
TTRPG enthusiast from Germany, rolling dice since 1988. As an eternally online player and GM I create games for easy VTT use in various genres.
74 posts
What Happened To D6 Legend?
What happened to D6 Legend?
I have always wondered why the D6 Legend variant is less popular than D6. Counting successes instead of summing up dice is much more elegant and faster at the table. It uses the same OGL, so it could have spawned a lot of games, but it didn't. I only know of MythicD6, which uses a very similar system but is not open.
A distilled version of it, like MiniSix for classic D6, could be fun to make. Does that exist, and I have just not seen it? I am perplexed that it is not talked about anymore. I mean, it is the system that powered the Xena TTRPG! It should be a great fit for many TTRPG folk like me. ( I know shitty Hercules is on the cover too, but can we agree on focusing on the fabulous and not the fascist?)
https://ogc.rpglibrary.org/images/5/52/D6_Legend_And_Conversion_OGL.pdf

More Posts from Chaosmeistergames
Finally, a new Beta is available!
I spoke about this a bit ago, but I was lucky to have some free time to power through a large part of d12Core. This new Beta is already an improvement, but still so much to do. I would love to hear what you think about it. It is free forever and might be a fun read while we are not at Gencon. More details on Itch.

Playtests and Updates
Hello fine people. Remember the last time I said I was working on Wyrdlands? Yea can't use the name and need to find another. Coming up with names is hard.
On a more positive note, I had my first playtest, which was invaluable. I learned a lot by seeing how the dice work and how it comes together at the table and what I, as the GM, did and what the players did. Several areas have had a rewrite since then, mostly for clarity. A few sections I have changed completely, and others are gone.
I realized the mechanic I used for Assisting was worse than what I wrote for Supporting Actions for the same effect. So that section got a rewrite. I also had to define the boundaries of penalties for Unlucky rolls more clearly.
Overall, the progress is great. I finished the rough for the Bestiary and Relic sections. Still a bunch of Spark Tables and example Creatures to write.
I want to keep it simple, there are 4 types of enemies in the game.
GRUNT Creatures, or NPC of this type, can only take 1 Wound before they fall. They have only 1 Action and cause 1 Hit if the Character cannot defend. They can have 1 Trick at most. Grunt / 1 Action/ 1 Wound / 1 Hit COHORT Creatures, or NPC of this type, can take 2 Wounds before they fall. They have 2 Actions and cause 2 Hits if the Character cannot defend. They can have up to 2 Tricks. Cohort / 2 Actions / 2 Wounds /2 Hits LEADER Creatures, or NPC of this type, can take 3 Wounds before they fall. They have 3 Actions and cause 3 Hits if the Character cannot defend. They can have up to 3 Tricks. There should only be one Leader per group of enemies. Leader/3 Wounds /3 Hits BEHEMOTH
Creatures of this level are rare and should be the highlight of an Adventure. A single one should be able to challenge a group of players. They should have between 6-12 hits. They should not dish out more than 3 Hits at once for a failed defence. They can have any Tricks desired, but 4 is a good limit to keep it manageable for you as the GM. They also have something no other NPC has: Behemoth Actions. In each round of combat, they can do things that will require the Characters to use a variety of Abilities to defeat them.
I decided early on that I did not want a creature to cause more than 3 Hits base against a player. Otherwise, we are in the one-shot-kill territory, and that's not exciting or fun for anyone. The mentioned Tricks are like Feats or Edges in other games, but for the enemies only. Two examples are:
HORRIBLE
A character must make a Willpower Check when encountering the creature for the first time. On Success can Act normally. On a Failure, all Actions against this creature are made with a Disadvantage. SELF-SACRIFICE
When another creature in the same zone takes a Hit, this creature can take the Hit instead.
There will be another playtest session soon where I will try these monster classes. But on paper, it sounds easy to remember and run to me. Until next time.

New update on my d12 TTRPG.
Introducing P.E.R.K.S, an All-Genre SRD!

As my main project, I am going to publish the tool that created the systems of Neon Nights and Tales from the Aerosphere under the banner of the P.E.R.K.S system.
This system will contain DOZENS of perks using points at level up and at character creation that prioritizes player enjoyment, not builds or classes.
Using this system. you'll be able to play in any genre under the sun with the perks supplied, giving Game Masters LIMITLESS control of their setting.
It will feature:
Occupations
World Stats
Items
Weapons
and above all, a helluva lotta Perks.
This SRD will be (obviously) free to use, giving you endless potential to create your own awesome games using this crunchy, but easy to learn system.
Give power back to the players with P.E.R.K.S, releasing 2023!
Greetings fellow TTRPG fans!
It's been some time since my last post about my games, and I owe you an explanation. The past year presented some mental health challenges, but I'm pleased to report that I'm on the path to recovery. More importantly, I have some exciting news to share about my game.
I'm thrilled to announce that the actual play podcast "Dice So Nice I Said Dice Twice" recently conducted a playtest session of d12Core! As an amateur game designer, it's incredibly rewarding to learn that people are not only interested in your creation but are actively playing it. The opportunity to listen to this session has been both illuminating and inspiring.
I thank Jack, Toby and Carlyle for taking the time to explore d12Core with all my heart. They've released the first two of three episodes, and I eagerly anticipate the remaining installments. Regardless of their final assessment, I deeply appreciate their efforts and insights.
This unexpected spotlight has reinvigorated my dedication to the d12Core project. I'm currently working on a comprehensive update, and I invite you to follow the development process on my Discord server, where you can see the changes first! I would love to meet you there.
Some key points from the upcoming update:
Comprehensive Revision: Every section is being rewritten to enhance clarity and understanding.
New Examples: I am including more examples to help clarify game procedures.
Terminology Refinement: "Resolve" will be renamed "Adrenaline" to better reflect its role in gameplay. "Chance Dice" will become "Flux Dice," emphasising their game-changing nature rather than mere probability.
Mechanical Adjustments: I am changing difficulties to 8/10/12 to steer the game to more cooperative play as it felt too easy. Surges now trigger at 2 over TN for more fun, and I am doubling Grit recovery rates to ensure the characters are back in action faster.
Thank you for being so patient. Here's to the future of d12Core! I believe it is a special game and deserves more work from me.
I'm excited about the work so far and look forward to sharing more updates with you soon. Your continued interest and support are what drive this project forward.