I've loved Mork Borg. I've hated Mork Borg.

I think the ultimate landing place is this:

The art is superb. There are really neat ideas in there that capture the metal aesthetic and some tools to make it come to life. There's an incredibly active and devoted community there. https://twitter.com/cha_neg/status/1265738546469576716
Their 3rd party license is incredibly open and the CVLT content seems to be strongly supported, including pro layout and artwork.

I think my problem was that I wanted it to be something it isn't. It's not a transformative RPG that offers GMs new ways to think about running games
It's a fresh coat of paint you toss on D&D and you focus on the visceral and the brutal with a magnifying glass.

Judging from the responses I've gotten, it really seems to be I was overthinking it. I've read far too many games lately that go to great lengths to fulfill a purpose
L&D gives you tools and advice themed specifically around managing several aspects of historical medieval settings, working these themes into engaging structures for sessions, providing appropriate encounter tables, etc...

MotSP does this with science fantasy space operas, but..
focuses heavily on emphasizing campaign structure and appropriately customizable sci-fi equipment and gadgetry. By the end of both of these books, I really knew how to run a game in the way it was written to be played.

That's what I really dig.
I still plan on running a Mork Borg game. In fact, with me seeing how much the emphasis is on style, I feel a lot less compelled to put much thought into it at all.

Pretty much just going to get a crew together, run the included dungeon, and see how it goes.
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