Michael Tahmasian
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
FÖLK-LORE: Environs & Ephemera
25 contributors
Michael Tahmasian
Ahimsa Kerp
Rugose Kohn
Michael Mars
Ben Gyurik
Saluman
Rodrigo Herrera
gaffy
Anders Björkelid
Dan Ricketson
Kevin Sheehan
Tragos Games
Johndroid
Paul S. Miller
Dave Pauls
Sean Hudspeth
grave snail games
Matthew Sanderson
Ar-Em Bañas
qilyn
Sam/HauntingOfTheWicked
Jakub Skurzyński
1d10+5
Gabriel Matteson
Scott Danielson
“Everything from new classes to strange new locales”
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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