chaosmeistergames - Chaosmeister.Games
Chaosmeister.Games

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

Evil Hat Are Running A Public Playtest Of The Dagger Isles! Remember That Place That Somehow Manages

Evil Hat are running a public playtest of The Dagger Isles! Remember that place that somehow manages to not have a lightning barrier? Well, we're getting a whole book about gaming there! Blades in the Dark is expanding beyond Duskvol.

You can register interest below. I have just done so and am excited to see the playtest.

Dagger Isles Playtest Principles
Google Docs
Thank you for your interest in playtesting The Dagger Isles, a supplement for Blades in the Dark. Please read over these principles and, if
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More Posts from Chaosmeistergames

5 months ago
It's All In The Logo. Please Help Me Out TTRPG Family.
It's All In The Logo. Please Help Me Out TTRPG Family.
It's All In The Logo. Please Help Me Out TTRPG Family.
It's All In The Logo. Please Help Me Out TTRPG Family.

It's all in the logo. Please help me out TTRPG Family.

I cannot decide.


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5 months ago

TTRPG Rulebook organization

Hello TTRPG fam, I'm facing a common challenge while writing my latest rulebook, and I'm curious about your thoughts.

How do you prefer to organize the order of rules in your TTRPGs? In my current draft, I have references in earlier chapters to concepts that aren't fully explained until later. Putting these ideas first disrupts the natural flow of the rules, but I also want to avoid constant "see page XX" references.

I'm considering a few options:

A "quick start" guide at the beginning

Sidebar explanations for referenced concepts

A comprehensive glossary of terms in the front

Detailed index at the back

Restructuring the entire rulebook (a last resort)

As both designers and players, how do you balance comprehension with readability? What ways have you found effective for introducing complex concepts without overwhelming new players or constantly redirecting readers to other sections?

I'm interested in hearing about your solutions and experiences. How have you tackled this issue in your own designs? What approaches have you appreciated in other rulebooks?

Let's talk


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5 months ago

Today's mood : "Hand me an axe! Chopping to be done."

I am writing a Technicolour Post Apocalypse expansion for 6Q, it was going so well, and at almost 50 Pages my brain finally went: Hold it, 6Q doesn't need fully fleshed out item crafting, community upgrades or a bloody point crawl. So today is "kill your darlings" day. đŸȘ“

Before I had four different random tables to generate the setting, plus the point crawl. Now it's one 6Q table. I had a core/body/mod crafting system with three d66 tables for parts. I even had three tables to generate characters. Why do you do this brain?

Chopped it all away and went back to what 6Q is all about: Answer six questions to play.

All that content will come back in some form, but not for basic 6Q. Not wasted effort, just not efficient effort.

Have any of you read 6Q already? It's free and just two pages. Would love to hear what you think, especially how you would like specific world and settings expansions to be presented.

6Q SYSTEM SRD - Powered by FU by Chaosmeister
itch.io
Setting agnostic 1pg TTRPG based on FU. Just answer six questions to play.

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5 months ago
My Hommage To The TV Series Supernatural "Carry On" Using 24XX Is Part Of This Fun Supernatural TTRPG

My hommage to the TV series Supernatural "Carry On" using 24XX is part of this fun Supernatural TTRPG bundle. There are 50 games here for 20 USD. It is the perfect time to get some games to peruse and prep at your leisure for Halloween! đŸ‘»

itch.io
Supernatural TTRPGs: 67 items for $20.00

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4 months ago

Changes to d12 Core incoming

Hey everyone,

As many suspected, d12Core is evolving into "The Flux Engine."  The polls in various online spaces helped me narrow down which direction to take, and "The Flux Engine" is the winner! 

When the change happens, I will keep the d12 Core Itch page open "As is" but disable new downloads from there. I will set up an entirely new page for The Flux Engine. I struggled a lot with this decision as people who already have d12Core will be disconnected from TFE. But I haven't found a way to switch the Itch page to a new name while keeping the old links all over the web active and working. So a new page it is. Lesson learned!

With the change, the latest Beta 1.14 will be released and bring some significant improvements:

Revamped character creation with Origins and Archetypes

More dynamic combat using the enhanced Zones system

Expanded rules for group challenges and conflicts

Refined Adrenaline and Bond mechanics for more dramatic moments

Many examples

Based on your feedback, I've kept the core of what made d12Core fun while refining the system. The Flux Engine aims to be more flexible, inclusive and approachable, whether you're exploring ancient ruins, dodging asteroids or navigating futuristic cityscapes.

Stay tuned for more details and the official release date! You can also keep in touch with all the latest on Discord.

As a teaser, here is a sneak preview of the new cover style:

Changes To D12 Core Incoming

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