Jam Session II: Album Crawl Rocks the 80s
“Not '80s inspired, not '90s. 1980 to 1989, baby.”
Jam Session II page
Jam Session II page
Böwhoss’ handbook: notes on internal ignition
Concept: “In this volume you will find the most noteworthy, dangerous and strange encounters of my recent voyages.”
Content: A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing: The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design: Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability: Includes player-facing handouts that include lore but no mechanics or GM-specific information
Content: A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing: The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design: Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability: Includes player-facing handouts that include lore but no mechanics or GM-specific information
Carnival of Desecration
Concept: “A great carnival stretches out before you. It has been recently set up and the carnival barker outside promises nothing but disappointment.”
Content: A series of carnival encounters inspired by Triple Live Möther Gööse at Budokan by Green Jellÿ
Writing: Playfully grim and sardonic, just like we like it
Art/design: “Art and Layout by no one.” Sans serif all day, baby.
Usability: Adventure flow is largely at the GM’s discretion
Content: A series of carnival encounters inspired by Triple Live Möther Gööse at Budokan by Green Jellÿ
Writing: Playfully grim and sardonic, just like we like it
Art/design: “Art and Layout by no one.” Sans serif all day, baby.
Usability: Adventure flow is largely at the GM’s discretion
Lair of the Lizard Cult
“Unearth what putrid secrets (and shiny baubles) lie in the dark, guarded by those whose skin has turned to scales and whose blood has cooled to ice.”
Licensed to Ill
Concept: “Listed here are just some of the effects that listening to this LP inflicted upon the Dying World!”
Content: Rules primarily for using and abusing the fabled Brass Monkey, but also includes other Beastly Boys-aligned components
Writing: Takes itself completely seriously, which only makes it funnier
Art/design: A more traditional layout and muted background gradient lend an appropriately dignified air
Usability: Some specialized interactions with other 3rd-party supplements
Content: Rules primarily for using and abusing the fabled Brass Monkey, but also includes other Beastly Boys-aligned components
Writing: Takes itself completely seriously, which only makes it funnier
Art/design: A more traditional layout and muted background gradient lend an appropriately dignified air
Usability: Some specialized interactions with other 3rd-party supplements
Lilith's Biblia Blasphemia
Concept: “Inspired by Nurse With Wound's album Soliloquy for Lilith”
Content: “Six otherworldly abominable creatures to kill and maim your player's characters”
Writing: Stat blocks and copious descriptive text for entries
Art/design: Features full-page illustrations for each
Usability: Special abilities are a bit more elaborate than Mörk Borg’s baseline
Content: “Six otherworldly abominable creatures to kill and maim your player's characters”
Writing: Stat blocks and copious descriptive text for entries
Art/design: Features full-page illustrations for each
Usability: Special abilities are a bit more elaborate than Mörk Borg’s baseline
Now That’s What I Call Mörk Borg
Concept: “Inspired by the 1983 U.K. release Now That's What I Call Music or Now 1.”
Content: A card set that expands core Mörk Borg components (bad habits, scrolls, hirelings, etc.) … but based on pop music
Writing: Appropriately concise (since it has to fit on a card alongside the art) but still characterful
Art/design: Predominantly yellow and pink on black in a unique adaptation of Nohr’s style
Usability: Project is incomplete
Content: A card set that expands core Mörk Borg components (bad habits, scrolls, hirelings, etc.) … but based on pop music
Writing: Appropriately concise (since it has to fit on a card alongside the art) but still characterful
Art/design: Predominantly yellow and pink on black in a unique adaptation of Nohr’s style
Usability: Project is incomplete
Slaughterhouse Citadel
Concept: “Inspired by Death's album Scream Bloody Gore”
Content: Includes 11 rooms, 10 tables for room clutter and wandering monsters (just in case the other hazards and inhabitants weren’t lethal enough)
Writing: Descriptions of rooms and inhabitants are filled with grim, gritty, multi-sensory imagery
Art/design: Features loads of original art; palette is dominated by red and muted yellow, creating a gory and noxious ambience
Usability: Incorporates high-level internal links in ToC and at the bottom of pages for fast navigation; random monster table includes page references for print-inclined GMs
Content: Includes 11 rooms, 10 tables for room clutter and wandering monsters (just in case the other hazards and inhabitants weren’t lethal enough)
Writing: Descriptions of rooms and inhabitants are filled with grim, gritty, multi-sensory imagery
Art/design: Features loads of original art; palette is dominated by red and muted yellow, creating a gory and noxious ambience
Usability: Incorporates high-level internal links in ToC and at the bottom of pages for fast navigation; random monster table includes page references for print-inclined GMs
The Road of Light
Concept: “The road of light has chosen. You have no choice but to follow.”
Content: A linear sequence of puzzles with two new optional classes
Writing: Vivid descriptions of locations with clearly delineated key reference points for GMs
Art/design: Organized and designed for easy use; plentiful and consistently excellent illustrations throughout
Usability: PCs will permanently change class at least once; the first part of an ongoing adventure
Content: A linear sequence of puzzles with two new optional classes
Writing: Vivid descriptions of locations with clearly delineated key reference points for GMs
Art/design: Organized and designed for easy use; plentiful and consistently excellent illustrations throughout
Usability: PCs will permanently change class at least once; the first part of an ongoing adventure
Time for Tea
Concept: “This teapot will drive your scvm crazy, but the rewards are potentially limitless…at least for the survivors.”
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.”
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.”
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