entertainment
Fun diversions while waiting for the world to end
Carousing in the Dying World
Concept: “A PC can ‘get better’ […] by carousing.”
Content: Spend money and time to increase attributes and gain traits, items, recruits, etc.; clever use of simultaneous dice rolls
Writing: Clear and thoroughly entertaining
Art/design: Subdued but easy on the eyes
Usability: GM may need to consult additional supplements; in itself, perfectly usable
This entry was sponsored by the creator as part of the Ex Libris RPG crowdfunding campaign.
“I paid $50 just to tell you that I made this in Microsoft PowerPoint. Also, in hindsight, it is sorely lacking in pulsating anuses. Ani? Eh. You get it.”
Content: Spend money and time to increase attributes and gain traits, items, recruits, etc.; clever use of simultaneous dice rolls
Writing: Clear and thoroughly entertaining
Art/design: Subdued but easy on the eyes
Usability: GM may need to consult additional supplements; in itself, perfectly usable
This entry was sponsored by the creator as part of the Ex Libris RPG crowdfunding campaign.
“I paid $50 just to tell you that I made this in Microsoft PowerPoint. Also, in hindsight, it is sorely lacking in pulsating anuses. Ani? Eh. You get it.”
D69 games the scvm plays in-universe
Concept:
“-They are playing a game.
-What game ?
-Uh...”
Content: 60 names for 6 kinds of games to play, in-game. With basic resolution mechanics.
Writing: Snippy and evocative titles to inspire at the table. Simple resolution mechanics in case it doesn’t.
Art/design: Some gamers coming to blows over a poor result on the D69 table.
Usability: A quick, and bright yellow, reference tool.
Writing: Snippy and evocative titles to inspire at the table. Simple resolution mechanics in case it doesn’t.
Art/design: Some gamers coming to blows over a poor result on the D69 table.
Usability: A quick, and bright yellow, reference tool.
Destitute Thespian
Concept: “There's no place for frivolity in this doomed world, so you've taken your final bow on stage.”
Content: A thespian in the time of Basilisks.
Writing: Dryly comedic and versatile, like many a destitute thespian.
Art/design: Medieval theatrical production overlayed with stage directions for your Scvm.
Usability: The image backdrop may hinder legibility in small portions of the text.
Content: A thespian in the time of Basilisks.
Writing: Dryly comedic and versatile, like many a destitute thespian.
Art/design: Medieval theatrical production overlayed with stage directions for your Scvm.
Usability: The image backdrop may hinder legibility in small portions of the text.
Les Miseredibles
Concept: “Rules for intoxication and carousing, tables for rolling up a tavern, and menus for each of the major regions”
Content: Includes tavern names, characteristics, patrons, and fare (with mechanics for intoxication)
Writing: A balanced mix of grim humor and humorous grimness
Art/design: Fairly subdued use of color but diverse visual elements and typefaces add character and facilitate navigation
Usability: Potentially profitable or disastrous for PCs; always entertaining for the GM
Content: Includes tavern names, characteristics, patrons, and fare (with mechanics for intoxication)
Writing: A balanced mix of grim humor and humorous grimness
Art/design: Fairly subdued use of color but diverse visual elements and typefaces add character and facilitate navigation
Usability: Potentially profitable or disastrous for PCs; always entertaining for the GM
Mörk Borg Cult: Feretory
15 contributors
Concept: “A collection of tables, monsters, items, classes, rules and ideas”
Content: Includes a random monster generator, rules for distance travel and subsistence, The Death Ziggurat and Goblin Grinder adventures, rosters of mundane and profane gear, the Grey Galth Inn setting, a gambling minigame, the Black Salt environmental hazard, new character classes (Cursed Skinwalker, Pale One, Dead God’s Prophet, Forlorn Philosopher), and new Powers
Writing: Mörk Borg imagery and tone in wide a variety of styles
Art/design: Matches content to myriad layout and design strategies
Usability: The mechanical and expository elegance you expect from Mörk Borg; the monster generator particularly uses dice in a clever way
Content: Includes a random monster generator, rules for distance travel and subsistence, The Death Ziggurat and Goblin Grinder adventures, rosters of mundane and profane gear, the Grey Galth Inn setting, a gambling minigame, the Black Salt environmental hazard, new character classes (Cursed Skinwalker, Pale One, Dead God’s Prophet, Forlorn Philosopher), and new Powers
Writing: Mörk Borg imagery and tone in wide a variety of styles
Art/design: Matches content to myriad layout and design strategies
Usability: The mechanical and expository elegance you expect from Mörk Borg; the monster generator particularly uses dice in a clever way
Spectacle Macabre
Concept: “Eight plays to distract you from your own shortcomings for a dreary evening”
Content: It’s just the titles, not the actual plays. That would be a really big document.
Writing: Clever wordplay on the play’s titles and author’s names
Art/design: A variety of typefaces set against a gloomily purple thrust-stage background
Usability: No mechanics other than rolling the play, but a great way to add some cultural scenery
Content: It’s just the titles, not the actual plays. That would be a really big document.
Writing: Clever wordplay on the play’s titles and author’s names
Art/design: A variety of typefaces set against a gloomily purple thrust-stage background
Usability: No mechanics other than rolling the play, but a great way to add some cultural scenery
Too Many Fingers
Concept: “Learn the rules to the popular pub game TOO MANY FINGERS, and try your hand at it today!”
Content: A guessing-game that adds some excitement to those boring nights at the tavern
Writing: Simple rules clearly conveyed
Art/design: Visually depicts the rules and reward
Usability: Requires players to have a favorite finger (shouldn’t be a problem for most scvm)
Content: A guessing-game that adds some excitement to those boring nights at the tavern
Writing: Simple rules clearly conveyed
Art/design: Visually depicts the rules and reward
Usability: Requires players to have a favorite finger (shouldn’t be a problem for most scvm)
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