When I started role-playing back in 1977, little home-produced 'zines were forever popping up, lasting a few issues and fading away again, sadly with limited circulation and known to but a few. I'm sure there are still a few tucked away, given my pack-rat mentality...
With the advent of the internet, most of the 'zine creators leaped online and websites came and went instead. And now, here is the best of both worlds: the traditional fan-produced 'zine yet available in PDF so it's easy to store and distribute widely... whilst for those hankering after old times and coloured cardboard covers, it comes in that format as well!
Dedicated to one of the best new-old RPGs, Dungeon Crawl Classics, this first issue contains a wealth of material to enhance your game, crammed into just a few pages. To begin with, if you prefer the grittier 'sword & sorcery' style of gaming to a 'high fantasy' one, an article entitled Wizards and Warriors shows you how to make it happen. This includes an excellent enhancement to thief skills, which may be worth adopting anyway.
Then there's a rather fine patron, with an interesting story as to its development - he's the future self of the wizard that he's patron to! You may wish to use the concept rather than the actual patron, but if the latter appeals he's provided in all his glory.
That's followed by more rules tweaks - a revision of the bleeding rules that gives you a slightly better chance of not bleeding to death before combat ends and someone takes a look at your mangled remains, and a system for modifying DCs should you wish to move beyond the basic simplicity of the core rules and apply benefits for skills or other advantages that logically ought to make things slighty easier. Finally, some tweks to spellcasting.
Excellent stuff in the true spirit in which Dungeon Crawl Classics itself was written!