On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. A more recent Old School Renaissance-style roleplaying game that fanzines are being based upon and inspired by is Mörk Borg, the Swedish pre-apocalypse Old School Renaissance retroclone designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing.
Börk Morgue Issue #666 is a fanzine for Mörk Borg, ‘An unofficial zine for a Dying World’ from GreysonWHY that contains a mix of options for both players and the Game Master. There is new arms and armour and combat options, new Powers, and new cultists and monsters as well as two new scenarios for the Game Master. The first of the two scenarios is ‘The Börk Morgue Cvlt’. The Player Characters dream of a book being consumed by flames over which stands a berobed figure with two heads beseeching them to destroy the book and free them from this reality. Until the Player Characters decide to act on this, they are doomed (as their Omen is penalised) and so they are drawn to the Valley of the Unfortunate Undead where a cult is hiding out in the forgotten town of Börk. Its headquarters are, of course, located in the Börk Morgue, and for the most part, the Börk Morgue cultists will welcome the Player Characters as they believe that the Player Characters will want to join up… Of course, the Player Characters are free to react however they want, but of course, this is a scenario for Mörk Borg, so absolutely is not going to be on the level. It is a solid enough affair with the clear layout that makes it easy to run from the page.
The world of Mörk Borg is doomed, but what if there was a chance that it could be forestalled, if only temporarily? ‘Seven Palms for Seven Psalms’ is a strange, but friendly encounter with a seven-armed, seven-headed figure with goat’s legs who offers to play games with the players and if they win, will stop the current Misery. Slightly mocking and knowing in tone, the games are played between the player and the Game Master rather than Game Master and Player Character, and if the player wins, the Misery is definitely delayed. There is some intentional metagaming going on here between the figure and the players, and the figure may reappear later to play for another Misery. Of course, the degree of metagaming means that if the figure is not around, it will probably be enjoying the company of another group of Player Characters and playing games with them. Reminiscent of Ingmar Bergman’s The Seventh Seal in which a medieval knight plays Chess with Death by way of Bill & Ted’s Bogus Journey in terms of tone.
Other worshippers of other dead gods sometimes find their longships washed ashore on the Dying Land from across the Endless Sea. ‘The Odic Force’ adds Vikings complete with Seafaring Priests, Seafaring Marauders, and Seafaring Berserkers as well as Rune-carved tablets of power which work in a similar fashion to scrolls, but neither unclean nor sacred. A raging, pillaging encounter for the Game Master to create with some strange magical effects to loot. Of course, if the Game Master wants to run a session or two in a which the Player Characters are the raiders, then she could have them discover the world of Mörk Borg whilst running Berserkr.
Börk Morgue Issue #666 switches tone and style for its second scenario, ‘Trapped in a Mauß Borg’, which is inspired by Mausritter – Sword-and-Whiskers roleplaying and a dash feline cosmic horror. What if some mutant mice, living in a tumbledown cottage in the woods, want to be free of having to sacrifice their own to Cathulhu and beseech the Player Characters to help, promising in return that they will be treated as gods? Defeating Cthulhu is not going to be a problem, but the fun comes afterwards when the Player Characters discover that they have a cult devoted to them, that they can bless their cultists, and that some of the mice want to go on a pilgrimage with them. The mice can only communicate via an obsidian pebble, but can remember a single Omen for their gods or collectively replace it with one of their own. The resulting situation is very silly, but brings some joyous absurdity to the world of Mörk Borg.
Lastly, ‘Hand of Zauberei’ is a red and black, lacquered gauntlet for the left hand, grimy and worn, infused with the collective stenches of decay, vomit, and sulphur, ready to be found in a treasure hoard. It promises the wearer great power if fed the souls of the undead. This is the ability to reach into the spirit realm and rip out the soul of a single enemy. Of course, the ‘Hand of Zauberei’ wants souls no matter what and will take the wearer’s if it can and take control of the wearer’s body. There is a guide too, for what happens if a Player Character decides to eat a soul. As you can imagine, the results are mostly bad. This is a delightfully nasty magical item and suits the setting of Mörk Borg luring the Player Characters with great power, but at potentially a great cost.
Physically, Börk Morgue Issue #666 is presented in the Artpunk style of Mörk Borg, but not to the usual degree of being challenging to read. Otherwise, it uses publicly-sourced artwork to good effect, whilst the cartography is bland.
Börk Morgue Issue #666 is a Mörk Borg medley. It contains some solid content for the roleplaying game including two good scenarios—one of which is actually amusing—and some interesting rules options. Some of the latter are more useful than others, for example, the contents of ‘Heavy Metal Reforged’ likely to find its way into a game than the other articles. Overall, Börk Morgue Issue #666 is worth picking up and picking over to find the best bits.

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