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7:7 - A Dying Card Game
Concept: “Well, it’s like a Living Card Game, but it’s up to all of you to keep it shambling on in a foetid undead state. Its brains have now been splattered gruesomely across the Mӧrk Borg community, decentralized, disaggregated, dismembered, ready to be resurrected at any time through the BLACK MAGIC of the Third Party License.”
Content: A Print and Play Card Game with an Open License.
Content: A Print and Play Card Game with an Open License.
Writing: Flexible rules account for 3 modes of play. With delightfully characterized (and miserable) scvm.
Art/design: Consistent use of symbolism and color for quick visual reference of card types and stats. Characterful illustrations and public domain art.
Usability: Usable for 1v1, solo play, or as a prompt for randomized Mörk Borg adventures. Has a flexibility license so you can release your own expansions.
Art/design: Consistent use of symbolism and color for quick visual reference of card types and stats. Characterful illustrations and public domain art.
Usability: Usable for 1v1, solo play, or as a prompt for randomized Mörk Borg adventures. Has a flexibility license so you can release your own expansions.
Box of Shadows
Concept: “The dry cracked earth of the city now spews a scentless dark black fog. … Rumors of this substance taking form and hunting down those that travel without a lamp or torch have become ever more prevalent.”
Content: A sprawling sandbox-style adventure set amidst a sinister miasma emerging in Grift
Writing: Incorporates copious descriptions, in-game documents, and random tables to add flavor to play; also includes numerous monsters, NPCs, and items
Art/design: Incorporates original and found art into exuberant designs and diverse layouts
Usability: Includes copious reference sheets, handouts, and topic-specific indices for GMs and players to use during play; GM-eyes-only material is segregated to facilitate more exciting solo play
Content: A sprawling sandbox-style adventure set amidst a sinister miasma emerging in Grift
Writing: Incorporates copious descriptions, in-game documents, and random tables to add flavor to play; also includes numerous monsters, NPCs, and items
Art/design: Incorporates original and found art into exuberant designs and diverse layouts
Usability: Includes copious reference sheets, handouts, and topic-specific indices for GMs and players to use during play; GM-eyes-only material is segregated to facilitate more exciting solo play
Castaway - Stranded
Concept: “Wash up alone or with other castaways to suffer cooperatively and make your own way with our unique Paths system for GM-less play.”
Content: A solo-play supplement for Castaway, with oracles and tools for daily life and strange encounters on a desolate island.
Writing: New mechanics for solo play that capture the grinding and haunting decline of the original.
Art/design: A desolate, ink-splattered, pastel hellscapes of desperate and wild beauty.
Usability: Castaway – now playable on your own deserted island.
Content: A solo-play supplement for Castaway, with oracles and tools for daily life and strange encounters on a desolate island.
Writing: New mechanics for solo play that capture the grinding and haunting decline of the original.
Art/design: A desolate, ink-splattered, pastel hellscapes of desperate and wild beauty.
Usability: Castaway – now playable on your own deserted island.
Crashing Ghost of the Grotesque Fang
Concept: “A shadow is cast over your past, burning with remorse. Face your greatest foe and uncover deeper truths, else the wounds will continue to fester...”
Content: A trauma exploring, choose your own adventure, solo crawl.
Writing: A choose your own adventure narrative which engages the format on a textual and metatextual level.
Art/design: A visual motif using color and symbolism to explore dissonance, reflection, rumination, and trauma.
Usability: Clear text and concise instruction enhance the choose your own adventure style.
Content: A trauma exploring, choose your own adventure, solo crawl.
Writing: A choose your own adventure narrative which engages the format on a textual and metatextual level.
Art/design: A visual motif using color and symbolism to explore dissonance, reflection, rumination, and trauma.
Usability: Clear text and concise instruction enhance the choose your own adventure style.
Dark Fort
Concept: “The catacomb rogue enters the stage.”
Content: A solo dungeon crawler; useful as a generator alongside Mörk Borg’s GM tools
Writing: Clear and concise; primarily mechanical but with bits of effective descriptive text
Art/design: More traditional than Mörk Borg’s, but still atmospheric
Usability: Extremely efficient layout
Content: A solo dungeon crawler; useful as a generator alongside Mörk Borg’s GM tools
Writing: Clear and concise; primarily mechanical but with bits of effective descriptive text
Art/design: More traditional than Mörk Borg’s, but still atmospheric
Usability: Extremely efficient layout
Darker Forts
Concept: “Adds THREE new dungeons and accompanying characters to DARK FORT”
Content: New settings, characters, monsters, items, and optional rules for solo play; useful for generating themed dungeons on the fly
Writing: Primarily informational but with just the right amount of creative flair
Art/design: Strongly reminiscent of Dark Fort
Usability: Like its predecessor, each variant fits on one sheet of paper; doesn’t include custom character sheets
Deep Waters Run Deadly
Concept: “A tool for solo, gmless and on the fly dungeoneering involving moisture.”
Content: A moisture generator, d20 soggy denizens, fishing rules, d12 miserable fish, and treasures.
Writing: A generalized but descriptive style. Inspiring rather than dictating mechanics.
Art/design: A geometric and textured layout with tailored AI art.
Usability: A specific emulator for cruel and unusual bodies of water.
Content: A moisture generator, d20 soggy denizens, fishing rules, d12 miserable fish, and treasures.
Writing: A generalized but descriptive style. Inspiring rather than dictating mechanics.
Art/design: A geometric and textured layout with tailored AI art.
Usability: A specific emulator for cruel and unusual bodies of water.
Endless Flesh
Concept: “You were sent to rescue Tergol’s lost Scroll of Endless Flesh... Find it and bring it to the church!”
Content: A solo endless fleshcrawl.
Writing: A concise solo game. Establishing tone and self-contained mechanics in two pages.
Art/design: Cleanly formatted black text over a fleshy pink background.
Usability: Includes downloadable character sheet.
Content: A solo endless fleshcrawl.
Writing: A concise solo game. Establishing tone and self-contained mechanics in two pages.
Art/design: Cleanly formatted black text over a fleshy pink background.
Usability: Includes downloadable character sheet.
Forbidden Psalm: Last War
Concept: “The Great War, World War, War to End All Wars: the only true name it has is The Last War, for now there remain not enough people to fight another.”
Content: A 28mm miniature agnostic small-scale skirmish game set in the wastes of the Last War.
Writing: Tangible combat mechanics cut through the false justifications, the final plague, and the fog that remains to reveal the of true horrors of The Last War.
Art/design: Ragged illustrations full of the dull palette and subdued tension of the trenches. Official documents mix with marginalia in a found document style.
Usability: Standalone rules for solo, cooperative, and versus miniature engagements.
Content: A 28mm miniature agnostic small-scale skirmish game set in the wastes of the Last War.
Writing: Tangible combat mechanics cut through the false justifications, the final plague, and the fog that remains to reveal the of true horrors of The Last War.
Art/design: Ragged illustrations full of the dull palette and subdued tension of the trenches. Official documents mix with marginalia in a found document style.
Usability: Standalone rules for solo, cooperative, and versus miniature engagements.
Harrowshade
Concept: “In the town of Harrowshade, tucked away in northern Grift, a somber gloom engulfs the lives of the inhabitants.”
Content: A Sölitary Defilement Grift-crawl to string you along and leave you in stitches.
Writing: Contains enough rotten detail for engaging solo or GM-less play. With secrets hidden in the navigable text.
Art/design: Inky illustrations and rich textures in a fluid and navigable layout.
Usability: Contains portions of The Grisly Fare, The Fleshmonger, and Vorgs by Unit Six. Available in a variety of full-color and print-friendly formats.
Content: A Sölitary Defilement Grift-crawl to string you along and leave you in stitches.
Writing: Contains enough rotten detail for engaging solo or GM-less play. With secrets hidden in the navigable text.
Art/design: Inky illustrations and rich textures in a fluid and navigable layout.
Usability: Contains portions of The Grisly Fare, The Fleshmonger, and Vorgs by Unit Six. Available in a variety of full-color and print-friendly formats.
Hexed Solo Rules to Die For
Concept: “an expansion to MÖRK BORG that allows players and Referees to randomly generate a hex crawl map to explore.”
Content: Rules for hex map generation; tables for environs, weather, and encounters; creatures; three new scvm; and four void dieties.
Writing: Rules as preamble to hexes and tables full of misery fitting a Dying Land.
Art/design: Ornate headers for rules, plain headers for reference. Generated images in a variety of styles.
Usability: References Feretory, Heretic, and Solitary Defilement. Intended for use with a solo oracle.
Content: Rules for hex map generation; tables for environs, weather, and encounters; creatures; three new scvm; and four void dieties.
Writing: Rules as preamble to hexes and tables full of misery fitting a Dying Land.
Art/design: Ornate headers for rules, plain headers for reference. Generated images in a variety of styles.
Usability: References Feretory, Heretic, and Solitary Defilement. Intended for use with a solo oracle.
Kennels of Karnage
Concept: “A short adventure about saving lost dogs”
Content: A 10-room dungeon with an additional class, a short solo prequel, variant Misery, and exclusive monster
Writing: Sharp and full of character
Art/design: Clearly, cleanly laid out with evocative illustrations
Usability: Includes death and abuse of animals, but nothing graphic or explicit
This entry was sponsored by Bookkeeper as part of the Ex Libris RPG crowdfunding campaign.
Content: A 10-room dungeon with an additional class, a short solo prequel, variant Misery, and exclusive monster
Writing: Sharp and full of character
Art/design: Clearly, cleanly laid out with evocative illustrations
Usability: Includes death and abuse of animals, but nothing graphic or explicit
This entry was sponsored by Bookkeeper as part of the Ex Libris RPG crowdfunding campaign.
Letters of the Damned
Concept: “A supplement for Quill that immerses the player in the dark fantasy world of MÖRK BORG”
Content: A letter-writing solo game
Writing: Expressive but clear in its descriptive and instructional text
Art/design: Includes some public domain illustrations and other visual elements for variety and appeal; text is presented efficiently and arranged appropriately according to density per page
Usability: Requires Quill rules to play; could also be used as inspiration for, or a mini-game in, standard Mörk Borg
Content: A letter-writing solo game
Writing: Expressive but clear in its descriptive and instructional text
Art/design: Includes some public domain illustrations and other visual elements for variety and appeal; text is presented efficiently and arranged appropriately according to density per page
Usability: Requires Quill rules to play; could also be used as inspiration for, or a mini-game in, standard Mörk Borg
Lörd
Concept: “Build the family tree of a fictional ruling family. Record the monstrosities they faced and the choices they made.”
Content: A solo journaling game based on
Lineage and set in the courts of the Dying World
Writing: Establishes the bleak tone intended for gameplay with lots of variety in the table results
Art/design: Layouts vary from section to section for easier visual navigation when flipping/scrolling
Usability: Linearly laid out for progress through each ruler’s lifespan; also a good source of adventure hooks and long-term plots for standard games
Content: A solo journaling game based on
Lineage and set in the courts of the Dying World
Writing: Establishes the bleak tone intended for gameplay with lots of variety in the table results
Art/design: Layouts vary from section to section for easier visual navigation when flipping/scrolling
Usability: Linearly laid out for progress through each ruler’s lifespan; also a good source of adventure hooks and long-term plots for standard games
MØRK FÆNGSEL
Concept: “You play as Scäkla, a scum imprisoned deep underground...
Progress room by room, as you roll dice and draw the rooms as you go, otherwise how will you know which way you went? Anyway, try not to die. You will most likely die.”
Content: A solo prison crawl.
Writing: Playful and interactive text which hooks you into the narrative with a tutorial that builds your character even as you begin your prison break.
Art/design: Characterful marginalia simultaneously enhance and age the text. Producing a draft like quality and encouraging both engagement and participation.
Usability: Designed to be printed and scribbled on. Break out your pen. Make a mess.
Content: A solo prison crawl.
Writing: Playful and interactive text which hooks you into the narrative with a tutorial that builds your character even as you begin your prison break.
Art/design: Characterful marginalia simultaneously enhance and age the text. Producing a draft like quality and encouraging both engagement and participation.
Usability: Designed to be printed and scribbled on. Break out your pen. Make a mess.
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