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Ex Libris Mörk Borg A directory of content, tools, and resources

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Mörk Borg Solo Rules

Concept: “Want to play solo between your weekly games? Want to practice to get familiar with the game, and try generating new ideas, and getting as Mörky Borgy as you can alone? These rules are for you.”
Content:
A simple, concise system for running a solo game
Writing:
Uses a straightforward, conversational tone with clear instructions
Art/design:
Designed for easy reading and use rather than visual style
Usability:
Instructions are broken down into short, manageable points; calls for various other supplements and resources, all of which are free online 

Mörkal Komborg

Concept: “‘Welcome to the longest-running deathmatch in the known universe.’”
Content: A Mortal Kombat vs Mörk Borg crossover deathmatch.
Writing: Over-the-top brutality disemboweled with self-aware satire.
Art/design: A SICK vintage fighting game manual in black and white.
Usability: Referenceable RPG fighting game manual with solo mini-game insert. 

Pocket Trash

Concept: “мини-книжечка с листом персонажа для MÖRK BORG от Chaoclypse, переведённая мной на русский язык..” 
Content: A Russian Translation of Pocket Scvm by Chaoclypse.
Writing: Faithful to the original, with included player aids for solo adventuring.
Art/design: A friendly, compact design, with just a little grunge to catch your attention.
Usability: A great pocket-sized format, now in Russian. 

Portents & Curses of the Prince of Gorse

Concept: “Eschew company! Heed the omens! Beware the howling lamb!”
Content: A portent interpreting oracle for solo gaming. With a curse mechanism to introduce consequences.
Writing: Divinatory prompts and instructions that are open to interpretation.
Art/design: Strong visual aids assist with inspiration on triple-word oracle prompts. Text that feels cozy but not cramped.
Usability: Simple, sectioned, and easy-to-reference design. 

Reckless Plundering

Concept: “Guide Kargunt through four new dungeons for even more solo play madness!”
Content: Four themed Dark Fort solo dungeons.
Writing: Consistent themes and varied mechanics add to engagement.
Art/design: Simple plaintext layout with small hand drawn annotations.
Usability: Familiar design for players of Dark Fort. 

Rühtra’s Oracle

Concept: “Either by choice or by curse you adventure in painful solitude.”
Content:
A lightweight solo oracle designed for Mörk Borg
Writing:
Includes Yes/No oracle, random events and their character, and tables for answering open questions
Art/design:
A clean, easily navigable layout with on-brand graphic design
Usability:
Some ambiguity regarding when to roll Random events; otherwise, a handy on-the-fly tool for GMs as well

ShadowClink

Concept: “Escape the dungeon of the Shadow King!”
Content:
An adventure for the Sölitary Defilement solo-play ruleset; includes scenario setup, encounters, NPCs, special rooms, and rules for backtracking
Writing:
Well written and easy to read with evocative language that helps build the experience
Art/design:
Designed and laid out for clarity and ease of use, but the colors and chain graphics provide some appropriate character
Usability:
Requires Sölitary Defilement to play solo, but also makes a pretty good random dungeon generator for standard play as well

Solitary Depths

Concept: “an expansion to Sölitary Defilement, a solo supplement for MÖRK BORG!”
Content: A Mörk Borg tailored oracle, region-specific mechanics, rare monster generation, traps, adjustable difficulty settings, and more...
Writing: Efficient and flexible, both mechanically and thematically. With a gorgeously miserable rare monster generator.
Art/design: Considered design elements with some delightfully grimy (and printer-friendly) surprises.
Usability: A legible, referenceable, and well-structured working document. Requires playing cards or equivalent.

SOLO ORBITS

Concept: “Something has gone wrong, and you’ll have to explore the ship to find out what.”
Content: A Dark Fort inspired solo game set in the world of Death in Space
Writing: Concise and engaging setting and mechanics, full of classic Sci-Fi references.
Art/design: Crisp black and white layout that’s easier to navigate than the vastness of space. Grim cover art to remind you of the consequences if you fail.
Usability: A self-contained, fast paced, solo game. Easy to play during any decompression cycle. English & Japanese versions.

Soul Burner

Concept: 
“You are dead
but death doesn’t want you”
Content: Ill-omened ashen wasteland adventures as hands of fate. A standalone game system that’s compatible with Mörk Borg.
Writing: A cogent fictional world with compelling themes and history. A mechanical hybrid of Mörk Borg and Necronautilus.
Art/design: Deconstructed visual and textual elements fit themes of consumption and recollection.
Usability: For solo and group play. Can be played in conjunction with Mörk Borg characters. 

Sword & Sorcery… and Solo Hero minizine

F&F
Concept: “We did a little Conan-like campaign with Mörk Borg rules and wanted to share the results to another F, our Friends :P.”
Content: Rules for survivable “heroic” solo scvm, complete with an example sword and sorcery barbarian class.
Writing: Informal, conversational, educational and friendly. Like a discussion with your DM (I hope).
Art/design: Fun character notebook sketches in a basic practical layout.
Usability: Designed for paired play. DM + 1. 

Sölitary Crawl

Concept: “Adjust the DR, and start crawling!”
Content: An online dungeon map generator for games of Solitary Defilement or Basilisk!
Writing: Concise room prompts with adjectives, type, and contents for solo play.  Automated random encounter rolls are provided.
Art/design:  Simple and effective yellow map on black background, with clear visual aids for special room encounters.
Usability: Provides analog rules for Solitary Crawl. Appears optimized for Solitary Defilement mechanics, but is generally applicable to Mörk Borg. 

Sölitary Defilement

Concept: “An engine of lonesome death”
Content:
A sprawling supplement with comprehensive rules and tables for solo play
Writing:
Straightforward, second-person instruction in the main text; also includes a sample of play
Art/design:
Clean, linear textual layouts and presentations with on-brand typographical choices to delineate structure; illustrations set a lonely, macabre atmosphere; also includes a handy flowchart for daily activities
Usability:
Calls for the use of other supplements and tools, but in itself, a thorough kit for dying alone & miserable, including multiple useful documents for record-keeping

SölitASCII Defilement

Concept: “Someone asked for a plaintext version of Sölitary Defilement, so here it is!”
Content: A plaintext supplement of comprehensive rules and tables for solo play.
Writing: Consistent and straightforward narrative resolution. Clear instructions for solo play. With an included sample of play.
Art/design: 128 fixed-width characters with L337 ASCII embellishments.
Usability: References Mörk Borg & Feretory but has suitable instructions for solo play and record keeping without them. 

The Black City

Concept: “the Blood-Countess Anthelia, will reward with eternal youth whomsoever delivers into her hands the six lost magical artefacts of the Creton order.” 
Content: A dynamically generated city of Alliáns, plenty of ice-cold ways to die, and a collection of artifacts to collect to appease the Blood-Countess. Bring a torch — and a stake.
Writing: Frigidly thematic and appropriately bleak. No choice goes unpunished in Alliáns.
Art/design: Charcoal sketches convey a dark starving city, drained of its vibrancy and life.
Usability: A self-contained solo dungeon scrawl. Just add flint. Watch it burn. 

The Last War: Flank Work

Concept: “Special sorties for unique rewards”
Content: A side mission system for sending spare crew models.
Writing: A suitably dark and thematic briefing on sending your crew on solo missions for fun and profit.
Art/design: Tables, mechanically typed. A faded collections of dying soldiers bathing under an artificial sun.
Usability: A simple, self contained rules supplement for Last War. 

Verhu Wants

Concept: “If you don't meet the basilisk's demands, you will die! Survive somehow within 666 seconds!”
Content: A cursed amulet, and a (probably) fatal 666-second errand. 
Writing: Clever use of The Basilisks Demand table as a mini-game. With helpful descriptions of the options a scvm could take to avoid almost certain death.
Art/design: An amusingly horrifying sketch of a disappointed (and hungry) basilisk.
Usability: A short solo adventure or introduction to Mörk Borg. 

We Die Alone

Concept: “A solo roleplaying supplement for Mörk Borg”
Content: Rules tweaks, advice for setting scenes and building narrative arcs, and mechanics for GM-less play
Writing: A mix of game mechanics and metagame guidance
Art/design: Liberal layouts and more subdued design than some Mörk Borg publications, but still on-brand
Usability: Not as comprehensive as some other solo toolkits but it’ll get the job done

You Nameless SCUM

Concept: “play a quick and brutal adventure for one and, in the process, create characters fully ready to use in your Mörk Borg games... at least if you make the right choices and survive.”
Content: A solo choose-your-own-adventure and character creator.
Writing: A haunting wax-filled replica of Sarkash and Graven-Tosk. A serious and surreal experience.
Art/design: An embellished single-column layout, with abstract illustrations invoking an artificial and constructed reality.
Usability: Stylish and simple, a breeze to navigate. Writing in the book encouraged. 
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