Mörk Borg vs Shadowdark RPG
Compare Mörk Borg and Shadowdark RPG side by side. See differences in complexity, dice, genre, cost, and more.
| Mörk Borg | Shadowdark RPG | |
|---|---|---|
| Genre | Fantasy, Horror | Fantasy |
| Tags | Rules-Light, Deadly, Dungeon Crawl, Dark Fantasy, Grimdark, Atmospheric, Random Character Creation, Random Tables, Roll to Cast, One-Shot Friendly | Deadly, Dungeon Crawl, Rules-Light, Theater of the Mind, Roll to Cast, Random Tables, Resource Management, Inventory Management, Random Character Creation, Strong GM Support |
| Core Mechanic | Roll a d20 plus an ability modifier and meet or exceed a difficulty rating to succeed. Players roll both attacks and defence in combat. | Roll a d20 plus the relevant stat modifier and meet or beat the difficulty class or Armor Class. Advantage and disadvantage use two rolls and keep the better or worse result. |
| Dice | d20 | d20 |
| Complexity | Low | Low |
| Accessibility | Very High | High |
| Runnability | High | Very High |
| License | MÖRK BORG Third Party License | Shadowdark RPG Third-Party License Version 1.1 |
| Third-Party Publishing | Commercial publishing allowed — Open license | Commercial publishing allowed — Shadowdark RPG Third-Party License |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | $ |
| Publisher | Free League Publishing | The Arcane Library |
| Year | 2020 | 2023 |
| Languages | Swedish, English, French, Italian, Japanese | English, French, Italian, Portuguese |
| Best For | Groups who want short, lethal dungeon expeditions in a world approaching its foretold destruction. | Groups who want dangerous dungeon expeditions driven by resource choices and player ingenuity. Suits campaigns where recovering treasure matters more than defeating every monster. |
| Highlights | The Calendar of Nechrubel generates worsening disasters until the seventh Misery ends the world. Optional Omens let characters spend limited luck to avert disastrous rolls. Random equipment and character traits make replacement adventurers quick to generate. | Torches burn for one hour of real time, putting a time limit on dungeon exploration. Gear slots make carrying treasure compete with supplies needed to survive the return trip. Procedural generators let the GM create dungeons and encounters during play. |
| Considerations | Characters can begin with just one hit point and die immediately below zero. Failed spellcasting damages the caster and prevents further casting for an hour. Advancement can lower abilities as well as improve them. | Low starting hit points make a few successful attacks potentially fatal. Class talents are rolled at odd-numbered levels, limiting control over advancement. Social interaction relies mainly on spoken arguments and GM judgment rather than a dedicated conflict subsystem. |