Midgard comes around with some nice ideas and definitely hits the High Fantasy track of DnD 5e. Dark Fantasy is correct depending on your own assessment, as the Dark aspect sometimes shines through stronger and weaker. It is definitely a world of conflict and possible adventure. What would have helped Midgard a bit more would have been a clearer identity, which distinguishes itself a bit more from the generic setting and its many references to existing competing products and real world examples.
Dark Clouds are closing in, the soil has turned to rot, and the dead are rising as draugrs. Hel followers are building up their strength to invade Svilland on the sly. The land of the living is on the edge of demise. However, a warband of brave warriors discovers the threat and takes a stand against the followers of Hel in the name of Freya. Svillanders, it is up to you to save your land from the dead!
[…] The warband will start at a small village and end their adventure in the cold pits of Helheim; the land of the deadliest horrors. On the way, they will come across desecrated temples and cleanse them, play a part in political conflicts, visit many cities and towns of Svilland and travel through its dangerous wilderness. As such, Freya’s Tears is designed for players to experience the majesty of Svilland to the full.
When I started reading the work, I was skeptical. I didn’t know what to expect and the core rules sounded unfamiliar and also tough. However, the more I dug into the work, the more I realized that there are many possible combinations and that the competence of the characters also increases properly.
In the expansion volume of Beyond the Wall, our heroines are not only drawn behind the walls of the village, but into the far distance. The goal is to explore the world and defeat threats to the village in the region in order to protect their home from harm.
At its core, Neon City Overdrive wants to be a science fiction / cyberpunk game that sets a dark and dystopian tone. The author cites Akira, Altered Carbon, Blade Runner, Cyberpunk 2020, Dredd, Ghost in the Shell, Neuromancer & the Sprawl Trilogy, The Matrix and many more as influences.
ARC is a rules-light but atmospheric role-playing game. The core of ARC is a doom that can take place on a personal level or plunge the entire world into the abyss. Players take on the roles of heroes that stand against this doom and want to prevent it. The question is whether they are up to the task or the world changes because of their failure.
In Mausritter the players take on the role of little knights in a large and dangerous world. In Mausritter, magic is dangerous, beasts are powerful and the lands are wondrous. We are in a sword and whisker world, although the appearance of the people can change from setting to setting.
The game pays homage to rules regarding a character’s carrying capacity as well as other tropes that arise in games involving dungeons or dungeon crawling. The game itself is gm-less and requires no preparation.