Content: A three-act city crawl of procedurally crumbling districts and five dilapidated adventure sites.
Writing: Moldering descriptions of urban decay blend with a malaise of frustration and angst to characterize the collapse of a culture fueled by greed.
Art/design: Haunting depictions of crumbling infrastructure and desperate souls contained in a dynamic and visually stimulating design.
Usability: Accessible and easy-to-reference adventure design.
Content: Dining at your own funeral.
Writing: A sensuous depiction of camaraderie and cannibalism.
Art/design: A well-dressed skeleton, haloed by the dead, encircled by intense pink text.
Usability: Background illustration and opening text overlay may hinder a swift reading.
Content: A cannibal disease of a different kind.
Writing: A wonderfully inversion of a common trope.
Art/design: Black and white blocked plaintext.
Usability: Surprise your favorite scvm.
Content: A trio of musical vampires.
Writing: History and heavy characterization personalize the daughters of Nechrubel.
Art/design: AI-generated vampire triplets standing before the blood moon.
Usability: A Babymetal tribute.
Concept: “Some people are dying. Other people are hungry. You just might have found a way to solve both their problems.”
Content: A character class whose name says it all
Writing: Showcases the comedic side of eating people
Art/design: Clever layout and typographic design with perfect public domain art
Usability: Stylized but pretty straightforward
Content: “a blood-soaked dungeon of death and depravity”
Writing: Gory, gonzo, goofy, and peculiarly congruent. With a timer that’s sure to rupture a blood vessel or two.
Art/design: Bloody crimson spot illustrations garnish a spread of vibrant red and white text.
Usability: Blood tokens and the map are recommended but not required.
Content: A search for a prized alchemist in the horror house of Althus the Demented.
Content: Graverobbery for a mysterious benefactor.
Writing: A simple organic reproduction of a violently transformational movie.
Art/design: Loud compositions, vibrant colors, grunge, and visual interest.
Usability: Memorable, referenceable, legible.
Content: An encounter with a delicious corpse, and then with its consequences.
Writing: Tastefully epicurean and tantalizingly specific.
Usability: If you’re going to eat a corpse, it should probably be this one. With ready made “flavor” text and a delicious spread of consequences. You’ll definitely be asking for seconds.
Content: A purgatory-escape-crawl for dead Scvm, complete with consequences for the dying world should their spirits perish in the attempt.
Writing: Establishes distinct regions of purgatory to explore, complete with set-piece destination encounters. Supplying enough context, tone, and style to produce flavorful travel encounter in each region as needed.
Art/design: Somber, expansive, and severe imagery compliments harsh setting descriptions to establish purgatory as the crucible that it is.
Usability: Adventure to establish a new campaign, or regroup and return to the dying world stronger after a TPK. Google translation from Portuguese to English makes for the occasional anomaly.
“SEE! Bodies that have been recently eaten, or being eaten!
Content: A deep dive into a dark cannibal dungeon.
Writing: Sensorial text provides an in-depth and narrative description of events and encounters.
Art/design: Traditional adventure layout highlighted by eerie maps, depictions of butcher’s tools, and flushed purple accents.
Usability: The level of detail may require some review before your session.
Concept: “Eat your friends. They’d do the same for you.”
Content: Optional rules for upcycling dead characters and benefits for doing so
Writing: Darkly humorous and appropriately off-kilter
Art/design: If Hell has insane asylums and their cafeterias have menus, they probably look like this
Usability: The mechanics are nestled in with the flavor text, but if you know what you’re looking for, you’re good to go
Content: An escape dungeon, full of feathered “friends”.
Writing: Social elements add a dynamic element to the dungeon.
Art/design: Top-down map and creature illustrations highlight a compact two-page dungeon reference.
Usability: Compact and organized for easy reference of the entire dungeon during play.
Content: A second chance at death.
Writing: Casually disgusting, clinically disturbing, implanted with body horror.
Art/design: I hate to imagine what that man is doing with so many EGGs.
Usability: For the auto-cannibalistic Scvm.
Content: A surreal string of events revolving around a teapot and some invisible visitors
Writing: Clearly traces the album’s thread through descriptions and unified, interlinking rules and mechanics
Art/design: The text’s hues and temperature contrast well against the ground, and its layout amongst the images creates shapes reminiscent of pouring tea or rising steam
Usability: “Do not include this teapot in your game unless your scvm are ready for: inter-party conflict, spilled blood, hypnotism, memory loss, and light cannibalism.”