Michael Tahmasian
FÖLK-LORE: Environs & Ephemera
25 contributors
Tragos Games
Sean Hudspeth
Kevin Sheehan
grave snail games
Saluman
Johndroid
Rodrigo Herrera
Anders Björkelid
Matthew Sanderson
Ben Gyurik
Dan Ricketson
Paul S. Miller
Dave Pauls
Ar-Em Bañas
Michael Mars
Rugose Kohn
Sam/HauntingOfTheWicked
gaffy
Scott Danielson
qilyn
1d10+5
Ahimsa Kerp
Michael Tahmasian
Jakub Skurzyński
Gabriel Matteson
“Everything from new classes to strange new locales”
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
Stull
Concept: “Rumors have begun to spread of what lies in its cemetery: one of the seven gates to Nech itself—portal to a god.”
Content: A bitterly satirical scenario centered on a deal with the devil
Writing: Concise but descriptive and punctuated with sardonic wit
Art/design: Well organized with visually differentiated sections and expressive illustrations
Usability: Gives GMs latitude to work setting and situation into campaigns and adventures as they need or see fit
Content: A bitterly satirical scenario centered on a deal with the devil
Writing: Concise but descriptive and punctuated with sardonic wit
Art/design: Well organized with visually differentiated sections and expressive illustrations
Usability: Gives GMs latitude to work setting and situation into campaigns and adventures as they need or see fit
You Won't Get What You Want
Concept: “You've made it to the island. What is it you seek here? Whatever it is, you won't get what you want.”
Content: A hexcrawl exploring the motifs of lack and obstruction
Writing: Concise location descriptions that are primarily concrete but incorporating some abstract imagery
Art/design: Text and map share a stark black-and-white color scheme that emphasizes the central conceptual dichotomy
Usability: Supplies a want at each location but leaves it to the GM to incorporate its relevance to the PCs
Content: A hexcrawl exploring the motifs of lack and obstruction
Writing: Concise location descriptions that are primarily concrete but incorporating some abstract imagery
Art/design: Text and map share a stark black-and-white color scheme that emphasizes the central conceptual dichotomy
Usability: Supplies a want at each location but leaves it to the GM to incorporate its relevance to the PCs
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