Totally Pawsome: As a creator of modules/systems for TTRPG's, what inspired you to write the one you're most proud of?
Josh: So, I think the one I'm most proud of would have to be TIME SCAPE based on the first Terminator movie (well, mostly). While it may seem kinda simple when you pick it up, it actually has a lot of variance to it. I’m trying not to toot my own horn here, but when we playtested it we were surprised how similar but still vastly different the results are. I worked pretty hard on that, trying to get the right balance of replayability yet familiar homage to the film.
Tyler: MÖRK BORG is such an evocative setting, and yet leaves us so much creative space (and the freedom to sell those creations), that for me, it was a no-brainer to start adding not just MOAR CONTENT, but to actually start utilizing the world they’d given us to generate exciting new mechanics with which to engage the Dying Lands. My first project USING DEAD THINGS did just that, adding foraging and crafting rules where there were NONE in the core book. I’m really proud of the way I was able to keep the mechanics tied closely to the setting, and expanded on the crafting rules by sending players on far-flung adventures around the Dying Lands in search of the best resources.
TP: What would you say is the best selling point of your TTRPG's?
Josh: I feel like we do pretty unique stuff. And even if that’s not true, I feel like our approach is novel. Like, when I look at TOO FAST I can't exactly say that driving rules are a unique thing for a game to have, but I tried to approach it from the perspective of ‘what rules are already here? And how can I use those to make something simple and easy to run but captures the feel of what I'm trying to design?’
With a system like MÖRK BORG, it’s super rules-light. So it’s more about rulings vs rules. We don’t need more rules for a game like that per se, we need more things to provoke thoughts and enable GM’s to run their games.
Tyler: Well, we’re both strong to very strong writers. I think it starts there and then we have several conversations about how to make things more interesting and less…trite? Played out? Whatever you want to say, and that’s not to point fingers at anyone, but I think if we’re honest as an industry and as a genre, things can get a little overdone. So after all those hard discussions about what NOT to do, we go back over things until there’s at least a consensus that it’s DIFFERENT. I should hope that extra work and dual self-editing is displayed in a better product.
TP: Why the TTRPG space?
Josh: You know, that’s a really good question. I used to be really into the anime space, interviewing animators or having materials translated, podcasting, you name it. I kinda stepped away from that when I became a dad. That being said, it’s always been my dream to be creative, whether it’s with music, or film critique, or whatever. MÖRK BORG was really good in that aspect because I could do the art and the writing and have something presentable to get out there, for folks to enjoy.
Tyler: I was a board gamer at a young age, from the first time I went into a tiny little shop in the local mall in maybe “88. This thing was wall to wall, floor to ceiling, FULL of games I never knew existed. The vast majority of those would probably now be in some forgotten section of the landfill, but it was eye-opening. Then I discovered the bane of existence: sex. So board games took a back seat for about 30 years. When I saw Star Wars: Rebellion for the first time, I haven’t looked back, and thousands upon thousands of dollars later, I’m still regularly wide-eyed at the creativity in this industry. TTRPGs weren’t even on my radar until 2020 and Alien RPG and MÖRK BORG both made my brain explode with their incredible writing and “cool factor.” Now I get to design mechanisms that write stories, and that’s all I’ve ever wanted to do. So, yay!
TP: What is your favorite product that you produce and why?
Josh: I mean, so far Farewell to Arms REDUX has been the most fun to work on lol
Tyler: Every project has been better and more fun to create than the last. We have multiple designs in process, while writing and getting ready to do art for Farewell, and all of them are my favorite in some way.
But if we’re talking about the main reason we do this - to make things people WANT to play - I think Farewell is going to blow some fucking minds. This thing is deep, sorrowful, gritty, powerful, and achingly pretty at all the worst times. It’s my favorite World War MÖRK BORG hack sequel project we have going on right now. Lol
Josh: Yeah that’s the thing isn’t it? We see other folks making awesome stuff and it makes us want to make awesome stuff in return. Kinda like with writers, they write the book they want to read sorta thing.
TP: What is your current work in progress and what can you tell us about it?
Josh: Farewell to Arms REDUX is a massive project exploring the horrors of war and the ecological consequences of greed and imperialism. That sounds kinda heady, but for MÖRK BORG where no one is ever the ‘good-guy’ it makes a lot of sense.
The goal is not to adapt WWI - we don’t want any parallels or analogs to any historical events. It’s more about the concept of war and staring it in the face with just how bad it is for everyone. And you’re part of it - so what do you do? That stark contrast of fighting and seeing the result of your destruction is one of the major themes we’re designing around. MÖRK BORG gets this kinda reputation of being loud and wanton romp of brutality, and it is! But it’s also more somber, dark, existential even. We’re really leaning into that contrast with Farewell to Arms REDUX.
Tyler: What else can I say about Farewell that we haven’t already? I agree with Josh about the actual underlying nature of MÖRK BORG not being nihilistic, but existentialist and really asking questions about our place in the world as powerless nobodies. For me, I just see Jim Caviezel floating in the ocean, staring at the sun, waxing poetic about the nature of man. But nobody (mostly) wants to play THAT game, so we have to jazz it up with some brutal violence and abject INhumanity, so that the tiny sparks of true humanity can shine pretty brightly through.
TP: Who do you think would love to play your TTRPG's and why?
Josh: I think hardcore D&D heads would find it refreshing. It’s new, it’s easy to run, and we have a lot of cool ideas on top of already super cool games!
Tyler: We bring a freshness to the space that I think you need to experience, at least in reading the books, to appreciate. But when you do, I really believe you’ll not want to play without our stuff affecting your games going forward.
TP: Where do you see your TTRPG writing career taking you in 5 years?
Josh: Hopefully quitting my day job! Lol
Tyler: Josh quitting his day job. I’m already there. Lol
Also, I hope to reach far more people with our stuff in the future, because it’s unique but it’s not “niche-y.”
TP: If you were given the time and opportunity to develop something unique, what would it be and why?
Josh: I am absolutely obsessed with the idea of a Metroid or Death Stranding sort of adaptation for Death in Space. That or maybe something Gundam-esque? Like Universal Century, 1979 Gundam stuff.
But I guess if I wanted to make something unique… I’ve been playing around with the idea of an RPG where combat is not the sole way of ‘leveling up’. In fact it would kinda be a tad Zelda-ish, but also not that at all… it’s kinda hard to explain. I have the feelings of what I would like to portray but I haven’t committed any of it to paper at all.
Tyler: We as a company actually have multiple prototypes in various states of progress. Board games, card games, and original TTRPG content and systems. I should hope some of those are unique.
Specifically, we’re going to surprise some people with our next big project. We’re pushing boundaries of two different industries and it’s our hope that opens up some space in both.
TP: Who do you admire in the Independent TTRPG writing space and why?
Josh: There’s a lot of folks, so I’m probably going to forget some lol. Marcia from Traverse Fantasy, I love reading her blog and I think she has some really smart observations. Brian Yaksha and Chaoclypse also come to mind from a pure talent aspect: I often see their work and go “WOAH, I need to get on their level”. Karl Druid, just simply because the man is everywhere and he does kick-ass stuff. Diogo Nogueira and Felipe Faria’s work on Primal Quest was deeply inspiring. There’s a lot of other folks as well, but I don’t want to take up too much space lol
Tyler: I admire the commitment it takes to be in this sub-industry at all. Lol
I’m so impressed by the passion of the MÖRK BORG 3PL community and the support we all give each other. What could be a competitive scene is more like a little village, with everyone sharing knowledge and experience and genuinely looking to better everyone’s final product.
Josh: Yeah, I have to agree with Tyler there, this scene is super awesome. Every day someone is making something they put their heart into and a lot of it is out there for the simple reasons of bringing joy to someone else. It’s super fucking wholesome.
TP: What got you into TTRPG's in the first place?
Josh: When I was 8 or so, my dad had a copy of the TSR Marvel Superheroes game. I played it a few times and loved it. I played a few other indie RPGs, Dread being one of my faves. I didn’t actually touch D&D until my early 20’s, and then it was 1e and 2e…
But I got into it for both its storytelling and acting elements. I cared less about powers and spells, I wanted to be dramatic and surprised.
Tyler: I’ll tell you a (not so) secret: I’ve never played DnD and doubt I ever will. I barely understood what a TTRPG was just a few years ago. I had bought the Edge of the Empire Starter Box to check it out, but I bounced pretty hard off that system initially.
When I saw Alien RPG, it’s like a light came on in my head and I understood for the first time how a TTRPG system and play is ACTUALLY supposed to work. I GM’d for the first time in 2020 and then MÖRK BORG just hit me like a bus. It’s been a blur since then. Orbital Blues, Death in Space, The One Ring, more Alien, Cy_Borg. I can’t get enough.
Josh: Orbital Blues is one I want to go back to for sure. There are so many great games out there it’s not even funny. Like, MÖRK BORG is just the tip of the iceberg, one tiny corner of this awesome indie RPG scene.
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