Latest Machinations

Cover for Bewilderment and Panic in the Land of Faulty Tors.
Bewilderment and Panic in the Land of Faulty Tors
Cover for Heart of the Atom Isa.
Heart of the Atom Isa
Cover for Solemn Scriptures of the Battle Nuns of the Mercyful Sepulcher.
Solemn Scriptures of the Battle Nuns of the Mercyful Sepulcher
Cover for Hypertellurians.

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Mottokrosh Machinations Blog

Exciting Announcements

If it seems like it’s been quiet here at Mottokrosh Machinations HQ, then that’s only because we have been busy cooking up big things. Feast your eyes on: A revised and expanded edition of Hypertellurians. We’re going to the Virtually Expo. In honor of Free RPG Day, we give away a pamphlet adventure PDF. And more! Hypertellurians (M)Anvil Edition Yes, it’s true, a revised version is coming. We’re not calling it a new edition, or anything quite as dramatic, because the rules haven’t changed.

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Electric Bungeonland

Or: Let’s mash up Electric Bastionland with The Bungeon. Weekends in lockdown has afforded me the opportunity to try out a lot more different games than usual. My weekly sessions are generally longer campaigns (a few months at least), but with everyone being homebound lately, it’s been relatively easy to put together one-shots on Saturdays. I’ve run games of Hypertellurians (playtesting a new adventure), overseen hexcrawls in deepest Sarkash in Mörk Borg, helped guide player characters through the treacherous floors in the Blancmange & Thistle (via Troika!

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Interview with Pelle Nilsson and Johan Nohr

The Mörk Borg release party in early March was a great event, where I got to meet a lot of awesome people. Among them of course the creators of the aforementioned book. They were gracious enough to let me do a short interview with them, in the middle of the festivities. 🍻 Mottokrosh: Please introduce yourselves and tell us a bit about how people may know you. Pelle: I’m Pelle Nilsson, I wrote the game Mörk Borg, and I’ve also made some other RPGs, like the Swedish Barkhäxan, a horror game that we’ll maybe translate into English some other time.

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Interview with Dan Algstrand

Just before joining the Mörk Borg release party in Stockholm earlier this March, I had the pleasure to meet Dan Algstrand, a.k.a. Norse Dork, who graciously took it upon himself to be my guide not just around our corner of the city, but also through the Swedish RPG scene in general. Later that evening, I managed to corner him for a few questions. I quoted him already in my writeup of the release party, but here is the interview transcript in full.

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Mörk Borg and the Stockholm Kartell

When I read that the creators of artpunk game Mörk Borg would have a release party in Stockholm, I decided that I would join. It’s one of my favorite games recently released, certainly one the most gorgeous ones, and its production values are through the roof (glow-in-the-dark spine, silver foil inside, different kinds of paper, …). Plus, I wanted to meet the people behind the book. What I hadn’t foreseen was the sheer number of awesome, friendly, and diverse people I would get to know.

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Looming Machinations

It may appear that things have been a little quiet here at Mottokrosh Machinations HQ, but nothing could be further from the truth. In the dark depths of the Mottokrosh mind a plethora of pursuits have been progressing. So I thought it was about high time to give you a little bit of a sneak peek. Hypertellurians We’re working on a revised edition of our flagship product, with two goals: to further improve ease of comprehension and utility at the table, and to add a starting adventure.

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Hypertellurians meets Quetzel

Kia ora koutou! My name’s Liam and I’m here to take over the blog for a day. I recently got to have my first experience running Hypertellurians in an epic 7 hour game on New Year’s Eve. I mentioned it to Frank and he invited me here to tell you all about it. So here we are. But this story doesn’t start on New Year’s Eve, but rather several months beforehand.

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The People Behind the Archetypes

The first pieces of commissioned artwork for Hypertellurians—back in its infancy—were the twelve interpretations of the game’s six archetypes: Alien, Beast, Construct, Revenant, Royal, and Ultranaut. Karen Reding was drafted in, and over the course of a few months painted the portraits, basing them on our gaming friends. Sometimes they represented actual playtest characters that these fine folk played, other times the concepts were made up. It had long been the plan to take pictures of the folk, with their portraits from the books, but somehow the task had always slipped through the cracks.

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Writing Woaden, Part 1: Exploration Rules

Welcome to the first part in a new series, where we look at the design of an RPG we have been working on for the last few months. The game is called Woaden, after the woad plant, used to make blue dye and paint, back in the olden days. It’s the spiritual successor to Hypertellurians, and while it retains some of the elements of that game, it’s going into a different direction.

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Yuletide Haunting of T.O.M.B.S.

I was very excited when the excellent Mud & Blood podcast asked me to run a one-shot Actual Play for them of Hypertellurians. Because it was to be released on Christmas, they asked if I could make it seasonally themed. After running a whole bunch of Christmas themed adventures over the years, it starts to get tricky to come up with new spins on elves as demons or Krampus as the the big bad.

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