“The heretics rise...
Content: Three heretical religions along with their followers, artifacts, seats of power, and teachings.
Writing: Three faiths enshrined in text. With histories and doctrines proving how fertile cults can spring forth from the infertile soil of a dying world.
Art/design: Design elements and illustrations mingle in rapturous heretical rites.
Usability: Visual and textual motifs allow for easy navigation between the faiths during play.
Content: Rules for becoming undead and playing an undead character
Writing: Provides a lot of character and mechanical options for the recently deceased with an undercurrent of sardonic wit
Art/design: Typography and visual elements clearly delineates sections and individual points
Usability: A handy, straightforward way to hang onto a beloved character for a little longer
Concept: “You’ve been cursed with immortality.” Bummer.
Content: 6 ways characters can survive death (albeit not entirely unscathed)
Writing: Descriptive and punctuated wry comments and mechanics to match
Art/design: Typographical and color choices create a dynamic gestalt while aiding navigation
Usability: Step 1: Get cursed. Step 2: Die. Step 3: See what happens.
Content: d66 ways to introduce a new Scvm to the dying world.
Writing: Like 13 people worked together to produce this cursed table.
Art/design: A skull spider draws the eye to this table's individual contributors. Tortured background images emphasize the text.
Usability: Interaction between visible elements and text occasionally diminishes legibility.
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: Why settle for a boring death when you can adopt a different class and get back in the game?
Writing: Guides the player with a series of questions posed by a surprisingly sympathetic demon
Art/design: Designed for easy use and readability; splashes of color add emphasis
Usability: An excellent resource for matching fateful deaths with meaningful character (re)creation
Concept: “It isn’t your time. Rise revenant and roll for Death’s gift upon your first death.”
Content: 20 abilities that provide certain benefits and detriments
Writing: Some creative concepts concisely expressed
Art/design: Illustration and color lend an appropriate, on-brand character
Usability: Just roll d20 to see what gift you bring back from beyond the grave
Content: Headsman without a cause.
Writing: A simple executioner’s life cut short, with nowhere to pick up the pieces.
Art/design: A cleaved two-column layout with strong axes and good (be)headings.
Usability: Print-friendly and mostly plaintext.
Content: 16 dungeons in a disturbing array of contents and formats
Writing: A variety of adventures await you with their own unique styles. The only guarantee is misery.
Art/design: A engrossing (sometimes gross) exploration of dungeon layout and illustration.
Usability: With a variety of design formats, make sure to read your selected dungeon before the session.
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.
Content: Four events to occur after the 6th misery.
Writing: Descriptive text to read aloud to your unfortunate scvm.
Art/design: Two violent brushstrokes bisect existing infrastructure
Usability: Encounters designed for a single scvm at a time.
Content: A choose your own meat grinder adventure.
Writing: Focused on the core of role-playing: Decisions that make perfect sense at the time and the inevitable consequences that come later.
Art/design: Alternatingly hilarious and brutal. Text and images packed into the hopper and occasionally fed through the meat processor.
Usability: GM needs to keep track of some moving parts, but they seriously pay off in the end. An excellent option for a funnel adventure.
Content: Rules to soothe the restless dead. A poem to rest your weary head.
Writing: Rules embedded in verse that uplifts rather than shies away from the dead.
Art/design: Charming colored sketches illustrate proper ghost etiquette alongside the text.
Usability: Suitable for use in a child-friendly Mörk Borg hack.
Content: Political assassination by ritual god-child sacrifice.
Writing: A surprising amount of depth for a tiny, burned village and the chase for an infant god.
Art/design: Divine blend of color, artful illustration, and navigable sidebar column layout.
Usability: Easier to use than murdering a god-baby.