourages charity, honor, and community spirit, but it can also give rise to oppressive institutions, xenophobia, and bigotry. Chaos can champion the ideals of destruction and selfishness, but also freedom, equality, growth, and adaption. Neutrality can include people prizing a balance between the ideals just as much as someone who doesn’t wish to involve themselves in cosmic struggles.

PCs start at level 0 in a process known as the Character Creation Funnel. Each player rolls up and controls multiple PCs (usually 3 to 4) and runs them through the first adventure. Survivors typically level up to 1st, and the player picks a single PC to bring into future adventures. PCs at this point are classless, with their randomly-rolled Occupation determining their starting equipment. But unlike DCC, they can choose their starting weapon from a club, dagger, sling, or spear and also purchase starting equipment with any of their starting gold. The available occupations are a d100 chart, focusing on more modern world ones such as call center rep, firefighter, and truck driver. As the PCs are contestants hoping to become the next big name in Xcrawl, they also start play with one of five starting Adventurer’s Packs labeled A to E, representing a collection of armor, weapons, and common gear. One occupation in particular, Nobility, is particularly good in that it grants the highest-quality pack, a monthly income of 100 gold, and begins play knowing Latin as a bonus language. Of course, you have to roll for that, so you can’t just choose it. Overwise, the occupations are relatively balanced against each other in that they all at least give something of use to a PC.

When it comes to character classes, this book dispenses with the common Warrior/Cleric/Thief/Wizard of its predecessor, instead drawing upon ones that existed in the 3rd Edition version of Xcrawl. They reflect specialized training regimens for sportsmen seeking to compete in the games. For example, various kinds of mages exist in the greater world of Xcrawl, but the Blaster class reflects a specific tradition focusing on flashy, offensive magic. Like many OSR games, race is class, although the Specialist class is a subversion of this in having a variety of subclasses, several of which are restricted to certain races.

Lastly, while this doesn’t apply to most classes, some classes are less socially accepted in the setting. For example, half-orcs aren’t legal citizens of the North American Empire, preventing them from buying real estate, having a driver’s license, or leaving their homes. Or the Crypt Raider subclass for Specialists, who aren’t popular among XCrawl fans due to being too uptight and morbid vs the more “blood and glory” contestants. Generally speaking, these cause penalties on certain social rolls on the Dice Chain, but such penalties can eventually go away during play, such as the Half-Orc obtaining legal citizenship or a Dwarf Mechanic earning grudging respect for their skills from other dwarves once they get high enough level.

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The Athlete is one of Xcrawl’s two Fighter/Warrior equivalents, being someone who focuses on physical training to overcome obstacles and enemies. They have the best Hit Die at d12, can automatically inflict damage and drag around opponents they grapple, reduce subdual damage by an amount equal to their class level, and also get bonuses to Armor Class and increased movement speed as long as they’re not wearing armor that’s too heavy.* For DCC veterans, they have a mechanic similar to the Mighty Deed of Arms where they can add a Training Die to attacks and damage for grappling, athletic maneuvers, and performing specific wrestling moves known as Techniques of Wrestling Prowess. They aren’t proficient with all weapons, having a more limited set plus some sportsman equipment as improvised weapons.

*Generally speaking, if armor has an armor check penalty of -4 or worse, it can negatively impact class features that call out being limited by armor.

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Blaster is the Wizard equivalent. While spellcasting is a common art throughout history, a lot of the time it doesn’t make for showy displays of crowd-pleasing eldritch might. Emperor Ronald I didn’t want to risk talented mages dying in the sport, but wanted gladiators who could accurately mimic the mighty spellcasters in the legends of old. In the late 90s, an obscure Greek school proposed the art of spellweaving as a viable alternative. Spellweaving is a talent where one uses sheer force of will to summon and reshape magical energy, and is popular in poorer societies given that arcane magic typically requires a great deal of formal education and expensive material components. Spellweavers were quite good at battle magic, and so became the most common kind of Xcrawling mage, nicknamed Blasters.

The Blaster class is your typical unarmored spellcaster who knows a limited set of spells. They have a D5 Hit Die and use a Blaster Die which they add to their d20 spell rolls. They can sacrifice pieces of their soul to empower spells via a technique known as Spellburn, which has its own set of rules later in the book but can be summed up as sacrificing points of your physical ability scores to add to your spellcasting rolls on a 1 for 1 basis. Finally, Blasters may optionally take on a supernatural being known as a patron. Those who do so gain the spell Invoke Patron, which allows the Blaster to call upon their patron to enact unique themed magical effects.

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The Brawler is Xcrawl’s other human martial class. Whereas the Athlete has Monk and Acrobat-style defensive and movement features, a Brawler is much closer to the standard Warrior. They are proficient in all melee weapons, bows, and crossbows, have a d10 Hit Die, deal 1d4 to 1d12 damage when fighting unarmed, reduce melee damage dealt to them by their base Fortitude save, and have Mighty Deeds of Arms. Mighty Deeds are one of DCC’s most popular mechanics, and they work pretty much the same in XCC. Basically, in addition to a standard attack, the Brawler calls out a particular maneuver, such as pushing over an obstacle or furniture onto an opponent, kicking a monster’s shins to hobble it, or some other dramatic action. The Brawler rolls a Deed Die ranging from 1d3 to 1d10+3 based on level, which adds to the attack and damage roll. If the attack roll hits and the Deed Die is 3 or higher, they also successfully perform the Mighty Deed of Arms. As Mighty Deeds aren’t limited-use or apply penalties to the basic action, PCs are more or less encouraged to use it as often as possible.

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The Jammer is a modern-day Bard, using the power of music to inspire their allies to new heights of success and sap the morale of their enemies. They have a d8 Hit Die, are trained with a meager assortment of bladed weapons, and they can choose one kind of weapon they’re trained with to be their Chosen Weapon which adds their Armor Class to their level when wielding it as well as a bonus on damage rolls ranging from 1d3 to 1d16, provided they aren’t wearing heavy armor. The bulk of the Jammer’s class features revolve around performances. Performance makes them skilled in one type of performance specialty per level, which can range from electric guitar to poetry to comedy. When engaging in skill checks with a specialty, they add their level on top of their Personality modifier when rolling.

For abilities of more direct use in adventuring, Disrespect is an audio-based debuff where they roll a contested Performance check vs a target’s Willpower, imposing a penalty to various rolls based on level. Lionize is the main ally-buffing ability, where the result of the Performance check determines the magnitude of bonuses to their allies, which last a number of rounds equal to the Jammer’s level.

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The Messenger is the Cleric equivalent, but like the Blaster represents a more specific magical tradition that is relatively new. The descendents of one or more Olympian deities, Messengers received divine visions from their ancestors to compete in Xcrawl. By participating in the grandest game of the North American Empire, they bring glory to their god/dess. They are humans but can otherwise come from all walks of life, which has caused no small amount of concern among the Empire’s political establishment. The class has a d8 Hit Die, can use any armor without hindering their class abilities, and are proficient with their deity’s signature weapon but otherwise are limited to daggers, clubs, staves, and slings. They must match the alignment of their deity, which determines what creatures count as unholy for turning checks and add to the damage rolls against said enemies when hitting them. Messengers also need an appropriate holy symbol to make use of their powers, but in lieu of the latter they can sacrifice their own blood by dealing one point of damage to themselves to gain the benefits of a holy symbol for one encounter.

Unlike Blasters and other magical classes, Messengers do not learn spells of the Vancian variety. Their supernatural powers are Holy Acts, whose resolution is based on a d20 roll that adds the Messenger’s class level and Personality modifier. As the Gods can be fickle and want champions who know how to handle themselves, failed rolls can result in the deity’s Disapproval. Disapproval is measured in points that increase the chance of an auto-failure based on the number of points. For instance, 5 Disapproval causes Holy Acts to auto-fail on rolls of natural 1, 2, 3, 4, and 5. Disapproval is cleared after one hour of religious rituals performed during the morning. There are five different types of Holy Acts which cover the major Cleric abilities: Lay on Hands which can heal those with a touch (and when doing so they gain a free melee attack during their turn with a d14 rather than a d20 attack roll); Turn Unholy which can frighten, damage, and/or kill enemies deemed unholy; Bless which is a general-purpose buff on a touched target that grants allies a bonus to attack rolls, and also damage rolls and other broad rolls on higher spell check results; Summon Weapon, where the Messenger can materialize their deity’s favored weapon in their hand, whose specific properties are based on the spell check; and Divine Aid, which calls upon the deity to intervene in a major way that causes 10 Disapproval for the act alone, but if successful can cause a variety of open-ended effects based on the result.

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The Specialist is the Thief equivalent, but is a bit of an odd bird. First off, it can reflect a variety of archetypes beyond the stereotypical criminal, generally being people who make use of a variety of roguish skills with further focus based on a Specialization. Being much like 5th Edition D&D’s subclasses or Pathfinder’s archetypes, they have a Specialty starting at 1st level which adds or modifies class features to make that particular Specialist stand out.

The Specialist by default has a d6 Hit Die, is proficient with daggers, short swords, slings, shortbows, hand crossbows, and armor check penalties apply to Specialist Skills. Speaking of which, Specialists have a variety of Skills they can use, which is generally a 1d20 check adding a relevant ability modifier and a bonus based on their level and Specialty. They more or less cover your typical OSR Thief stuff such as Climb Sheer Surfaces, Pick Lock, Find and Disable Traps, Handle Poison, and so on. Backstab is different in that they add a bonus to their attack rolls and damage based on level when they strike a target who is unaware of them.

The Specialist has 9 Specialty subclasses, 4 of which are restricted to particular nonhuman races. In fact, they’re the only one of two ways to play as a nonhuman in XCC, the other being playing the racial class of the same name such as Dwarf or Half-Orc. The Specialties are Acrobat (can perform feats of agility in and out of combat such as reducing fall damage, bonuses to Armor Class and Reflex saves, leaping far via pole vaulting, etc), Commando (more martial Specialists who have a d7 Hit Die, more weapon proficiencies, and more powerful backstabs), Criminal (social-based subclass where you have a network of underworld contacts to provide goods and services via an appropriate check, can forge documents and make convincing disguises), Scout (has a sixth sense that can detect hidden creatures via a flat d20 check, but can only Backstab with shortbows and slings), Crypt Raider (undead/demon monster hunters who get free rolls to detect secret doors, add one step up the Dice Chain to identity and backstab undead and demonic monsters, speak Latin as a bonus language, and can turn said monsters like a Messenger can), Dwarf Mechanic (have typical dwarven race features such as infravision and reduced movement speed, proficient with hand axes, have additional skills such as detecting architectural oddities, add one step up the Dice Chain when finding and disabling traps), Elf Trickster (hybrid mages who can cast a limited set of spells from the gnome spell list, have elven racial features such as immunity to magical sleep, but due to lack of training cannot spellburn or voluntarily take corruption to gain bonuses on spell checks, and take damage over time when wielding iron weapons and armor), Half-Orc Slayer (d10 Hit Die, infravision, wide variety of weapon proficiencies, better backstab results, add their base Reflex save to initiative, better resistance from disease and poison and naturally heals faster) and Halfling Rogue (reduced speed, has infravision, can backstab with ranged weapons which also increase the base weapon damage when doing so).

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Much like DCC, Dwarves are one of the primary demihuman classes. In the setting, they are much like their Tolkien inspirations in being mountain-dwellers who have a penchant for artisanship. Dwarves settled in the mountain ranges of the North American Empire when its founding Emperor George Augustus sought to attract their skills. Dwarven culture looks down upon Xcrawl, viewing it as a dishonorable trade, although those dwarves who participate often justify it as being something their ancestors would approve of for exemplifying their warrior prowess. Most of them live in Colorado, but small groups can be found throughout the Empire where they are relatively integrated but are faced with the problem of fading cultural traditions.

When it comes to classes they are the closest to their DCC/OSR forebears, being heavily martial with access to Mighty Deeds of Arms and gain a shield bash as a bonus d14 attack roll. They have infravision, a slower movement speed, and Underground Skills such as being able to smell gold. Dwarven Mechanics don’t get this last one, for some role protection.

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Gnomes are short fey beings with innate magical powers, whose history in the North American Empire is similar to the dwarves in being sought-out immigrants being promised economic opportunities and self-rule. They are pretty much integrated into human society, being well-accepted but still retaining their own cultural traditions. Although many trade guilds restrict the amount of gnomes that can join, as a means of minimizing human unemployment rates.

As a class they can be summed up as a thief/mage hybrid with a d6 Hit Die, a variety of mildly-damaging weapon proficiencies, choose spells from a distinct gnome spell list, can distract enemies with Draw Agro which is a contested Personality vs Willpower rolls that forces a failed target to attack the gnome even if it’s disadvantageous or illogical (or suffer one Dice Chain reduction on relevant rolls if they cannot target the gnome), gain a limited set of Specialist Skills, and as a Team Mascot they can generate additional Mojo Points when the gnome rolls a natural 20. Additionally, if a team member loses all of their Mojo Points by rolling a natural 1, the gnome gains 1 Mojo Point.

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If the gnome is a thief/mage hybrid, then the Half-Elf is something of a jack-of-all-trades. Half-elves are rare due to human and elven cultural incompatibilities, to say nothing of radically different lifespans. Half-elves tend to have difficulty in being fully accepted in either society, and perhaps as a result of that make up a disproportionately large number of Xcrawlers. As a class they get a d7 Hit Die, are trained in a small variety of bladed weapons and bows, draw their spells from the Blaster spell list, have a 1d2 to 1d7 Charisma Die that they add to skill checks modified by Personality, have a limited number of Specialist Skills known as Adventuring Skills, get +1 on the Dice Chain vs magical paralysis and sleep effects, and suffer -1 on hit rolls and Armor Class when wielding cold iron weapons and armor.

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The Half-Orc is our final class, and all of them come from the Zura’ah’zurah, the setting’s Underdark equivalent. They do not start play as citizens of the North American Empire, with Xcrawl participants being recruited by talent scouts and sponsored by the Adventurer’s Guild.* Most orcs and half-orcs live in Orc City 1 or Orc City 2. The cities have formal names, but their violent and unstable political structures cause their names to change so much that outsiders use the numbered titles instead. Ordinarily, most orcs and other Zura’ah’zurah inhabitants lack the means or desire to immigrate to the surface world, and traditionally Emperor Ronald I was against legal immigration from such places. But given that half-orcs are an iconic fixture in the legends of old that popularized Xcrawl, there was a demand for them as contestants. So the first Xcrawl DJ,** DJ Herobane, slyly got the Emperor to grant visas to half-orcs by running tabletop games for his nephew that featured a sympathetic half-orc NPC.

*The chief regulatory body for Xcrawl.

**Dungeon Judge.

As a class, Half-Orcs are heavily Warrior-inspired. They have the best Hit Dice in the game at 1d14, are proficient in all weapons and armor, have infravision, can do Mighty Deeds of Arms,* gain +1 on the Dice Chain when saving against disease and poison, recover more hit points and physical ability scores from natural healing, and can perform a Wild Attack where they forego defense in exchange for greater offense. This last feature grants an opponent a free attack against the Half-Orc in melee, but in exchange the Half-Orc gets an additional attack that uses their Deed Die but cannot perform a Mighty Deed of Arms with this bonus attack.** However, they have a better chance of scoring a critical hit with a Wild Attack; normally critical hits occur on a natural 20, but depending on their level a Wild Attack can range from 19-20 to 15-20.

*The Brawler has a better progression, for some role protection.

**A character can only attempt one Mighty Deed of Arms per round.

Thoughts So Far: Say what you will about the setting, Xcrawl is a clever twist on the dungeon-crawling aspect by turning it into a literal sport. Placing the setting in the “real world” as opposed to a completely fictional yet modern setting is something I think detracts from the concept rather than adds to it. Mainly in that it ends up raising all sorts of worldbuilding questions. The ruleset is close enough to Dungeon Crawl Classics, a system that has been extensively playtested, so it will be familiar enough to those players to easily pick it up. Being a self-contained book means that one doesn’t need anything else in order to run a game with it.

The classes have narrower roles than the broad archetypes as seen in DCC, but they still cover enough ground to have something for everyone. The Messenger’s lack of spells may take some getting used to for newcomers, and the simultaneous use of race-as-class but Specialists as the exception can also be a bit confusing. You might also note that there’s no default Elf or Halfling class in Xcrawl Classics, which means that the only way you can play them as a PC in the game is to be a Specialist. I find this a bit odd, but as this RPG already has 10 classes I can understand the designers not wanting to make this chapter too large.

I am not so fond of making all of the spellcasters use Personality: this more or less turns that stat into being important for all PCs much like Stamina/Constitution, as it also is useful for Grandstanding which is vital in the generation of Mojo Points. Intelligence then becomes more of a dump stat, as its only explicit benefit is additional bonus languages.

Join us next time as we get into the nitty-gritty of the rules in the chapters for Skills, Equipment, and Combat!
 
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Chapter Two: Skills

A rather nasty power outage put me offline for most of yesterday, so to make up for it I have write-ups for two more chapters than I initially planned for tonight. As they are quite short, it wasn’t too onerous of a task.

Much like Dungeon Crawl Classics, Xcrawl Classics has a minimalist skill system. Skills are separated into binary trained and untrained categories; instead of having explicit lists of skills, a character training at a particular task is determined by GM Fiat and common sense based on the PC’s occupation and background. Trained skills are a d20 roll plus the relevant ability modifier, while untrained checks are d10 plus the ability modifier. Skill DCs range from 5 (cakewalk for trained people, should only be rolled when there’s consequences for failure) to 20 (heroic feats that are difficult to do even for professionals). As ability score modifiers range from -3 to +3, this means that every modifier matters.

This chapter also covers Grandstanding, which has more specific rules. It represents “working the crowd” as a d20 + Personality modifier + level vs the Crowd DC. The DC is 14 by default, but can differ depending on the crowd’s overall disposition to the PC’s team. Up to 2 times per combat encounter a PC can attempt to Grandstand: once during combat, which can be done as part of a regular action, and again after the round combat ends. A successful check earns a PC 1 Fame point, optionally 2 points on a 20 or higher if the GM deems the circumstances suitably spectacular.

Thoughts: As a pretty minimalist system, I don’t have much to say on it. The d10 vs d20 is a very significant difference that packs some oomph if the player can justify their PC having workable knowledge in some activity. The opportunities to grandstand are pretty generous, and given that Xcrawl classes (and the formation of most published XCC adventures) have more of a combat focus, this isn’t as punishing as it would be in other OSR games. Games where treasure-hunting is the primary means of advancement, and combat is generally seen as a hindrance and resource drain to avoid.

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Chapter Three: Equipment

It wouldn’t be a dungeon-crawling game without gear and treasure! The North American Empire has a mixture of coinage and fiat currency for transactions, with the latter being favored for larger purchases. The gold/silver/copper standard is still used, but for eyeballing conversion of real-world goods 1 gold piece is roughly equivalent to 3 US Dollars. Given that PCs who make it big are going to be swimming in cash, Wealth Points are a separate subsystem detailed later in this book for representing rough purchasing power while in “the real world” outside of Xcrawl. Contestants can only purchase dungeon crawling gear with prize money obtained in Xcrawl as a means of leveling the playing field.

As Xcrawl games are meant to be fast and flashy, the lengthy subterranean and wilderness excursions common to other fantasy games isn’t a factor to worry about, meaning that Encumbrance isn’t tracked and the DM uses common sense. Generally speaking, PCs who carry half or more of their body weight begin taking speed penalties.

Weapons and Armor are mostly fantasy stuff, but some gear has more modern touches. Legal Xcrawl tournaments ban the use of firearms, as they clash hard against the pop culture feel of medieval fantasy. Tight gun control laws in the NAE severely punish commoners who don’t get a license. When compared to Dungeon Crawl Classics, we have a lot more weapons and armor, even for the fantasy stuff such as entries for scythes, whips, hand and repeating crossbows, and 25 total pieces of armor. Some of which have variations based on material. There’s also detailed entries for pieces of equipment with specific rules, such as specialty arrows like Skyfire Arrows that light themselves and the target on fire upon impact, first aid kits that can automatically stabilize a dying character up to 10 times, flashlights which generate 20 foot cones of light and can be used as a club, and spellphones which are basically magical smartphones. Before one starts thinking up various clever uses for this last one, the Internet and computer technology in the setting is decades behind ours and is strictly monitored by the government.

*For example, halfling leather adds +1 to checks made to scale ropes, while dwarven plate grants +2 to saves and subtracts 2 damage from all physical attacks.

For those wondering about firearms, they cover 5 broad entries: two pistol types based on calibur, and a revolver, shotgun, and rifle. They do more damage than bows and crossbows and the rifles have a greater range than them. But the recoil guns generate mandate a minimum Strength score in order to use them without suffering a one step penalty on the Dice Chain when making attack rolls. Small characters, such as gnomes, treat their Strength as 4 points lower.

Our chapter ends with brief write ups on Real Estate and Automobiles. The former has values running into the tens of thousands of gold pieces even for modest dwellings, so many people pay in increments rather than all at once. As for automobiles, vehicles run on alcohol rather than oil and natural gas. Furthermore, the intricate network of highways of real-world North America are much more sparse in this setting. Most of the NAE’s population lives in sprawling urban centers, with most of the continent’s land home to Native Americans who choose to live in technologically primitive lifestyles “in harmony with nature,” as well as vicious monsters such as dragons roaming the wilderness. When people travel between cities, they do so as part of large well-armed caravans, so most commoners don’t travel far from home or for leisure. For those hoping that there are rules for car chases and shootouts, there’s sadly no such material. Instead we cover the purchasing of vehicles as status symbols, and broad gold piece listings based on type and function. Both real estate and automobiles require paying a percentage of cost in upkeep fees each year.

Thoughts: One might think that the equipment restrictions in Xcrawl games may make little sense: PCs can use modern technology such as flashlights, but guns are right out. But I’ve been in D&D communities long enough to know that rules for firearms are a particularly controversial aspect in a lot of games, so in a weird way this is rather authentic to how a lot of tabletop nerds feel. There are of course illegal and underground Xcrawl tournaments that use guns, so it’s still nice to have rules for them. I do like the assortment of weapons and armor, particularly the more expensive pieces of the latter as well as the special arrows, which can reflect an advancement in technology beyond the medieval but still feels sufficiently fantasy.

The fact that automobiles run on alcohol and interstate travel is rare and dangerous raises a huge amount of worldbuilding implications. It certainly makes the world of Xcrawl feel less and less like a “modern day but with magic and monsters” and more something radically different. It does bring to mind the odd juxtaposition of modern cities and the monster-filled ruins and wilderness areas as seen in some of the more “modern” Final Fantasy games like 7, 8, and 15. This can be a plus or a minus depending on one’s tastes.

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Chapter Four: Combat

This self-explanatory chapter is on the longer side, but is still relatively short at 36 pages. Xcrawl Classics borrows a lot from its predecessor and other D&D/OSR games: hit points measure overall health and staying power, combat is separated into 10 second rounds, people roll for initiative individually and go from highest to lowest, etc.

What separates XCC/DCC from other OSR games is the use of an Action Die. Basically, it starts out as a d20 that represents rolling for various common activities like attacks and spells. But at later levels, PCs gain a second and third action die which starts out a lower value like d14, but can increase in size with level. Bonus action dice basically grant a character multiple actions, but the additional actions have to be in line with their class’ role, like a Blaster casting another spell. The lower action die value represents the difficulty of doing multiple things in a round.

Additionally, XCC makes use of charts of critical hits and critical fumbles, which trigger on a natural 20 and a natural 1 for attack rolls respectively. Fumbles all use the same chart, and the fumbler rolls a d20 and adds the reverse of their Luck to determine how they mess up (lower is better for the fumbler), such as accidentally smashing their weapon on a hard surface and breaking it if non-magical, or tripping prone and taking 1d3 damage. Critical hits, on the other hand, are more involved, where in addition to the attack’s typical effects an additional result is pulled from one of five tables. A crit die is rolled, whose size depends on the PC’s class and level and adds their Luck modifier to it. The tables are numbered I to V, and generally speaking the higher-level and martial classes gain access to better tables. Athletes have their own special Grapple Crit Table, 0 level PCs roll on Crit Table I, and in regards to monsters and NPCs the GM chooses one suitable for their attack and nature. There’s an awful lot of possible effects, from cutting someone in the face to blind them with their own blood, piercing a spine that deals additional damage and paralyzes the target if they fail a Fortitude save, knocking a weapon out of the target’s hands, and of course various save or die stuff as the most powerful results such as exploding someone’s heart. Which brings the inevitable question of how a regular humanoid who makes the save in that example would continue living without a working heart.

Mighty Deeds of Arms and Techniques of Wrestling Prowess are detailed more fully in this chapter. They both use the same system and resolution as described in their respective class entry, but we get some general guidelines for both of them. For example, the Deed/Technique must be reasonable for the circumstance at hand, the PC must announce their intended Deed/Technique before the attack roll rather than deciding upon a success, the higher the Deed/Technique Die the greater the effect, and Deeds/Techniques do not interfere with or replace critical hit effects. So particularly lucky rollers can potentially inflict devastating combos. We have a few sample Deeds and Techniques, such as Choking which can suffocate a target, Pushbacks which can forcefully move a target away from the character, and an Arm Bar which can immobilize a limb as its lowest effect or dislocate it as its strongest effect.

Spell Duel is an activity that only spellcasters can engage in with each other. Basically, it’s a subsystem where two casters enter into their own unique Spell Duel Initiative order, and it’s rolled anew every round unlike regular initiative. During the spell duel the mages attempt to counter each other’s spells and can do no other type of action as long as the duel lasts, where the winner of initiative casts a spell. The defender, if they have a thematically appropriate spell, can counterspell it. The attacker (and defender if counterspelling) makes a spell check and compares the results to a matrix table to see what Counterspell Power occurs. On a tie, a Phlogiston Disturbance happens instead. Counterspell Power results in the spell’s base effect occurring, plus additional effects such as reflecting the losing caster’s spell back at them and dealing damage to their ability scores. Phlogiston Disturbances cause random space-time themed effects, such as the casters being summoned to Jupiter’s Court where the gods watch them battle and grant the victor gold and a short-duration Personality boost for 24 hours, and the loser becomes unable to cast spells for an equal amount of time.

For those thinking about getting in a cheap shot on a spell duelist, the gods enforce the sanctity of the duel on a cosmic level. Other casters who attempt to cast a spell to influence the duel or affect a duelist have their roll treated as an automatic failure. On the other hand, there appears to be no consequences for a doncaster interfering, although the text notes that “the wise are loath to interfere” so I suppose it’s a gentleman’s agreement among crawlers.*

*The general term for an Xcrawl contestant.

But there are some cool things one can do without needing to be a fighter or mage type. Signature Moves are things any crawler can learn to do. The player chooses a certain type of action their PC can do in one round, such as a straightforward attack or something more specific like a specialist swiftly picking a lock. It then becomes their Signature Move, and they can only ever have one such Move at a time during their career, although it’s possible to gain a new one by discarding the old if it makes sense for the story. The Signature Move can only be performed during combat and once per encounter, and needs to have a stylish name and specific narrative text to accompany it. When a PC declares the desire to do their Signature Move, they roll their Action Die with relevant modifiers and add their level as a bonus. If successful, the PC receives 1 point of Fame, or on a 20 or higher result gains 2 points and can use the move again in that encounter. There’s no penalty for failure, besides failing to do the Move and losing access to it for the rest of the encounter.

The rest of the combat chapter includes a variety of more situational rules, such as the benefits and penalties of two-weapon fighting, what happens to characters who are drowning/suffocation and how long they can last before dying in such a state, and even how long it takes a character to heal hit point loss and ability score damage: 1 every day, or 2 with a full day of bed rest. Luck doesn’t heal, and must be raised via doing cool stuff during the adventure and honor the Gods of Olympus while doing so, much like gaining metacurrency points in other RPG systems.

Thoughts: The various Combat rules look to cover a lot of ground. Quite a bit of it is lifted from Dungeon Crawl Classics, which is fine as the rulesets are meant to be highly compatible in the first place. I would’ve liked to see more Mighty Deeds of Arms and Techniques of Wrestling Prowess, and while the Critical Hit tables still have a lot of choices there are less of them than in DCC. Then again, one common complaint I’ve seen about the latter is that the meatier aspects of DCC’s rules system are intimidating to players, so this could be an intentional streamlining. I imagine that it shouldn’t be too hard for owners of DCC to import said tables and Mighty Deeds into Xcrawl, should they so desire.

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Chapter Five: Mojo

As mentioned before, the Luck score is sort of a metacurrency in the [Title] Crawl Classics lines. But Xcrawl adds a more explicit kind of metacurrency to keep track independently of a PC’s innate features. Mojo represents the Power of Friendship personal chemistry and camaraderie strengthened as crawlers work together and get to know each other. With Mojo, they can better watch each other’s backs and give their teammates the extra oomph to succeed. A PC begins play with 1 Mojo point, and a PC gains another any time they roll a natural 20 on anything but a saving throw, successfully finish an encounter or important task, and special circumstances listed in a PC’s class entry such as a Blaster participating in defeating an enemy with magical abilities. The GM, of course, can hand out Mojo points for PCs who do things in line with making a good story and roleplaying, and the book encourages them to be generous in doing so.

Under most circumstances, Mojo points can be added to Action Dice for attacks or spellcasting, skill checks, or ability score checks on a 1 for 1 basis. The real kicker is that a player can’t spend a Mojo point on their own PC, but instead only on an ally. And they must be given before said ally’s die roll, although Jammers are an exception in that they can add it after the die roll. Players cannot ask for a Mojo point to be spent. If they do, then their PC is blocked from receiving the benefits of Mojo points until the end of the current encounter. There is no upper limit to how many Mojo points a PC can have, but anytime someone rolls a natural 1 everyone’s Mojo points drop to 0. The book doesn’t specify, but hopefully that doesn’t include the enemies fighting the PCs and their allies.

Thoughts: I love the idea of Mojo points. GMs can afford to be generous in handing them out, and the players are encouraged to spend them like they’re hot as a single natural 1 can cause them to lose them all. I also like how they need to be added to a PC’s result without asking, which encourages players to be more helpful towards each other and can engender positive feelings.

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Chapter Six: Fame

The other big metacurrency sub-system, Fame points represent the social connections and influence a PC accrues by making a name for themself in Xcrawl. They are usually gained by completing Xcrawl dungeon levels, completing an entire multi-level dungeon, and by Grandstanding. While Fame is gained and lost during Xcrawl events, the GM can decide that actions outside the games can alter one’s Fame if it fits the campaign. Fame points lean more towards the “good guy/role model” side of things, as Fame points can be lost for unprofessional and anti-social activity. Generally speaking, Fame points determine how likely a PC is to be recognized by the general public outside of Xcrawl games, the bonus a PC gets to Grandstanding and Personality-based skill checks, and for NPCs gathering information about the PC. A PC can Fameburn, where they permanently sacrifice Fame points to gain preferential treatment, goods, and services. In cases where Fameburn carries some amount of difficulty or risk, an NPC opposed to providing help makes a Willpower save, whose DC is 10 + Fame points spent + the PC’s Fame modifier before they spend the points. Should the NPC succeed, the points are still spent but the PC doesn’t get what they want.

The bonus on Personality checks isn’t universal, as while Xcrawl is a widely popular sport, it doesn’t translate to universal respect. For instance, adventurers who survived a real world dungeon and crawlers who have a higher Fame score will both be not impressed by a PC, albeit for different reasons.

Thoughts: Unlike Mojo, Fame is more open-ended and geared for scenes of “downtime,” as the majority of its effects apply to tasks outside of Xcrawl events. Like several of the other chapters, it’s a bit sparse on content, but I do like what’s there. Particularly Fameburn, as it can still let PCs feel like they’re reaping the fruits of stardom.

Thoughts So Far: Barring the new subsystems, a lot of these chapters draw upon core resolution mechanics of Dungeon Crawl Classics. And while I have yet to play or run that system (something I intend on rectifying soon), DCC is a popular system with over a decade of play, and I hear that it holds up quite well for emulating pulpy dungeon-crawling fantasy. I imagine that it’s functional in Xcrawl as well, and what rules are new is easily understandable enough on a first read through. The spell duels and matrix table of results, on the other hand, look to be the kind of thing that one would need to experience in actual play to get the hang of, so I can’t accurately judge that one.

Join us next time as we check out the many spells available to Xcrawlers and the people of the world in Chapter Seven: Magic!
 

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Chapter Seven: Magic

The longest chapter in the book, spells in the [Title] Crawl Classics series are known for their diverse, random effects. Much like how a warrior has to make an attack roll with their weapon swings, a caster must make a spell check in much the same manner, adding a d20 + their level + Personality modifier. Beyond just a default failure/success rate, spells also have their equivalent critical successes and fumbles, along with degrees of success detailed in each individual spell where certain thresholds have their own enhanced effects.

Unlike D&D, Pathfinder, and most other OSR games, [Title] Crawl Classics spellcasters aren’t limited by Vancian spell slots. They can pretty cast any spells they have access to as often as they want. The real limiting factor is the consequences for failure, which can take the form of deity disapproval (for Messenger’s Holy Acts), misfires (random negative effects that occur on a natural one, with each spell having its own list of misfire effects), and/or corruption (permanent changes to the caster, with its own tables of minor/major/greater effects). Not only that, it’s possible for spells to be “lost” on a low enough roll, where the caster loses access to casting a spell for the rest of the day.

Three more things that make magic unique are spellburn, deity disapproval and mercurial magic. Spellburn is when a caster (only blasters, half-elves, and gnomes) draws upon their own souls to power their spells. They take temporary damage to their Strength, Agility, or Stamina score, gaining +1 to their spell check for every point they sacrifice in the score. Those who sacrifice 20 points’ worth of ability scores treat the spell check as a natural 20, and they can burn a number of points equal to the level of a lost spell to cast it, although bonuses to the roll require additional spellburned ability scores. A roll of a natural 1 on a spell check causes 1 point of ability score to be permanently lost. Furthermore, the gods look harshly on those who attempt to find fast workarounds to mitigating spellburn outside of natural healing. Those who attempt to use divine magic to heal it risk the offending parties being cursed on a failed Luck check, whose specifics are based on GM Fiat.

Deity disapproval is relatively straightforward, where whenever a Messenger fails a Holy Act spell check, they gain a point of Disapproval. Any time they roll within their Disapproval range on future spell checks, they roll 1d4 for every point of Disapproval modified by their Luck and compare it to a table. The results are basically ways by which the deity imposes penalties on the Messenger, which can typically be cleared until the next day or doing some quest or sacrifice to prove their devotion. Such as donating a portion of Xcrawl prize money to a worthy cause of the deity’s choice.

As for mercurial magic, every mage approaches the form and rites of their spells differently, meaning that individual spells can take on unique cosmetic effects or side effects once learned. When an arcane caster (non-Messengers) learns a new spell, they make a percentile roll adjusted by their (Luck modifier x 10%). There’s nearly 300 different results, including Gnomes who have their own mercurial magic table. The mercurial effects are more negative and debilitating the lower the percentile roll, with the higher results overall better and even beneficial side effects. For a few examples, the -5 result summons a spirit ogre who takes a swing at the caster on a failed casting, 34 is a Running Start that requires the caster to move at least 10 feet in order to cast the spell, 76 allows the mage to cast the spell without speaking and auditory effects of the spell can be voluntarily suppressed, and 101 lets the caster treat themselves as being able to treat the total amount of ability score points they spellburn as +1 more whenever they do so. In the event that the mage is unhappy with a terrible mercurial magic result, calling upon an arcane patron can get rid of it, but the cost is reliant upon GM Fiat by undertaking a quest for said patron. And speaking of which, casters with patrons can risk developing Patron Taint as the consequence of a low roll, which is similar to corruption in causing a physical/supernatural/personality change. But taint is in line with the patron’s personality and themes. For instance, one possible taint result with Circe as a patron might cause the caster to be forbidden to harm any natural animals at risk of losing access to their patron spells for the rest of the day.

Last but not least, some spells are copyrighted. Basically, a copyrighted spell costs money every time it’s cast, requiring fiat currency worth 100 gold pieces as a material component. The component isn’t actually dissolved upon casting, instead magically teleporting into the copyright holder’s financial reserves. Only 8 spells are copyrighted spells, and they all are Blaster spells and are easily discernible in including the name of its creator as part of the title, like Egolf’s Wizardly Weapon. One might think that said spells are going to be overall better than non-copyrighted spells due to being costly, but this isn’t necessarily the case. They can have nifty effects, but as most XCC spells are situational there might be times when you’d much rather cast something else as befits the situation.

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Now on to the spells themselves. Unlike Dungeon Crawl Classics, spells in Xcrawl only go up to 3rd level rather than 5th. There are 46 spells for Blasters to learn, gnomes have 15 spells all of which are 1st level, and each of the five patrons has 3 unique spells learnable only by mages who take them as a patron. While this amount may seem small in comparison to other systems, individual spells can have a wide variety of effects depending on the spell check result, most with a page and a half worth of results.

It goes without saying that it would take too long to cover each and every spell in this book, but I can focus on some of the more interesting ones and some of their effects. They include Arcane Aspect (self-buff that summons a fearsome supernatural manifestation marking the caster as a powerful entity, with effects granting from bonuses on intimidation checks to attack rolls and Reflex saves), Blue Streak (makes the caster or touched target move faster, giving increased movement speed, bonuses to AC and Reflex saves, and more powerful effects allowing for running across liquid and vertical surfaces and even additional Action Dice), Cantrip (simple visual, auditory, and kinetic effects that can do a variety of minor things), Countermagic (can be used to counter any spell in a spell duel, dealing damage to the enemy caster as magical feedback), Dungeon Drone (summons a magical drone the caster can see through which is the size of a baseball and can venture ahead, with higher effects granting increased movement, greater maximum range from the caster, and can turn invisible) Spellweaver Blast (an all-purpose destructive energy blast where the caster can choose from a list of effects from AoE shape to damage type dependent on the spell check result), Dungeon-Vision (grants caster and possibly allies enhanced senses, such as infravision at its base and greater effects such as bonuses on finding hidden and invisible stuff), Egolf’s Wizardly Weapon (transforms the caster’s body part into a silly yet deadly weapon, such as their mouth into a megaphone that shoots sonic blasts or their hand into an axe), Melsenschlap’s 2-D Dweomer (warps nearby space-time to do things like bend light to see in magical darkness, turn someone insubstantial as they exist outside the third dimension, or create magical holes in structures to pass through), Power Word: Hero (can one or more effects like that of a comic book superhero, such as x-ray vision, laser eye beams, and being ‘bulletproof’ which reduces all incoming damage which can even reduce harm to 0 points),* and the Cavalry (summons alternate versions of the caster from parallel realities, which instead of having the caster’s stats have a list of general warrior types with different levels of power ranked as tiers).

*By default, all successful attacks deal at least one point of damage.

The Gnome’s few spells are heavily themed around stereotypical fairy tales and trickery stuff. For example, Creature Companion summons a magical animal whose overall stats and therefore power is based on the spell check result; Entryway Charm can magically lock doors and similar entryway structures to all beings save the caster, where higher results determine duration and the amount of other beings that can pass through; Jinx grants a broad list of debuffs on a target such as penalties to attack rolls or reduced movement speed; and Smoke and Mirrors can cause various “stage magic” style effects, such as being able to teleport between entryways when passing through one of them, or the caster turning invisible and replacing themselves with an illusionary double.

There are three spells I’d like to cover on their own: Invoke Patron, Patron Bond, and the Xcrawl Special. Patron Bond is a 1st level downtime spell, requiring at least a week to cast, where the caster forms a pact with some greater supernatural entity. The types of beings this can encompass are quite broad, although only a few beings are specifically interested in crawlers. The Adventurer’s Guild is quite stringent on what patrons crawlers can take, as they want to cultivate a “family friendly” image and patrons deemed too advertiser-unfriendly aren’t allowed. Upon completion of casting the spell, a successful spell check grants the caster knowledge of the Invoke Patron spell but only once per day by default. Higher spell check results can grant other possible boons, such as additional castings per day. In fact, casting Patron Bond on another person grants overall better results than casting it on yourself, such as allowing the subject to gain permanent bonuses on subsequent Invoke Patron/Patron Bond checks for every 10 followers they recruit to the patron’s service.

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As for Invoke Patron, it is different from other spells in that it has an explicit limit on how often it can be cast per day, always requires at least 1 point of spellburn to use, and its particular effects are dependent on the patron in question. While they’re detailed in Chapter 10, there are 5 patrons written up which I’ll cover here. They include…

The Amazing Rando: first wizard to die in Xcrawl. Invoke Patron has showmanship-themed effects such as summoning shadow adventurers to attack opponents or ‘rewinding’ time to make PCs immediately heal damage/spellburn loss. Bonus spells are things like turning the caster into a martial arts prodigy and blasting loud damaging music.

Circe: sorceress of Ancient Greek myth. Invoke Patron gives potions, animals, and sea-based effects to aid the caster. Bonus spells are things like forcing targets to lose their will to fight and thus flee the combat, turning creatures into animals, and being able to brew a variety of potions with various unique effects.

Medea: sorceress-turned demigoddess who helps worshipers enact vengeance. Invoke Patron generally imposes misfortune and damage on the caster’s enemies, while bonus spells include the ability to brew various poisons, confusing targets to act randomly or attack their allies, and creating soldiers out of earth to fight the caster’s enemies.

Barzodi: the secret leader of the Necromancer’s Guild, fought against British soldiers during the revolution before being betrayed by George Augustus. Invoke Patron has life-draining and zombie-creating effects, bonus spells include rotting touch saps Strength and can cause fear, cursing enemies with debuffs, and learning secrets from the dead which grant temporary knowledge and skill training.

Prometheus Firebringer: Titan who stole the secret of fire from the gods, specializes in teaching casters about spellburn, but those who have him as a patron risk the wrath of the gods. Invoke Patron grants a broad variety of buffs such as ability score boosts that can be spellburned, regaining a lost spell, or a bonus to the caster’s next attack/skill/spell check. Bonus spells include restoring spellburned ability scores or creating a reserve of energy to draw from for this purpose without risk of cosmic/divine wrath, summoning the power of Prometheus into their next attack that deals extra damage to the target and the damage is then absorbed by the caster as bonus points to spellburn, and calling divine fire down as an AoE attack.

Finally, the Xcrawl Special is a 2nd level Blaster spell. This is not the spell’s true name, which is in fact a single dangerous word that is never shared and must be learned on its own. It is where the caster alters their True Name and thus how they interact with the cosmos. They can choose to cast it unassisted, which takes a year’s worth of downtime, or with the aid of their patron or similar powerful entity which only requires an action but subjects the caster to a subjective ten years’ worth of training under their patron/entity/etc as rapidly sped-up time. Once cast, they choose one spell they know which grants them a permanent bonus on spell checks to cast it, and then another spell they know which takes a penalty of equivalent amount. The bonus/penalty is dependent upon the spell check result

Thoughts So Far: The spell system in Xcrawl Classics has a very distinct feel in comparison to D&D, Pathfinder, and even other OSR games. Much like Critical Fumbles and Hits for physical fighters, magic and its interacting subsystems have distinctive risk/reward factors with strong themes that distinguish the classes from each other. A Messenger’s Disapproval is unique in much the samer manner as Misfire, Corruption, and Spellburn is unique for Blasters and arcane types. The wide variety of effects for a single spell, combined with mercurial magic, make spells feel a lot less predictable and formulaic, and even 1st level spells can feel like they’re punching well above their weight class with a good enough roll. The fact that level adds to spell checks allows for a feeling of progression in being able to misfire less often and more regularly attain better results.

I particularly like the concept of patrons, which can grant a caster additional power and favors in tangible ways, but at a cost such as with patron taint and perhaps being expected to undertake quests furthering the patron’s agenda in the world. There is a marked difference from Dungeon Crawl Classics, where it was mandatory for Elves and Wizards to take a patron, whereas in XCC it’s optional.

Join us next time as we learn more about the darkly satiric world of Xcrawl in Chapters Eight, Nine, and Ten!
 

I still say/believe that XCrawl Classic is a FANTASTIC thing to cherry pick/add to your regular DCC games. From the classes, (such as the Blaster), to weapons, and even the fame rules.

It's really neat.
 

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Chapter Eight: Xcrawl, aka the Games

Comprising the first real outline of the setting proper, this focuses on Xcrawl’s history as a game, its impact on the entertainment industry, and various broad rules and regulations common to tournaments. Before recorded history, a great Cataclysm destroyed many civilizations of old as well as virtually all evidence of the event. The few records that exist are the stuff of myth and legend, encompassing a vague Heroic Age. Thousands of years later, in 1976, a team of archeologists unearthed a sapient talking sword named Warsong. The blade was all too happy to tell of his exploits with the half-elven adventurer Zimble, and was the personal witness to many “dungeon crawls.” Never before has there been such excellently preserved evidence of the Heroic Age, which in turn inspired a new slew of media. A strategy game known as Dungeonbattle was one such example, which would form the eventual games of Xcrawl.

The 1980s were a time of instability in the North American Empire. Emperor Ronald I was warned of a prophecy where a Messianic savior of the cult of the One God would overthrow him, and Zimbabwe’s overthrow of their old government in favor of a parliamentary system was the first such example in world history. Needing a more modern bread and circus equivalent to placate the masses, Emperor Ronald I was inspired after seeing in the news a group of Dungeonbattle LARPers defending themselves and killing real ghouls. And thus Xcrawl was born.

The early days of Xcrawl were noted for being unpredictable before a set of universal regulations smoothed things out. The Adventurer’s Guild serves as the main regulatory body, setting the rules while also dispensing membership status to crawlers in the North American Empire. Xcrawl tournaments are broken up into multiple divisions which also correspond to character levels: the first three divisions (Action League, Varsity Action, Division V) are nonlethal simulations of the real thing for elementary to high school students. Division IV is the semi-pro, and serves as the 0 level funnel for PCs, while Division III is when things get lethal and provides the full Xcrawl experience at 1st to 2nd level. This Division is notable for having the highest death rate due to the crawlers’ lack of experience. Divisions II and I have greater degrees of challenge and danger and levels 3-4 and 5-6 respectively, with I representing big league superstars. There’s only one Unlimited Class event, the Texarcana Crawl which is held once every 3-4 years. Only world-class teams of at least 7th level can hope to survive.

In the world of Xcrawl, an AVS (or Arcane Video Screen) is a magical television set that conjures the screen in the air, and the item is common enough to be a fixture in most NAE households. Like real-world sports, Xcrawl tournaments both large and small are broadcast on channels, and live audience members can buy tickets to be in either mass stadium seatings or more exclusive boxes. AVS are also used in Xcrawl itself, particularly as two-way communication devices for a tournament’s DJ, or Dungeon Judge, to communicate with the crawlers and audience. Dungeon Judges serve as the ultimate authority on how a dungeon is designed, from the physical layout to the placement of enemies, obstacles, and prizes, plus secondary services such as business deals with advertisers. DJs also serve as the “face” of their particular Xcrawl tournament, being akin to a WWE wrestler in adopting exaggerated mannerisms and a theme to go with it.

Monsters serve as the general opposition to crawler parties. Most of them are unintelligent or semi-intelligent creatures, either living ones captured by monster hunters and delivered to a DJ’s menagerie, or artificial entities like constructs and undead supplied by the Necromancer’s Guild. Intelligent monsters (and “monsters” who are the major humanoid races) are treated as employees and given wages for their participation, as well as bonuses for exemplary performances. Summoned monsters are created by mages for the crawl and generally dismissed at the end. Guild regulations and NAE laws prevent fiends from being summoned, but everything else is fair game. Monsters, particularly the intelligent ones, can gain their own fandoms equal to any crawler. Intelligent monsters have the option of surrendering, although they get bonuses for putting up a good enough fight so they usually only do so for when it’s clear that they’d lose. A referee can “call” a room if unintelligent monsters are clearly outmatched, or negate an intelligent monster’s surrender if it’s clear that they’re being cowardly or throwing the fight.

Beyond the contestants and monsters, Xcrawl has a variety of staff for ensuring that everything runs smoothly, and wear NonCom badges designating their status as a noncombatant. Attacking them is grounds for disqualification, and the badges are enchanted to teleport the wearer to the nearest emergency facility if injured. Common grounds for disqualification are general-purpose common sense stuff, such as refusing to engage with the prescribed rules of the competition, torturing and mutilating enemies, and so on. But a warning is given first for all but the most blatant offenses. Crawlers are also disqualified if they leave the dungeon via a NoGo door, which basically lets them “escape” the dungeon albeit they can’t return later in the crawl.

While the most common win condition for a dungeon is for at least one team member to make it to the end, there are variations to this. For example, crawlers might be competing against other teams, and whoever finishes the dungeon in the shortest amount of time gets 1st place as part of a ranked system. Additionally, there are break rooms (at least one per dungeon level) that allow crawlers to safely rest up. They all have at least a paramedic, food, bathrooms, and by law can never have any monsters, traps, or other dangers.

There are a variety of smaller rules, a few of which are notable in that they result in more restrictive playstyles than you’d get in a typical dungeon-crawling campaign. For one, crawlers can only make use of a defeated enemy’s equipment for the remainder of a combat encounter they’re in, and once that fight’s over they cannot take it to use in the rest of the dungeon. The only exception is for replacing broken gear. Additionally, while monsters can be charmed or otherwise brought under a PC’s control, they can only be made to participate for the rest of the encounter and cannot be brought into further areas. Crawlers cannot begin a dungeon with pre-cast spells, and must wait until the tournament starts to cast such spells. Also, each crawler can bring along one retainer for non-combat support roles.

This chapter ends with the optional rule of “substitute teammates,” which basically allow a player to replace a dead PC with a reserve member who joins the crawler team before their next encounter. Reservists level up slower, and some tournaments might have a “mortality level” where the team loses if a certain number of crawlers get killed.

Thoughts: I find it ironic that this world’s Ronald Reagan popularized the Dungeons & Dragons equivalent, given that his strongest supporters were the same people who spearheaded the Satanic Panic. I do like the idea of making traditional fantasy tropes being popular historical legends, along with the fantasy genre being created by interviews with a magic sword. The grouping of divisions based on average party level would be a bit too balanced and metagamey for the average OSR ruleset, but given Xcrawl is a professional sport in-universe it actually works out quite well.

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Chapter Nine: Xworld

This iteration of Xcrawl is notable for having trimmed a lot of the fat in regards to the setting proper. While previous sourcebooks devoted a significant amount of page count talking about how this fantasy Earth is different, the bulk of this sourcebook’s rather brief chapter focuses on the North American Empire. Instead of opening up with a general history like in prior titles, this chapter is a collection of common cultural subjects for fleshing out the NAE in the first half, with the latter half covering the Olympian pantheon and other common deities.

To paint things in broad strokes, the existence of pagan gods prevented Christianity from developing into a religious superpower. Such people are simply known as Messianics, with their religion referred to as the One God Cult. Messianics settled the North American continent, as did the more culturally dominant pagans later on, and the two groups initially entered into an alliance under the forces of George Augustus in fighting off the British. But August betrayed the Messianics, outlawing their religion and hunting them down mercilessly, forming a new North American Empire that has been a tyrannical nation ever since. But unlike in our world, the NAE wasn’t very big on forcibly colonizing the Native Americans, and most North American indigenous people still maintain their ancestral homelands with the NAE holding territory over a few real-world cities like New York and Chicago. Native Americans have formed autonomous federations who are pretty much treated as their own political blocs, although the NAE views them as savages barely worth conquering, much less interacting with. Most Native Americans view the Empire as a cruel and oppressive government (quite rightfully, the book notes), and generally don’t want to have anything to do with them.

NAE cities are sprawling metropolises, with outlying rings of suburbs and farmland surrounding dense districts. Democratic systems of government never really caught on in this Earth, and the nobility in the NAE are mostly-human families who trace their ancestry back to Europe as well as commoners who have been granted noble status for exceptional service. Additionally, the Emperor occupies both a secular and religious authority, and it’s possible for the Olympian gods to appoint an Emperor in exceptional circumstances (they did so for Emperor Ronald I). While the state supplies all NAE citizens with basic living necessities such as free healthcare, public libraries, and inter-city transportation as part of caravans, commoners do not have any guaranteed human rights, their lives can be upended by the whims of a noble, and they have no representative leaders to appeal to should they be dissatisfied with the government. Xcrawl’s Earth also didn’t get the development of capitalism either, as the economy is governed by a series of medieval-style trade guilds who number in the hundreds in the NAE and hold sway over everything from apprenticeships, to pensions, to quality and safety standards

As for magic, a Guild of Magi strictly controls who can learn and practice the supernatural arts, and those who wish to practice it must apply for membership which requires sponsorship by an existing Guild member. Necromancers managed to get enough capital to form their own guild due to being the primary suppliers of undead monsters for Xcrawl games. Gnomes and elves have their own regulatory body known as the Toadstool Court, and as for priestly mages they are part of formal church hierarchy in the Olympic Temple. Messengers are still a new phenomenon, and given that they have powers directly from the gods they have more leeway in choosing to operate more independently. Interestingly, the latter half of the 20th century saw the development of a new magical tradition known as technomagic. Technomancers known as media mages discovered and tapped into a new power source known as “regard,” which draws on the energy of anyone engaging with the magical networks generated by AVS screens and spellphones. There’s already concerns of them using their powers for all sorts of nefarious conspiracies.

When it comes to monsters, most of them aren’t really a part of mainstream NAE society. Dragons are powerful enough to control their own personal fiefdoms in the wild territories between cities. They have a non-aggression treaty with the North American Empire, and also some subtle worldbuilding drops that Japan is still an Empire and also ruled by dragons. The other major monstrous blocs are in the Zura’ah’zura, or “land beneath the land.” Most of the underground kingdoms are ruled by the Alfar, pale-skinned humanoids who are distant cousins to elves and practice extensive body modification. They were defeated by the NAE in the War of Subterranean Aggression, and while both sides have trade relations the Alfar and NAE citizenry still have generations-long bitterness and distrust between each other. Most humanoid monsters that participate in Xcrawl tournaments are Zura’ah’zura citizens who traveled aboveground for economic opportunity.

We also get a discussion on Quests outside the tournaments, particularly in regards to attaining magical power, unique items, and reversing curses. This section refers us to 100 Adventure Ideas Outside of the Arena in one of the Appendices in back, which include a diverse assortment of brief yet interesting concepts. Some of my favorites include an alchemist asking the party to hunt for ingredients in a dangerous area in exchange for a lifetime sponsorship and free healing potions; someone using magic to masquerade as one of the PCs in order to earn money and fame, and the party must either put a stop to them or recruit them for their own use; helping a noble build a summer palace in a dangerous location by exploring monster-filled areas and guarding construction workers; a documentary film-maker paying the PCs to act as security detail while he gets footage of a feud between two dragons fighting over territory; and the PCs being invited onto an historically accurate tour boat cruise commemorating the journeys of Odysseus. One of the people onboard manages to offend Poseidon in this last example, who brings foul weather, aquatic monsters, and pirates to ravage the vessel!

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The second half of this chapter governs the religious traditions of the NAE. The book notes that there are hundreds of deities in the Olympian Pantheon alone, and the ones listed are just the most popular ones. Greco-Roman paganism has become much more formalized and hierarchical, with three major sects known as Temples, with the Kingdom of Rome and Kingdom of Greece being home to the other major two of Earth. The NAE Temple uses the Romanized names of the Olympian pantheon, and while citizens are legally obliged to honor all its gods, most people pick a single deity who personally appeals to them as their patron. We get write-ups for 24 deities, expanding upon their earlier mentioned in the Messenger class. They are all gods and significant figures from Greek and Roman legends, including such standbys as Jupiter, Mars, and Neptune, but also some more obscure deities and those not usually thought of as gods such as Cupid and the Furaie. Trivia, who is more popularly known IRL as Hecate, is more of a goddess of knowledge than one of magic here.

We also have seven non-Olympian gods who are popular in the NAE. Five of them are closely tied to common fantasy races, such as the obscure orcish deity Exofah who is the patron of suicide missions and hopeless battles. He is popular among half-orcs for his underdog status and being outlawed in mainstream orcish society. Kaiseka is a deity representing the cycle of death and life and is primarily worshiped by druids, but has a growing following among rebellious teenagers. While the nonhuman gods can be worshiped by humans, only the elf goddess Aiia Gesilvala has a decent amount of human worshipers for her patronage of music and art. Finally, Speaker-in-Thunder is the Sioux name for a Native American deity who takes on the role of a great creator spirit, and is a benevolent ruler of lesser spirits.

Thoughts: When it comes to Xcrawl as a setting, one of the more common complaints I’ve seen is that it spends too much page count on irrelevant historical events that take away from the parodic aspect of dungeon-crawling death sports. It looks like Goodman Games took this to heart; while the setting still has inferences, it is much more barebones and focuses only on the nation the PCs are a part of by default.

Personally speaking, I do feel that Xcrawl is still better off as a completely fictional world, as even here it being set in “the real world” still raises a whole host of questions. Since pagan gods exist, the Abrahamic tradition of monotheism is wrong. So does the Christian god exist, and if so can he grant divine magic to his followers? And what about the Jews? They didn’t go along with believing that Jesus was the Messiah, so did they just fade away? Since modern-day Rome is a Kingdom, when did the Roman Empire fall? Did the Olympian gods try to prevent it, or did they hasten its demise from inter-divine squabbling? I could think of a lot more questions, but even when trying to pull things back, the setting still leaves too many things unexplained.

Additionally, I need to note one particular annoyance. While the name Speaker-In-Thunder doesn’t appear to correspond to any real-world indigenous deity as far as I can tell from Googling, it still has a problematic aspect in treating all Native Americans as a cultural monolith. There’s hundreds of tribes in the United States alone, with a huge array of individual languages, customs, belief systems, and traditional means of government. While this aspect was also present in the 3rd Edition version of Xcrawl, given the increased awareness of Native American issues in general, it’s a poor showing on Goodman Games’ part to leave this in.

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Chapter Ten: Judge’s Rules

The vast majority of this chapter covers specific Blaster patrons and their unique spells and uses of Invoke Patron. As I covered that in the prior post, this section will be quite short. As one can guess, it covers rules and advice relevant to the GM’s side of the screen. It begins with some general rules of GM etiquette such as a willingness to house rule, being neutral and not showing favoritism, and so on. We then cover how the different supernatural classes learn their spells, and also how they can learn new ones. In addition to automatically learning 1 new spell upon leveling up, blasters can learn a random spell by spending 1d3 weeks in practice. Gnomes can do the same by communing with nature (doesn’t specify a time period), arcane tricksters* do so via shady pacts with spirits and other underhand methods via 2d24 days, and half-elves require learning non-level up magic through tomes or studying under a mentor or patron in a month’s time. All spells outside of leveling up must be 1st level, so 2nd and higher level magic should be done via GM Fiat through difficult quests .

*Presume that they mean elven tricksters.

Messengers who request for Divine Aid are tapping into the most powerful and open-ended feature of their class. Due to this, deities require a specific request in return. A d10 table is given as a guideline for tasks and quests, such as the messenger receiving a dream to build an expensive temple to their patron deity in a remote area, or helping protect a pregnant woman from danger as her child is prophesied to be of great importance. We also have a table of sample effects that can be conjured based on the DC for Divine Aid, ranging from DC 10 to 20 but there’s no real upper limit for results above this beyond the GM’s judgment.

Experience Points is a short section going over when the GM should reward them, and by how much. Unlike other OSR games, [Title] Crawl Classics games award experience points based upon the overall level of difficulty for an encounter subjective the party at the time. For example, a trap or monster might still be the same statwise, but can ibe much more difficult (and thus can grant more Experience) when put into encounters for a lower level party than a higher level one. An encounter can give anywhere from 0 to 4 experience points, with most granting 2. Encounters giving 1 experience are for relatively easy stuff that expend few resources, 2 are for typical encounters that shouldn’t result in great losses but still require the PCs to take them seriously, 3 are more difficult encounters that require good tactics and have a good chance of killing a character, and 4 are extremely dangerous encounters that can drain most of a party’s resource and have a fair chance of a TPK. Experience can be granted for non-combat activities, but there’s more leeway and they should be done for tasks in line with their class, like a messenger putting up a convincing speech to get more converts for their deity.

The final section of this chapter covers the Luck ability, a repeating of its effects, when to call for a roll, and when to raise and lower it as a reward and penalty. Generally speaking, PCs who act against the tenets of their alignment risk permanent penalties to their Luck score, with the losses growing greater for repeat offenses. This represents the deities punishing them for going back on their ethos. Conversely, PCs who act in accordance with their alignment and honor their deity’s tenets when doing so would be inconvenient can be granted permanent bonuses as rewards.

Additionally, PCs who burn through Luck should be faced with more misfortunes reflecting their “luck running out,” such as unintelligent monsters targeting PCs with the lowest Luck first if given an equal opportunity, and being targeted more by random traps. This is to reflect that Luck isn’t just a metacurrency for PCs to burn through without a care in the world.

Thoughts: I like the idea of allowing characters to learn more spells via study and training, and limiting them to 1st level spells is a good balance in preventing them from doubling up on the most potent options consistently. I do feel that the table of sample Divine Aid results would be better off in the Messenger class description, as any group with a PC of that class would be consulting that page a lot. Similarly, I think that the Blaster patrons would’ve been better off in the Magic section. The Experience Point rewards are more or less a copy from Dungeon Crawl Classics, and while very different from other dungeon-crawling RPGs it’s very simple and straightforward which is in line with the [Title] Crawl Classics ethos. The suggestions on when to reward and penalize Luck may be controversial in that it more or less makes alignment a straightjacket, something quite unpopular at many gaming tables. While alignment in [Title] Crawl Classics is usually more of a cosmic allegiance than personality traits, Xcrawl Classics is different. Since Law and Chaos are no longer binary good/evil, this may cause more arguments at the table if a player feels that they were acting consistently Lawful/Neutral/Chaotic but the GM disagrees.

Thoughts So Far: I outlined my thoughts in the individual chapters, but my general vibes are that Xcrawl’s worldbuilding is its weak point. That being said, I do like the “points of light” vibe of authoritarian urban sprawls separated by vast tracts of dangerous wilds, and while individually brief I do like how these chapters give ideas on quests outside of Xcrawl tournaments. Speaking of which, I love the chapter on the Xcrawl tournaments the most, and the explanations on the in-universe rules are easy to understand. I particularly love the idea of Dungeon Judges, in that they give each dungeon an explicit face and personality.

Join us next time as we finish up this book with Getting Paid, Monsters, and Adventures!
 
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Chapter Eleven: Getting Paid

This short chapter covers magic items and a new subsystem, the Wealth score. Magic items in the world of Xcrawl are divided into two categories. Artifact class items, which include permanently enchanted items whose methods of creation are mostly lost to history, and common class magic items, which include all manner of consumable items like scrolls and potions as well as less powerful magic weapons and armor. In this last example, such items gradually drain in power at a rate of losing one enhancement bonus per year. For instance, a common +2 armor will become +1 in one year, and non-magical armor in 2 years. Guild artificers can be hired to make magic items permanent, usually running in the tens of thousands of gold pieces, but a much cheaper rate is to extend the lifespan of an item by 1 year per thousand gold.

Like many other things in the North American Empire, magic items are tightly regulated, with commoners generally only allowed to own basic healing potions and good luck charms. Crawlers have some exceptions in being able to legally own magic items they obtained during a tournament, but only as long as they continue to have Adventurer’s Guild membership. We get an overview of enhancement bonuses and what they apply to. Weapons apply to attack and damage rolls, and in regards to armor an enhancement bonus applies to Armor Class and reduces armor check penalties by an equivalent amount. In addition to being more protective, this makes magic armor easier to maneuver around while wearing. We then get a list of 11 sample magic items, such as the platinum Ret-Coin that lets a holder “retcon” any single action for one round, where they can either reroll dice checks made during that round or do a different action instead; the Omni Weapon, which is a small silver ball that can transform into any kind of manufactured archaic weapon the wielder imagines; and a Warrior’s Tonic potion that puts a character’s Deed Die up two steps on the dice chain, or grants a +1 on attack rolls for characters without a Deed Die.

The other half of this chapter moves on to Wealth. Wealth is an abstract rating representing the financial clout a PC crawler accumulates. The most common means of generating Wealth by crawlers are from prize money obtained during tournaments, sponsorships with companies, and endorsements by media figures. We have sample prize ideas based on Divisions, with higher divisions getting greater prizes. Wealth is rated from 1 to 100, with every increment ranging from 10 to 20 representing a new economic bracket, save for the last ten percentiles which represent narrow ranges of luxury. The Average NAE commoner has a Wealth of 11, where they’re Struggling. The Middle Class is 25 to 50, Wealthy is 71 to 90 representing people doing extremely well, and 100 and above is Obscenely Rich where just about anything can be bought. Our chapter ends with a d100 table of Random Sponsorship Rewards, providing bonuses to Wealth and/or Fame and in some cases new NPC contacts.

Thoughts: I would’ve liked to see more magic items, as the ones provided are rather brief in function. I do like the Wealth subsystem, although it is a bit more nebulous than Fame in that there’s no Fameburn equivalent in using it to influence others or get otherwise restricted services.

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Chapter Twelve: Monsters

This bestiary is of decent length, chronicling a variety of creatures PCs might fight against during their exciting careers as crawlers. In the age of mass media, people are a lot more familiar with monsters than in most other campaign settings, so DJs are encouraged in finding new and interesting species and applications to spice up their dungeons. For example, a water elemental might be filled with piranhas to make its melee strikes extra-deadly, while a frost giant might be given ice skates and a massive hockey stick while fighting in an ice rink. The book notes that there’s nothing wrong with using classic creatures, but the GM should lean into coming up with new creatures to make Xcrawl dungeons feel fresh and exciting.

Intelligent monsters working for DJs might take on common fearsome personas to play to the crowd, but can run the gamut in personalities and worldviews. They have many reasons why they might be working. A group of orcs might be sending money back to their families in the Zura’ah’zura, while Vrusk the troll superstar adores indulging in luxury and lives in a fancy condo in Bel Air. Given that intelligent monsters are expensive and valued assets to a DJ who have the opportunity to surrender, it’s possible to turn them into recurring NPCs. Their relationship with PCs can range from odd friendships, professional rivalries, or even humdrum workplace acquaintances.

Another aspect in regards to monsters is that while Xcrawl Classics doesn’t use a Challenge Rating/Level system and OSR RPGs generally don’t emphasize intricate encounter balancing guidelines, in-universe DJs and Guild regulations still want to hit that “sweet spot” of being tough but doable. Dungeons that are too hard and kill too many crawlers means that less teams will sign up, which leads to falling advertisement revenues and viewership. Dungeons which are too easy have their DJs labeled as pushovers which also leads to falling advertisement revenues and viewership. The book doesn’t really have any guidelines for the GM in balancing adventures, besides going by feel after playing the game enough to get a bead on things.

Monsters can also critically hit, and a PC’s Luck modifier can alter said roll. Humanoids that use weapons use the same tables that PCs do, with better tables and Critical Die types based on their Hit Dice. Dragons, Demons, Giants, and Undead all have their own unique tables, and all other monsters use the generic Monster critical hit table. The new tables all have thematic effects in line with that monster’s fighting style and abilities, such as a dragon’s spittle causing a splash version of its breath weapon, a demon’s touch bringing misfortune and causing the target to lose 1 point of Luck, a giant’s sweeping attack flinging the target into the air, or an undead leaving a frostbitten wound that causes cold-based attacks to deal 1 extra point of damage to the target until the next full moon.

For monsters proper, we have 49 monster stat blocks, 5 groups of monsters united by a common theme (demons, dire animals, dragons, fey, and giants), and 8 stat blocks for common types of People PCs are likely to fight or interact with. Monster entries are alphabetical, with the exception of People who have a category of their own at the end and the themed monsters which are grouped together in a similar fashion. Stat block entries are short and brief, most being able to comfortably fit within 3-4 lines of a two-column 8.5 x 11 inch page. More intricate and complicated abilities tend to be covered in the descriptive text of a monster’s lore in the following paragraphs. I won’t cover every monster and NPC here, but I will highlight some of the more interesting ones.

Aangervarks are bipedal froglike creatures artificially bred to be fearless pack hunters in Xcrawl tournaments. They can fall over and play dead to catch opponents off-guard, and their name was chosen so that they’d be the first monster people read about in monster directories.

Blue Ogres are smarter and more powerful versions of common ogres, and worship various kinds of death gods. A few believe that the Xcrawl games are a manifestation of such a god and eagerly sign up to participate as monsters in the dungeons. They believe that dying in the Games will bring them to paradise, and always pray before and after battles to honor the bravery of crawler teams. They have Deed Dice and can perform Mighty Deeds of Arms.

Demons were unleashed upon the world after Pandora’s Box was opened, but were banished from the mortal world by a long-ago hero and thus needed to find unconventional routes to arrive on Earth. They are pretty much thematically the same as demons in other fantasy RPGs: evil entities who wish to corrupt mortals. While they come in all shapes, sizes, and powers, they all are vulnerable to holy stuff and can call upon Divine Aid from their dark masters. The sample demon stat blocks are all unique named entities, such as Fosblyte the Demon Lord of Vampires who is basically a snazzy-dressed necromancer who can summon vast swarms of bats, rats, wolves, and undead beings. Oddly, there are other demons in this chapter such as the Hell Puppet, but they’re not part of this sub-entry which is a bit of an oversight. This sadly isn’t the only inconsistency for themed monsters, which knocks a few points off this chapter.

Dire Animals are not only stronger than regular animals, they are smarter as well and thus easier to train. A few have gotten too smart for their own good, and such creatures account for over half of animal handler deaths in Xcrawl. We have six sample dire animal stat blocks incorporating goats, lions, rats, snakes, vultures, and wolves. Dire animals are also Chaotic in alignment, and Messengers of neutral alignment can turn them, which likely points to some unnatural influence in their origin.

While not explicitly grouped together, there’s a variety of mundane animals in this bestiary such as Alligators, Lions, and Sharks who are as you imagine them to be. While they lack the stranger and supernatural abilities of proper monsters, their vicious status as predators make them popular choices for dungeons.

Dragons hold the most territory landwise in the North American Empire, and traditionally live far off from human affairs. Xcrawl is starting to change this, and due to their great love for gold and fame many were attracted to participating in the games as “boss level” monsters. Dragons are powerful, immortal beings, and in the greater world they fear only other dragons. There is no such thing as a “common dragon,” and each one should be made and treated as a unique character, but with some following guidelines such as a D12 Hit Dice, multiple Action Dice for natural attacks and spellcasting, an initiative modifier equal to their Hit Dice, and many can cast arcane spells. We have three dragon NPCs complete with backstories and stats, such as Bausaartgudite who has his own column in []Imperial Sports Illuminated[/i] where he trashes teams and DJs he finds unworthy.

Fey are magical manifestations of the many aspects of nature. Rather than being destroyed from human industry, they instead changed and adapted. There are new spirits representing artificial changes to nature, such as Razor Sprites which are living swarms of sharp blades driven by bloodlust. Or trash haunts, animated piles of refuse driven to search for lost and forgotten knowledge, and are willing to share their findings in exchange for favors and quests.

Grim Cats are large felines who magically travel between shadows. They are viewed as signs of good luck in the NAE, and sometimes they may decide to teleport into and join an ongoing Xcrawl game to have some fun. They can pounce on others as an attack, and when doing so can magically paralyze the target who needs to succeed on a Willpower save to break free and move again. Alternatively a Personality check to bribe the feline with some tribute or offer can get them off one’s back.

Killy putty are highly malleable oozes that can stretch and fling themselves with frightening speed, being quite similar to a monstrous rubber band. Their pseudopods grapple and suffocate victims, and their forms regenerate damage from most non-energy physical attacks.

Orcs are your typical strong melee brutes who love battle. They adhere to the Japanese/old-school D&D aesthetic of having piglike faces and tusks, but unlike many fantasy settings they can be just as intelligent and morally diverse as humans. While their people have a history of prizing battle and warfare such as in Orc City 1 and Orc City 2, there are just as many orc civilizations that live more peaceful lives.

Purge Zombies are designed to be faster and tougher than the stereotypical sluggish, shambling undead. They also have enough memories of their past lives to perform everyday skills and engage in limited reasoning. They can wield weapons and magically light them aflame, and produce a magical effect where those attempting to flee from them will trip and fall prone on a failed Willpower save. To avoid the trauma and complaints from the dearly departed’s friends and family, all humanoid undead are required to wear masks in Xcrawl games. Purge Zombies are typically given rubber masks of famous historical figures.

Squeezleoids are humanoid ferrets who are devout advocates of Chaos, and their society rewards behavior that is destructive and unpredictable. They volunteer for Xcrawl tournaments as a means of displaying their power to others of their kind. They can squeeze through openings six inches or less and have great senses (+1 Dice Chain on such tasks), but their musk makes them easy to detect (-1 Dice Chain to avoid notice).

Twilight Squids are extra-dimensional beings rumored to be able to enter the mortal world via AVS networks, and a few monster brokers mastered a secret process to summon them this way to participate in Xcrawl events. In addition to having your typical grappling tentacles, they can also learn any language a target knows by touching them, have fly and swim speeds, and can create shadowy portals to teleport anywhere in the world or go to other planes of existence.

Empire Vampires are the result of Emperor Ronald I wanting actual vampires in Xcrawl tournaments, but most vampires are too proud and dangerous to be contained within the rules of the Games. The Emperor was insistent, so the Necromancer’s Guild created undead werewolf-like humanoids that drink blood. Their heightened senses make them susceptible to bright lights.

Warheads are hovering spherical constructs with smiling faces, military surplus that was decommissioned due to being impractical in mass combat. They have since been repurposed for the private security of noble homes and enemies in Xcrawl events. Warheads can deploy a variety of weapons of destruction such as chainsaw arms, bombs, and a skunk-launcher that shoots said animals. Their size varies depending on their Hit Die, and they can be equipped with all manner of variant weapons.

Whammies are entities that only come into existence when mundane creatures are exposed to technomagic devices. They appear much like the original creature, but with a tv set for a head and rabbit ear antennas, and the screen is used to communicate by showing various images and sounds as though someone was rapidly switching between channels. There is no known process for how whammies are created, but they tend to have a playful and mischievous nature even when fighting, and all of them possess the ability to shoot a nonlethal electrical blast.

The eight stat blocks for People give a sampling of the more “mundane” inhabitants of the world of Xcrawl. Five of them represent broad archetypes, such as Bandits who live like Max Max post-apocalyptic raiders in caravans of vehicles, Nobles who have little combat training save for rapiers and pistols, Police who come equipped with firearms, Bodyguards who impose -1 penalty on the Dice Chain to try and trick them, and Commoners who are basically noncombatant average Janes and Joes. The three NPC stat blocks of interest include the Alfar, who are basically pale drow who are fans of intensive body modifications, are lightly armed and armored but have +1 on the Dice Chain to disguise themselves; Druids are nature priests who can perform Holy Acts like a Messenger, but only on sacred sites and as lengthy rituals; and Media Mages, who are weak and only armed with pistols, but have some suggested sample powers such as being able to listen in on radio broadcasts, teleport between AVS screens, and summoning creatures and people on TV to fight for them.

Thoughts: The sample monsters are quite imaginative, with many reflecting the setting’s wacky nature. My main criticism is the poor organization: as mentioned before, there are some general entries such as Demons and Giants which have creatures of that type located outside these categories. And undead, who are noted as having their own critical hit table, do not have a themed entry.

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Chapter Thirteen: Adventures

The final chapter of this book contains two premade adventures, Xcrawl’s Got Talent! which is a 0 level funnel, and Showdown in Grind City which is a 1st level adventure. Both of them are straightforward dungeon crawls in Xcrawl’s unique style, leaning towards gameshow-style obstacle courses and battles as opposed to more verisimilitudinous environments. Quite a few rooms having distinct challenges and themes which the DJ announces to the PCs via AVS broadcast.

Xcrawl’s Got Talent is an eleven room dungeon crawl that takes place in Milwaukee. This is DJ Glitterbomb’s newest dungeon, and her gimmick is a prosthetic arm with a variety of attachments such as microphone and t-shirt shooter. As the tournament highlights newcomer adult crawlers, one or two PCs will be interviewed by a producer in each room about their backstories and why they want to be crawlers. The dungeon’s first “room” is backstage, where a stylist is doing his best to give each PC their own unique look and gimmick, with a random d100 table of possibilities for players who can’t think of anything and instead leave fate up to the dice. This isn’t just for show, as those who take on a gimmick get +1 on their first Grandstanding check. After being briefed on the rules by a non-participating crawler who uses the opportunity to try a failed comedy routine, the PCs start the dungeon crawl for real.

The process of rooms is linear, with hallways going from one room to the next. Most of the rooms have rather whimsical challenges, such as a central revolving platform holding a variety of weapons as intelligent tool-wielding rats attached to bungee cords attack the PCs; a puzzle where a nonviolent zombie wearing a NonCom badge puts on a mime act to communicate the presence of a secret door to the party; and pterodactyl whammies and traps that are one of three colors corresponding to sports jerseys that DJ Glitterbomb fires into the room with her prosthetic arm. Putting on a matching jersey grants a PC extra damage and immunity to attacks from a whammy whose color matches the jersey. The final room is a “boss arena” where the PCs fight a rock golem, with musical instruments on a rotating wall that possess deadly attachments making them functional as weapons. As the rounds go on the rotating wall increases in speed which makes it harder to grab gear off of it, and the PCs are faced with new hazards such as rotating razor-sharp ceiling fans and the golem throwing pieces of its body off as ranged attacks. The golem is wearing a t-shirt bearing a hint, saying “THANK THE GODS FOR ROCK.” A PC who honors one of the Gods of Olympus with a music-weapon in hand causes the instrument to become a +2 weapon, and they also gain +2 on attack rolls, saving throws, and ability checks.

In addition to the prizes the PCs can win as treasure in the dungeon, a successful crawl grants +1 Fame to the survivors. They can then attend DJ Glitterbomb’s private party where they have the opportunity to network with people, including an agent who is eager to set them up for future tournaments.

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Showdown in Grind City is our other adventure, one of the most Prestigious Division III events. It takes place in Memphis, and DJ Cudgel Up!* has a rather unimaginative theme of being known for making incredibly lethal dungeons. This is a longer dungeon with 14 rooms, and is a bit less linear with some branching off pathways and dead ends. The theme is that of a medieval castle, where the PCs must rescue its King, Queen, and Jester in addition to making it to the end.

*the exclamation point is part of her title.

The jester is a local stand-up comic gagged and bound hanging from a hook in the ceiling of one room, and the PCs must brave a stinging ant swarm which is a living trap covering the entire floor, and six giant ants clinging to the walls are a hindrance to those who attempt to bypass the smaller swarms via climbing across. The Queen is caged and held in a room with a giant castle facade along the southern wall. A gigantic 3-d printer creates constructs within the pseudo-castle’s foundations, and damaging it can weaken subsequent guards it “summons.” The remaining guards will cease fighting once the Queen is freed, which is a simple affair her cage is unlocked. As for the King, he’s at the bottom of an underwater passage within a breathable plexiglass bubble, guarded by aquatic Louisiana Troglodytes.

Rescuing the Jester, Queen, and King causes said characters to thank the PCs as their treasure prizes are announced on an AVS screen. They include practical stuff like healing potions, as well as game show-themed stuff like a year’s supply of personal care products. The final room is yet another “boss arena,” where the PCs must battle a Tennessee Forest Giant. Ordinarily this monster would be very deadly for 1st level characters, but the creature is being telepathically controlled by a golden ticket contest winner, an elderly noblewoman whose generous donations to the event has given her special privileges in the form of a rigged contest. The giant’s compromised nature is apparent to the party, as DJ Cudgel Up! announces her as the PCs’ final opponent as she comes down from the stands to put on magical gear to control the giant. The giant begins to excitedly mimic her mannerisms and accent in calling out to her husband in the personal box. The noblewoman will waste her turns relishing the moment to stomp around in her new large form, basically treating it more like a fun game than a serious battle. Should the connection be severed, the giant will angrily fight for real, humiliated at being used in such an undignified way.

Defeating the giant causes the DJ to personally meet the PCs in the room in order to give them their final treasure: 10,000 gold pieces and a 12-seater van with their team’s logo and name if they have one. Like the prior adventure, each PC gets 1 point of Fame and they are invited to the DJ’s home to rub shoulders with nobles, celebrities, and other VIPs in the Xcrawl community.

Thoughts: While I haven’t played in or run these adventures so I can’t judge their usability, both of them make for strong initial impressions for Xcrawl and capture just what this setting is all about. The interweaving of DJ’s announcements and prize awards plays up the game show atmosphere while not detracting from the core experience of delving into a dungeon.

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Appendices

Our book ends with a list of seven Appendices providing inspirational material and various tips and miscellaneous rules for GMs. They include general advice on how to make Xcrawl adventures and dungeons stand out from their typical fantasy counterparts, an in-character perspective of how an Xcrawl tournament is organized from the DJ’s point of view, a list of curses themed after Ancient Greek mythology, sample poisons, inspirational media, and 100 adventure ideas that take place outside of tournaments as mentioned earlier in this Let’s Read. I don’t have much in the way of Thoughts for this section other than I’m glad that they included it, as detailed Appendices are a time-honored tradition for Goodman Games.

Final Thoughts: Xcrawl was an original and imaginative setting, but its original 3rd Edition release had rules which didn’t work out well. The new classes were notably underpowered, while the setting’s worldbuilding focused too much on historical events that were irrelevant to the dungeon-crawling tournaments.

Xcrawl Classics manages to surpass its predecessors, and in my opinion is the best iteration of the setting. The gonzo and pulpy themes of Dungeon Crawl Classics are a perfect fit for it, and that RPG’s many dungeon crawl adventures should be convertible to Xcrawl with little difficulty. The secondary mechanics and subsystems, such as Fame and Mojo points, strongly reinforce the PCs’ role as gladiator-celebrities while not being overly complicated.

There are of course some criticisms I still have as covered in this review, but I would definitely recommend this to fans of Dungeon Crawl Classics and those looking for an offbeat, humorous modern fantasy setting.
 

Thanks for posting this. X-Crawl just popped up on my radar and it looks great for a system and setting that allows you to get in to crawl and brawl without having to make an excuse to do so.
 

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