Content: See above
Writing: See entry 61 — “the enemy rips off their arm, and parries with it”
Art/design: Classic three column layout with strong MBC aesthetics.
Usability: Easy to navigate list. Text small but legible. The reasons are only occasionally situational.
Content: Rules for stamina, staggering, and action economy in Mörk Borg
Writing: Interlocking mechanics incorporate new strategies and tactics.
Art/design: Splashes and grit accentuate a clean two-column layout.
Usability: Headers and italics establish a consistent hierarchy for reference.
Concept: “House ruling for dual wielding, simple and brutal”
Content: Rules for attacking and defending with two weapons
Writing: Delivers mechanics pretty efficiently
Art/design: Nice adaptation of public domain art to Mörk Borg aesthetic
Usability: “simple and brutal”
Content: Bare-Knuckle boxing for fun and profit.
Writing: Effective mechanics and engaging lore.
Art/design: Some poor scvm with a block of text for a head.
Usability: Great little downtime event to while away the Miseries.
Content: A frenzied mob is overtaking Grift, do something about it.
Writing: Deified mob violence unifies multiple sessions in Grift and provides a potential antagonist for long-term play.
Art/design: Design elements convey the compulsions of a waking god. Consistent use of public domain image backdrops.
Usability: Thoughtful design elements on a large-scale aid in utility and navigation.
Concept: “Savage creatures lurk in the depths of forgotten crypts, incomprehensible relics lie waiting in the shadows of crumbling tombs, mystics argue incessantly trying to find a escape to the impending doom, and the powerful occupy themselves with vengeance.”
Content: A sprawling offering of all things Mörk Borg
Writing: Captures the tone and atmosphere of the Dying World through the descriptive text as well as the character of the mechanics
Art/design: Adapts the aesthetics and tactics of the core book with extensive use of modified public domain art
Usability: There’s something here for everyone
Content: A /hack of combat mechanics for Mörk Borg.
Writing: Both “faster” and “brutaler” mechanics that go straight to the hurting bits.
Art/design: Very clean, very yellow, reference sheet.
Usability: Protip – “dice explode” does not mean the dice become shrapnel.
Content: Rules for mass casualties and freezing to death.
Usability: Versatile OSR rules for allowing scvm to influence a large battle, and easy and practical rules
Content: Optional combat systems for Mörk Borg.
Writing: Tables to complicate misses, quantify trauma, and modify monsters. Mechanics expand crit/fumble ranges by sharing blood between storyteller and scvm.
Art/design: Surrealist AI art supplements public domain icons and illustrations in an eclectic style.
Usability: Three d66 tables span multiple pages. Can be distinguished from one another by changes in the background illustration.
Content: Impotent rage embodied.
Writing: A hammer-blow to the illusion that rage is anything other than infantile privilege.
Art/design: Angry adolescent journal with a heavily graffitied classic illustration on concrete.
Usability: Easy to read when you aren’t seeing red.
Content: PCs can automatically hit but at the expense of lowered defense
Writing: Four sentences of mechanics
Art/design: Text location and color bands help to frame and emphasize the central image
Usability: Expressive typeface takes a moment to read, but concise writing mitigates the minor difficulty
Concept: “Alternative rules and extended content”
Content: Includes new options for starting equipment, companions, class-specific unarmed attacks, weapons, artifacts, armor, critical hit locations, bad habits, familiars, names, pack animals, minor items, and musical instruments
Writing: Captures the core book’s grim humor and tone
Art/design: Strong Mörk Borg aesthetic; sets itself apart with blue that harkens back to the core rulebook
Usability: Well laid out; available in single page and spread versions for convenience
Content: A table of outcomes for missed attack rolls.
Writing: A spiteful but fair table which scales with the magnitude of your failure.
Art/design: Bristling with armaments.
Usability: For the impatient masochist in all of us.
Content: A warlock's tomb with a very “protective” familiar.
Writing: Puzzle design that anticipates flexibility and player agency when possible. Encounter design that incorporates complicating elements if the conflict drags out.
Art/design: Subtle use of images to enhance the navigability and reference of the text. Strong back cover illustration of Gnash.
Usability: Short, sweet, and referenceable adventure.