If you like Castle Amber, Expedition to the Barrier Peaks, or Anomalous Subsurface Environment, you’ll dig WMLP. It’s got gonzo, it’s got science-fantasy, and it’s got funhouse — but it’s also a mishmash in the spirit OD&D, with its mélange of component elements and influences.
Bryce Lynch turned me onto WMLP with his review of issues 3 and 4. Bryce is a brutally frank reviewer, and our tastes in old-school gaming books are pretty similar, so when he gushes about something I generally buy it.
Here’s one of Bryce’s highlights:
The encounters here are exactly what you would expect from an OD&D adventure. A little goofball, a little weird, a lot of THE FANTASTIC. It is the type of feel I equate with OD&D and exactly what I’m looking for. A world where everything seems fresh and new again and the players get to experience something similar to the very first time they met a gelatinous cube or a fell in a bit [sic]. It’s the world of Whimsy and Wonder.
The artwork is wonderfully OD&D-esque, too. Here’s the cover of issue 2, by “Dr. Brainus Mangenius, Psy D.”
Beneath the Ruins: Kihago Megadungeon
The highlight of issues 1-6 is also the anchor of each issue: the levels of the Kihago megadungeon, by Alex Fotinakes, collectively titled “Beneath the Ruins.” If that title sounds familiar, it’s because the first level of Kihago is also offered in Beneath the Ruins, the first volume of the Psychedelic Fantasies series of modules.
Lately I’ve been reading OD&D and really digging it, so the idea of an OD&D megadungeon is right up my apple cart. The presentation is sparse, without read-aloud text, and short on background — basically my favorite approach across the board. More than enough to run with, but not so much that your creativity is stifled.
Some of my favorite bits from Kihago (spoilers abound, though I’ve tried to keep them fairly mild):
- The Eye of the Immortal, a TV that occasionally plays episodes of Three’s Company. It’s held in high regard by one of the factions on the first level, the Luminites.
- Yeast puddles which can infect careless PCs, turning them into yeast zombies if the infection isn’t dealt with.
- A cloning chamber. You know what rules you need for a cloning chamber? Pretty much none, in my book, and that’s how it’s presented here. In one paragraph, you’ve got a dungeon- and campaign-changing room.
- Nosferoggu (vampire frogs), flamingodiles (guess!), the drunk ghost of a psionic ninja — Kihago is packed with monsters like these. That kind of gonzo can be hard to pull off (try too hard and it feels forced, phone it in and it feels lifeless), but Kihago nails it.
- Level four, a vast, wide-open cavern (with some distinct areas), is going to be a playground of interesting stuff by the time the PCs reach it. Kihago has factions and intelligent denizens, and a big, open area is rife with opportunities for luring tougher foes to their deaths, playing factions against each other, etc.
- And oh, the factions! Level five has bidepal fly-people covered in shit vs. feral cat people. Level four features a savage tribe led by Mike Mickelson, KTLA sports anchor, who found himself (and his control room, which of course you can find) transported to Kihago and decided to make the best of it. And on and on — inventive, amusing, whimsical, but also meaty and rich with inspiration.
- The wraiths on level 5 who want the head of the summoner on level 3, and will share a valuable secret if it’s delivered to them. Call-backs and intra-dungeon goals are awesome, and I love this one.
- A closet which hides an energy nexus capable of recharging magic items. It’s hidden, but not impossibly so — a great balance for encouraging exploration.
I could go on — and on! — but hopefully you get the idea. Kihago is a fantastic megadungeon, and one I’d love to run as written. Grab the LBBs and go. (Or another flavor of D&D, but that’s the flavor that seems to dovetail best with how I see Kihago.)
Looking only at Kihago would be doing WMLP a disservice, because it’s not the only gold in them thar hills. Here are a few more highlights:
- There’s the animator class (issue #1), who can draw stuff and then animate it; after a couple levels, that includes tattoos. The animator’s spell list is all stuff, like doors and animals and so forth. It’s a clever class.
- “Creating a Chimera,” from issue #5, is a page of tables for making patchwork hybrids. Like so: body of an anteater, two zebra heads, two pairs of lobster arms, the legs of a sloth, and it has a wasp stinger. Toss that into a random encounter and see what happens.
- Need a weird character background? “Something rad!!!!!!!“ (issue #6) delivers: You’re a prolific sperm donor. Or maybe a refugee from the Peanut Butter Wars, or a slave to Lady Jessica. It does settings, too: This place is like medieval Persia, but with sixguns and wagons, and it’s got regicidal vampires.
Because I own it as a book, I look at WMLP as a book. That book, for me, is mainly about its stellar megadungeon — but like delicious gravy, I also get some other fun stuff alongside it. Wizards Mutants Laser Pistols is a great zine, and the compilation of issues 1-6 is easy to recommend.
 Confusingly, it’s sometimes referred to as “Wizards Mutants Lazer Pistols.”
 Yes, I counted the exclamation points. Such is my dedication to science!