cannibalism
Cannibal Cook
Concept: “Some people are dying. Other people are hungry. You just might have found a way to solve both their problems.”
Content: A character class whose name says it all
Writing: Showcases the comedic side of eating people
Art/design: Clever layout and typographic design with perfect public domain art
Usability: Stylized but pretty straightforward
Fool's Gold
Content: A search for a prized alchemist in the horror house of Althus the Demented.
His Delicious Corpse
Content: An encounter with a delicious corpse, and then with its consequences.
Writing: Tastefully epicurean and tantalizingly specific.
Usability: If you’re going to eat a corpse, it should probably be this one. With ready made “flavor” text and a delicious spread of consequences. You’ll definitely be asking for seconds.
Immortal Soul (Alma Imortal)
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.
Making Friends and Eating People
Concept: “Eat your friends. They’d do the same for you.”
Content: Optional rules for upcycling dead characters and benefits for doing so
Writing: Darkly humorous and appropriately off-kilter
Art/design: If Hell has insane asylums and their cafeterias have menus, they probably look like this
Usability: The mechanics are nestled in with the flavor text, but if you know what you’re looking for, you’re good to go
Time for Tea
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.”