I know the space out there is littered with reviews and session recaps of Mork Borg, but I wanted to document my session - regardless of whether anything below is useful info to anyone.
Especially to share my session notes and art!!
- Player session recap, minimal spoilers
(will do more detailed recaps in the future, me thinks. But this ok for now)
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(will do more detailed recaps in the future, me thinks. But this ok for now)
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This was my 4th time playing in the doom-laden world of Mork Borg, my second time as a player. We were guided by the merciless hand of our GM, Faisal, (Deathcackles). Full credits to our GM, who orchestrated the experience with a relentless doom metal vibe, gruesome voices, and a penchant for pushing us to the brink.
I think of the first things I've learned with playing Morg Borg, and other similar OSR style games is that the success of any Mörk Borg session rests on the shoulders of a group willing to fully embrace the foul theme of the game, and for this latest one-shot of "Goblin Grinder", I was fortunate to be amidst such a group.
The vile setting of "Goblin Grinder", the town of Galgenbeck, was really fun to mess around in. The journey to the end of Goblin Grinder, however, was not without its comedic and player-driven chaos.
Som bumps in the road: Some players, perhaps too eager to grasp the opportunity to go balls to the wall and burn everything to the ground, contemplated abrupt conclusions. Yet, employing OSR-style tactics, we navigated through the vile levels of the abandoned windmill, attempting to think our way through its final stages before we gave the OK to blow everything up... Yeah, we blew everything up in the end (bg3 style).
My character, a fanged deserter with a peculiar fondness for teethsies. Armed with a bag of teeth that I wielded as improvised weapons, along with anything else I could find and lose and then find again. Bolstered by a hearty 9 HP, I barreled into danger, literally, much to the disapproval of our GM. Even after depleting my omens, I sustained my journey, munching on anything I could find.
Cunning tactics involving bear traps and oil allowed us to outsmart the goblins within the windmill temporarily. However, one of our companions decided to take matters into their own hands, or rather, explosives. The windmill, along with its goblin inhabitants and bad guys, were kaboom-ed in a fiery oily mess, a player-driven rebellion against whatever path was probably laid before us. And Im not the type of player to put down others for their plans, I mean they were passionate about blowing up the windmill, so I said "why not".
After omens ran out for some players, and they have KO'd, our GM craftfully weaved them back into the game as forgotten NPCs and pets. That was a fun twist that was great to see in a one-shot.
After omens ran out for some players, and they have KO'd, our GM craftfully weaved them back into the game as forgotten NPCs and pets. That was a fun twist that was great to see in a one-shot.
Lessons learned from this chaotic journey include the challenge of managing trigger-happy players bent on finding game-ending solutions. Despite our GM's efforts to weave obstacles, the explosive demise of the windmill was inevitable. The fragility of characters once omens run out raises questions about the feasibility of Mörk Borg for longer campaigns though.
Safety tools and upfront expectation setting are crucial, making this game best suited for a circle of players who already know and trust each other. The experience is a symphony of chaos, a descent into the heart of darkness where players revel in the twisted artistry of Mörk Borg.

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