Kris Thompson
FÖLK-LORE: Rendezvous & Romps
36 contributors
John Casey
Klos Cunha
Tiago Rech
Robert Goulding
Afterthought Committee
Joonas Laakso
Karl Druid
DogNutBoy aka Stuart Holmes
Thomas Sanchez
Pablo Dapena
Andrew Lanier
Chalkdown
Owen McGauley
Alex K. Barton
Jean Verne
Jakub Skurzyński
Shawn McCarthy
Derek Mayne
Barbarian-of-BBQ
Kris Thompson
Ryan Smith
Chris Hopper
Bannerless Games
Philipp Teich
Josh Domanski
Zero Klimatu Collectiv
Luigi Pizzinu
Kitty B.
Thomas Rompré
Alain S.
Nell Azathoth Tull
Reverendunclebastard
Lupusamicus
C.A. Berlitz
Michał Gotkowski
Rugose Kohn
Concept: “What happens when the lore of our world collides with the Dying World of MÖRK BORG?”
Content: The second 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 second 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?
The Devil’s Crossroad
Concept: “A random encounter generator based on the lore of meeting the Devil at the crossroads. He’ll take your soul and force you into playing his little death games.”
Content: Complete one of six death matches or be dragged down to Hell; includes some clever conditional mechanics and rewards for completion
Writing: A balance of context and mechanics with strong imagery in the descriptive text
Art/design: Designs and layouts reinforce the themes and concepts from the text with plenty of grimness and grimness
Usability: Unforgiving to unlucky PCs (not that that’s anything new in this game)
Content: Complete one of six death matches or be dragged down to Hell; includes some clever conditional mechanics and rewards for completion
Writing: A balance of context and mechanics with strong imagery in the descriptive text
Art/design: Designs and layouts reinforce the themes and concepts from the text with plenty of grimness and grimness
Usability: Unforgiving to unlucky PCs (not that that’s anything new in this game)
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