Greyson Yandt
Album Crawl
19 contributors
Concept: “A collection of deafening dungeons and auditory misadventures for MÖRK BORG.”
Content: 22 music-inspired settings and scenarios; many intriguing rules and foes; alternate Miseries; a whole spread of punishments for unruly dice
Writing: Variously fascinating and horrifying
Art/design: Widely variegated but all nicely done
Usability: A couple atypical layouts that reward a bit of scrutiny and patience
Content: 22 music-inspired settings and scenarios; many intriguing rules and foes; alternate Miseries; a whole spread of punishments for unruly dice
Writing: Variously fascinating and horrifying
Art/design: Widely variegated but all nicely done
Usability: A couple atypical layouts that reward a bit of scrutiny and patience
Bogfolk’s Claw
Concept: “Do you think they have Old Bay seasoning in the dying world…?”
Content: A big fvckin’ crab.
Writing: Tentative proof that crabs are the utilitarian end of all evolution.
Art/design: I'm pretty sure that crab is gnawing into a human torso. The crab is yellow, the flesh is pink.
Usability: In the Dying Lands, crab picks you.
Content: A big fvckin’ crab.
Writing: Tentative proof that crabs are the utilitarian end of all evolution.
Art/design: I'm pretty sure that crab is gnawing into a human torso. The crab is yellow, the flesh is pink.
Usability: In the Dying Lands, crab picks you.
Bogfolk’s Teeth
Concept: “We’ll be bringing new molars- er, morsels, of accursed content...”
Content: Tooth extraction made easy.
Writing: Purposefully perilous dental operations for some twisted new teeth.
Art/design: Got that classic child skull look for extra tooth action.
Usability: Please don’t bite your dentist, it causes infection.
Content: Tooth extraction made easy.
Writing: Purposefully perilous dental operations for some twisted new teeth.
Art/design: Got that classic child skull look for extra tooth action.
Usability: Please don’t bite your dentist, it causes infection.
Börk Morgue #666
Concept: “An unofficial zine for a Dying World with words and design”
Content: Random tables, optional rules for dice & powers & armor/weapons/combat, pointy teeth, monsters & NPCs … and a Börk Morgue & a Maus Borg
Writing: Presented with a personable tone with plenty of wry wit
Art/design: Loaded with Mörk Borg aesthetic elements, color, and some creative layouts
Usability: Adds some deeper complexity in some areas (especially complex) and some irreverent variety all around
Content: Random tables, optional rules for dice & powers & armor/weapons/combat, pointy teeth, monsters & NPCs … and a Börk Morgue & a Maus Borg
Writing: Presented with a personable tone with plenty of wry wit
Art/design: Loaded with Mörk Borg aesthetic elements, color, and some creative layouts
Usability: Adds some deeper complexity in some areas (especially complex) and some irreverent variety all around
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.”
Cult of Mörkius
Concept: “It's Mörkin' time. #MörkiusSweep”
Content: The story of Otel Deraj and a plague of Mörkius apologists.
Writing: Interesting mechanics for a hypnotic monster. Its fangs are drip with satire.
Art/design: Arguably classier than its original subject matter.
Usability: Whatever you do, do not praise Mörkius. That’s how it begins.
Content: The story of Otel Deraj and a plague of Mörkius apologists.
Writing: Interesting mechanics for a hypnotic monster. Its fangs are drip with satire.
Art/design: Arguably classier than its original subject matter.
Usability: Whatever you do, do not praise Mörkius. That’s how it begins.
Cultists of Dying Gods
Concept: “Many of those in the dying world still cling to dying gods—ironically, inquisitors most of all. Most of these dying gods need you to torture or be tortured.”
Content: Includes stats for various cultists and rules for torture and trauma; some interesting rules interactions
Writing: Clear and concise with entertaining cultural and metagame references
Art/design: Nice public domain art (some color-enhanced) sets the tone for individual cults
Usability: Pstress rules are a bit complex but robust rather than complicated
Content: Includes stats for various cultists and rules for torture and trauma; some interesting rules interactions
Writing: Clear and concise with entertaining cultural and metagame references
Art/design: Nice public domain art (some color-enhanced) sets the tone for individual cults
Usability: Pstress rules are a bit complex but robust rather than complicated
d6 ARKFORT
Concept: “Begin your perilous journey into the ARKFORT. No GM to save you; yet, if you are too cowardly to venture alone, rope some friends into your misery.”
Content: The macro game to Dark Forts micro game.
Writing: Complementary resource management mechanisms and other complications add depth to Dark Fort's light gameplay.
Art/design: An effective, if dense, text layout harkening back to early digital office correspondence. Some not-so-traditional elements produce the sense of a found document.
Usability: More robust than traditional Mörk Borg fare but rewarding in equal measure.
Content: The macro game to Dark Forts micro game.
Writing: Complementary resource management mechanisms and other complications add depth to Dark Fort's light gameplay.
Art/design: An effective, if dense, text layout harkening back to early digital office correspondence. Some not-so-traditional elements produce the sense of a found document.
Usability: More robust than traditional Mörk Borg fare but rewarding in equal measure.
DARK FISH BLADE FORT
Concept: “For an authentic experience, get a fish and a blade, and listen to Murmaider by Dethklok. On repeat.”
Content: A standalone fishblade hack of DARK FORT, with optional co-op rules.
Writing: Puns that are succulently fishy. Mechanics that are seriously blade-y.
Art/design: Awkward man-fish, and fish-saws flop between pages of aquamarine and white.
Usability: Available in full size, A4, and letter format. Included character sheet.
Content: A standalone fishblade hack of DARK FORT, with optional co-op rules.
Writing: Puns that are succulently fishy. Mechanics that are seriously blade-y.
Art/design: Awkward man-fish, and fish-saws flop between pages of aquamarine and white.
Usability: Available in full size, A4, and letter format. Included character sheet.
Dental Manvscript
Concept: “A supplement for MÖRK BORG that you can really sink your teeth into.”
Content: Options for the teeth in your head and in your pocket
Writing: Good technical expositions and well-placed humor
Art/design: Definitely lives up to the title
Usability: Self-contained mechanics are simple to navigate
Content: Options for the teeth in your head and in your pocket
Writing: Good technical expositions and well-placed humor
Art/design: Definitely lives up to the title
Usability: Self-contained mechanics are simple to navigate
Feculence
Concept: “Start on the backside!”
Content: A dung’eon crawl to play on the toilet.
Writing: Filthy and fun. A delightfully nutty rules texture with the occasional crunch.
Art/design: Unexpectedly clean text layout. Perfectly legible on paper. Less so on toilet paper.
Usability: Available in A5 and half-letter. Accommodations for public bathroom play are provided in extras. Your results may vary.
Content: A dung’eon crawl to play on the toilet.
Writing: Filthy and fun. A delightfully nutty rules texture with the occasional crunch.
Art/design: Unexpectedly clean text layout. Perfectly legible on paper. Less so on toilet paper.
Usability: Available in A5 and half-letter. Accommodations for public bathroom play are provided in extras. Your results may vary.
FÖLK-LORE: Fiends, Freaks, & Foes
41 contributors
Greyson Yandt
Ra Press
Bracken MacLeod
Rugose Kohn
I. McClung
KRD Designs
mghoneybee
Johan Nohr
Damien Villa
Jegs
hamildong
mcglintlock
Misha Panarin
Christopher Annandale
Brian Binh
Andrew Cutler
MarksQuests
Nina Morgan Olsson
Arnaud F. Lambert
Harkenstone
B Halliday
Ian Long
Irish_Mercury
Mattias Thatch
Theodore L. Rivera
RaptorShadow / BirdSilhouette Games
Ryan Sigler
iriffuk
Rinaldo Agostini
Leonardo Andrade
Vikugna Vikugna
Walton Wood
Ghee Dodlinger
samaritan_burden
Olivier Delattre
Dan Taylor
Paskål Jansson
Overlord Publishing
Jim Gies
1d10+5
WuDeRPG
Concept: “What happens when the lore of our world collides with the Dying World of MÖRK BORG?”
Content: The first volume of collected FÖLK-LORE Jam entries
Writing: Varies by author, see individual entries under the FÖLK-LORE Jam tag
Art/design: Varies by entry; single-page entries are well balanced in spreads
Usability: Varies by entry, but it’s all Mörk Borg—how tough could it be?
Content: The first volume of collected FÖLK-LORE Jam entries
Writing: Varies by author, see individual entries under the FÖLK-LORE Jam tag
Art/design: Varies by entry; single-page entries are well balanced in spreads
Usability: Varies by entry, but it’s all Mörk Borg—how tough could it be?
Gashadokuro, the Starving Skeleton
Concept: “A fifteen-soldier-tall indestructible spirit, the gashadokuro should provide decent challenge for scvm that have survived a bit too long.”
Content: An enraged murder machine that uses a Morale pool for attacks and damage
Writing: Clear explanations of special abilities
Art/design: Simply but skillfully adapts layout to the source image
Usability: A bit more complex than most monsters, but in a fun and tactical way
Content: An enraged murder machine that uses a Morale pool for attacks and damage
Writing: Clear explanations of special abilities
Art/design: Simply but skillfully adapts layout to the source image
Usability: A bit more complex than most monsters, but in a fun and tactical way
Greyson’s Forest
Concept: “Find Mardach's garden and the moshruums within.”
Content: A secret garden, of sorts. Plenty of fertilizer at least.
Writing: A legend, of unclear message, and plenty of textual evidence it’s about to go horribly wrong.
Art/design: Fuchsia fungi feed mustard trees near a fertilizer-free two-column layout.
Usability: “To be continued...” No, seriously.
Content: A secret garden, of sorts. Plenty of fertilizer at least.
Writing: A legend, of unclear message, and plenty of textual evidence it’s about to go horribly wrong.
Art/design: Fuchsia fungi feed mustard trees near a fertilizer-free two-column layout.
Usability: “To be continued...” No, seriously.
Greyson’s Silver
Concept: “They will never get ‘hold of my silver; though if they do, may they be sated forever.”
Content: A chest of surprisingly heavy coins.
Writing: A narrative origin for a uniquely cursed chest. Greed is not good.
Art/design: A cheeky little silver coin sticks its tongue out at you. Rightly so scvm.
Usability: Protip – it's cursed. Get swol.
Content: A chest of surprisingly heavy coins.
Writing: A narrative origin for a uniquely cursed chest. Greed is not good.
Art/design: A cheeky little silver coin sticks its tongue out at you. Rightly so scvm.
Usability: Protip – it's cursed. Get swol.
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