Content: A rodent sensation. It’s sweeping the nation. Plague!
Writing: Clearly telegraphed rat-catching adventure, complete with moral quandary, and incarnated miasma.
Art/design: A crowded, yet clean, pamphlet adventure containing inviting iconography in distressing contrast with its content.
Usability: Spend an evening dancing the night away, painting the rats red, and setting fires.
Content: A spontaneously combustible Scvm.
Writing: Inflammatory, in a literal way. Say no to omens. Say yes to fire. Burn entire regions.
Art/design: Scorched red and black illustration complements a clean structured class layout. Inky black optional rules section portents the fresh miseries that await the dying world.
Usability: Designed for games with the optional omen mechanic but would work fine without them.
Content: The causes and consequences of a derelict squire
Writing: Concise mechanics and 3 background tables
Art/design: Effective use of color and typography, and an expressive illustration
Usability: Not the kind of inheritance left to you by Aunt Mildred (unless she was a Mörk Borg enthusiast)
Concept: “An ape-infested jungle crawl”
Content: Map and mechanics with random events, monsters, locations, and loot
Writing: Some nice, subtle touches in the exposition
Art/design: Aids navigation and reinforces theme
Usability: Some tables reference others, but that’s the extent of the complexity