subsistence
Ways to obtain basic needs
Eat, Prey, Kill
Concept: “When stomachs growl and there’s no inn in sight …”
Content: Mechanics for hunting and whole ecosystems of prey
Writing: Macabre imagery and characterizations help flesh out the nature of the Dying World
Art/design: Illustrations provide additional character and spark GM interpretation
Usability: Clean, straightforward layout supported by color and typographical choices
Content: Mechanics for hunting and whole ecosystems of prey
Writing: Macabre imagery and characterizations help flesh out the nature of the Dying World
Art/design: Illustrations provide additional character and spark GM interpretation
Usability: Clean, straightforward layout supported by color and typographical choices
Hovel of Miseries
Concept: “Life is short. Steal a fort.”
Content: Events. Hirelings. Fortifications. Amenities. Renovations. Allies. Animals. Curses. Hooks. Taxes. Everything you need to run a stronghold.
Writing: Atmospheric, informative, and witty
Art/design: Graphically diverse, with efficient layouts and typographical choices
Usability: Some related content isn’t in close proximity, but page gestalts and section headers make it easy to find what you’re looking for
Content: Events. Hirelings. Fortifications. Amenities. Renovations. Allies. Animals. Curses. Hooks. Taxes. Everything you need to run a stronghold.
Writing: Atmospheric, informative, and witty
Art/design: Graphically diverse, with efficient layouts and typographical choices
Usability: Some related content isn’t in close proximity, but page gestalts and section headers make it easy to find what you’re looking for
Mörk Borg Cult: Feretory
15 contributors
Concept: “A collection of tables, monsters, items, classes, rules and ideas”
Content: Includes a random monster generator, rules for distance travel and subsistence, The Death Ziggurat and Goblin Grinder adventures, rosters of mundane and profane gear, the Grey Galth Inn setting, a gambling minigame, the Black Salt environmental hazard, new character classes (Cursed Skinwalker, Pale One, Dead God’s Prophet, Forlorn Philosopher), and new Powers
Writing: Mörk Borg imagery and tone in wide a variety of styles
Art/design: Matches content to myriad layout and design strategies
Usability: The mechanical and expository elegance you expect from Mörk Borg; the monster generator particularly uses dice in a clever way
Content: Includes a random monster generator, rules for distance travel and subsistence, The Death Ziggurat and Goblin Grinder adventures, rosters of mundane and profane gear, the Grey Galth Inn setting, a gambling minigame, the Black Salt environmental hazard, new character classes (Cursed Skinwalker, Pale One, Dead God’s Prophet, Forlorn Philosopher), and new Powers
Writing: Mörk Borg imagery and tone in wide a variety of styles
Art/design: Matches content to myriad layout and design strategies
Usability: The mechanical and expository elegance you expect from Mörk Borg; the monster generator particularly uses dice in a clever way
Work Borg
Concept: “Terrible part-time jobs, cheap tenements, roguelite progression, and a dating sim”
Content: Downtime activities—basically, all of the mundane drudgery you usually play games to escape from
Writing: Alternately soul-crushing and bizarre, but also consistently comedic and even beneficial
Art/design: Relatively traditional but with on-brand typography and color choices
Usability: “Downtime is extremely optional, and it may not fit the flow of some games.”
Content: Downtime activities—basically, all of the mundane drudgery you usually play games to escape from
Writing: Alternately soul-crushing and bizarre, but also consistently comedic and even beneficial
Art/design: Relatively traditional but with on-brand typography and color choices
Usability: “Downtime is extremely optional, and it may not fit the flow of some games.”
Page 1 of 1