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Mörk Borg vs Tales of Argosa

Compare Mörk Borg and Tales of Argosa side by side. See differences in complexity, dice, genre, and more.

Mörk BorgTales of Argosa
GenreFantasy, HorrorFantasy
TagsRules-Light, Deadly, Dungeon Crawl, Dark Fantasy, Grimdark, Atmospheric, Random Character Creation, Random Tables, Roll to Cast, One-Shot FriendlyDeadly, Sandbox, Combat-Heavy, Dungeon Crawl, Roll to Cast, Gritty, CC-Licensed Rules, Sword & Sorcery
Core MechanicRoll a d20 plus an ability modifier and meet or exceed a difficulty rating to succeed. Players roll both attacks and defence in combat.Roll d20 under attribute to succeed (roll-under). Luck saves deplete your Luck attribute with each success, ratcheting tension. Combat uses Nat 19 effects, Exploits, Fumbles, Crits, and Trauma tables. Dark & Dangerous Magic risks madness and Veil monsters when casting spells.
Diced20d20
ComplexityLowLow
AvailabilityFree core rulesPaid
Runnability3 of 5 book tools5 of 5 book tools
LicenseMÖRK BORG Third Party LicenseCC BY-SA 4.0
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherFree League PublishingPickpocket Press
Year20202024
LanguagesSwedish, English, French, Italian, JapaneseEnglish
Best ForGroups who want short, lethal dungeon expeditions in a world approaching its foretold destruction.Sword & sorcery fans who want fast, brutal combat with diminishing Luck, dark & dangerous magic, and rich emergent sandbox play: group or solo.
HighlightsThe 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.Distinctive diminishing Luck mechanic, combat with Exploits and Trauma is consequential, large GM toolbox (hexploration, oracles, hirelings, mass battle), solo rules included, Creative Commons license
ConsiderationsCharacters 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.The Diminishing Luck mechanic means characters weaken as they succeed. There are limited magical options in the core rules. The game requires GM comfort with sandbox hexcrawl prep.