
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
Chaosmeistergames - Chaosmeister.Games - Tumblr Blog
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
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:

This is absolutely imperative. WotC and D&D still wins if they take up your mindspace and the words you put out into the world. The power of a single positive review or share into the hobby space by you playing other games and talking about them is unbelievable. You cannot fathom how much you can do for an indie designer by playing their game and talking about it online.
This is something I and other tabletop bloggers like thydungeongal have said repeatedly in the past, but I think it bears repeating.
If you don't like WotC due to the recent scandals they've been involved in (such as the OGL thing and sending the Pinkertons to someone's house) and you are serious about disrupting the economic and cultural stranglehold they have over the entire tabletop hobby, pirating D&D products is infinitely less important than exploring, discussing and platforming games and creators outside of the D&D 5e ecosystem.
A person who pirates every single D&D product but continues to exclusively play, discuss, talk, and blog about Dungeons and Dragons Fifth Edition is not doing as much as someone who religiously pays for every D&D product but also gives some of their precious time and attention to games that aren't D&D, especially if they have any sort of platform or audience.
It always makes my day when one of my games gets mentioned, and Wardens is one that solely exists because of the cover. When I saw that image I had to write the game. Besides, this sounds like a fun campaign concept!
The Monster Squad Campaign
I make a lot of game recommendations, but what kinds of games do I actually play? I figured I'd lead you through something that I did for the first half of this year that both I and my players got pretty stoked about. At the beginning of the year, I started a project that took a group of players on a tour through various monster-related tabletop roleplaying games, following a singular timeline, and I'd like to tell you about it! I'm also going to include the playkits I made for each game.


We kicked things off with Wardens, a 24XX hack about peasants with spirit companions who gave them the ability to protect their local village from supernatural threats. The main goal was to establish a bit of the setting, and introduce the idea of magic seeping into the world. The characters saved a dragon egg from the clutches of a greedy sorcerer, and received magical talismans that they could pass on to their children or spiritual heirs. (Playkit Here)
Our next game was Wolf Hounds, a PbtA game about the Benandanti, werewolves being hunted by the Inquisition. This took place in the same world, 200-300 years down the road. This was where one of the players decided to carry a wolf through-line throughout the entire campaign, while another player decided to highlight a masonic/magical through-line. By the end of this game, the characters had discovered that vampires had infiltrated the Church. (Playkit Here)


Our third game was Brinkwood: The Blood of Tyrants, a Forged in the Dark game. This was a slightly longer campaign, where much of the lore came in full force. We moved forward in the timeline to a point where vampires had taken over the entire isle, and players cobbled together characters blessed by the Fae - following the traditions of their peasant ancestors. We re-visited some locations that had changed over time - namely, a lake from Wardens and a monastery from Wolfhounds. We didn't play out the entire revolution, but watched the brigands gain ground, and made guesses as to what the final days of the Rebellion would look like. (Playkit Here)
Next up was Knights of the Road, a high-flying game of monster-hunters in the 1920's. This was a quick one-shot game, where the players had to figure out what was causing disappearances. It turned out to be a set of demons who had taken over the running of a train - and together they managed to resist the temptations of Hell in order to well, blow up the engine. It was quick trip of high-flying adventure before we took a big jump forward in time. (Playkit Here)


I proposed Urban Shadows 1e because I already had the book, and I really wanted to dig into some more traditional PbtA games. And boy did it deliver. The GM tools in this game showed me what kind of preparation I needed for an Urban Shadows game, and we hit the ground running. Our werewolf character had two previous incarnations revived as NPCs, and the whole crew got mixed up in a series of plots involving cabbalic rituals, werewolf hunters, a faerie lawyer and a poor girl stuck with fortune-telling abilities. The end was big and tragic and all of the characters left hints leading to Apocalypse Keys. (Playkit Here)
Gosh, Apocalypse Keys. Let me tell you, this is where the play group really shone. My players had bonded as a group and sank their teeth into character creation like it was a carcass and they were ravenous wolves. I wrote my own mystery about a summer camp that was housing teenage monsters. During the entire mystery, we were able to tie in pieces of the past games. Knights of the Road made an appearance as a rival faction, looking to do harm to monsters. Our Werewolf player (The Last) collected the echoes of their previous characters into a shared body and flirted with bringing the Fae back to their full power. Our Mason character (The Fallen) adopted a dragon and accidentally converted him into their worshipper. The Shade convinced The Found to sever a victim's lifeline so that she could bring them back untouched by the Harbinger. The Summoned called upon the Fae from our Brinkwood campaign to help them but ended up hardening their heart and pushing themselves closer to Ruin. And our newest addition, the Surge, wrestled with a Harbinger she had contained within herself, giving him more and more power over her in order to save her nephew. (Playkit Here)
The ending of the campaign was big and emotional. A number of characters made callbacks to previous games. One of our players chose Soft to be Strong by Marina as our ending track, and we had a chance to re-live our favourite moments before we brought the campaign to a close. Looking back, what would I have done differently about these games? I think I would have chosen something other than Knights of the Road, tbh. It didn't add much to the game experience as a whole - when it came to theme it was too distant from the rest of the games. There were other games that I had been thinking of adding to this lineup that I cut for various reasons, like Sunset Kills, Turn, Subway Runners and Adiotopia. I think Sunset Kills might have been the ideal switch-out for Knights of the Road. The monsters would remain sympathetic, rather than become simple opposition, and the players would probably learn the game pretty quickly, considering the number of other PbtA games on this list. The biggest drawback would be a pretty significant timeskip. However, adding the Knights into Apocalypse Keys definitely redeemed it a bit in my eyes.
I'm excited to do another run of thematically-tied games in the future, and when I do, I'll blog about it!










I made a little something. Trying to keep this idea up and around.
We really need to get better in telling those stories. And we really need to do away with the idea of Solarpunk just being these chill utopian fictions. A fight about getting to that Utopia can be Solarpunk to.
We also need to do away with the idea that there are no conflicts in an utopian setting. Because there are.
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. 🪓
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.

There already is a TTRPG community to join!

Join ussss.

Thanks for the shout-out of Carry On! It's one of the games I am most proud of.
Supernatural TTRPG Bundle is now live!
It's $20 for over 60 games, with the profits divided among the various contributing indie creators. Check it out and support independent talent!
My personal highlights:
Magical Cleanup Service, an rpg about witchy cleaners.
Carry On, a Supernatural-inspired game of monster hunters.
The Dreaded and the Deep, a spooky Sunless Sea inspired game.
Pine Shallows, a seaside town where kids investigate strange events.
Cryptid Creeks, where a cryptid helps the River Scouts save their beloved home.

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! 👻
A one-page Player Character Emulator
Second release in a week, somebody STOP ME
'Triple-O' is my take on a one-page Player Character Emulator
⭕ Run published adventured modules as a solo GM! ⭕ Test-run your world-building, adventure, or prep ⭕ Emulate allies or hirelings

Spread the word! 😊💗

Hello fellow TTRPG enthusiasts. I am looking for fun and interesting examples for the layout of random tables. I have looked at some of the books I own, but find they are mostly just boring tables straight out of excel. How can we make them look good while still giving all the info and keeping them usable? Has anyone some cool examples?
Hope my submission makes the cut, going to be a fun bundle.
Supernatural TTRPG Bundle
Recruitment is currently open (until 8/22/24) for an itchio bundle themed around supernatural TTRPGs.
Profits split evenly.
If you'd like to join or you'd like more information, it's contained in the form.

Expanding the 6Q-System

Hey TTRPG family,
Since a lot of you seem to like my free game 6Q, I've been kicking around some ideas for setting modules for it, and I'd love to get your input. I'm currently considering eight different settings, each with its own unique flavor. Take a look at these summaries and let me know which ones grab you the most:
🌆 Cyberpunk Megacity: Navigate a neon-drenched domed metropolis where climate control has gone haywire and micro weather haunts the districts. Help claw back control of the very weather from the corrupt corps exploiting it.
🐉 Mythic Fantasy Realm: Explore a world where forgotten gods walk among mortals and ancient magic pulses through the land. Your choices will shape the destiny of a realm teetering between rebirth and oblivion. May the fog spare you.
🪐 Space Opera Fringe: Carve out your legacy on the edge of known space, where alien mysteries and human ambition collide. The key to uniting worlds may lie in the unlikliest of friendships.
🕴️ Supernatural Investigation Agency: Join a clandestine organization tasked with keeping the supernatural hidden from the public eye. Balance maintaining the veil under which society operates with uncovering otherworldly truths that threaten reality itself.
🏜️ Post Apocalyptic Reconstruction: In a world ravaged by catastrophe, lead the charge to rebuild civilization. Your choices will determine not just survival, but the very nature of the society that rises from the ashes.
🎩 Steampunk Conspiracy: Unravel a web of secrets in a world of brass and steam, where science and the occult intertwine. Your inventions and deductions could topple empires or usher in a new age of enlightenment.
☀️ Solarpunk Utopia: Shape the future in a world that has overcome its greatest challenges through technology and social change. Explore the complexities of maintaining harmony while striving for perfection.
🏡 Slice of Life Community: Build connections and navigate personal growth in a close-knit community. Discover the extraordinary in the ordinary as you help shape the lives of those around you.
I'm genuinely curious to hear which of these resonates with you. Your input will be a big help as I expand 6Q. I can't promise I will nail every setting as some of these are challenging for me and outside my expertise. And of course details may change. I hope to get to every setting in due time, but your choice tells me what I will work on first. Cheers!
Feel free to share your thoughts in the comments - I'm always interested in hearing your ideas and what you'd like to see.
Thanks for being part of this journey with me. Please repost if this interests you, I would love to get as much input as possible! Looking forward to seeing what you all think.





It's all in the logo. Please help me out TTRPG Family.
I cannot decide.
Expanding the 6Q-System

Hey TTRPG family,
Since a lot of you seem to like my free game 6Q, I've been kicking around some ideas for setting modules for it, and I'd love to get your input. I'm currently considering eight different settings, each with its own unique flavor. Take a look at these summaries and let me know which ones grab you the most:
🌆 Cyberpunk Megacity: Navigate a neon-drenched domed metropolis where climate control has gone haywire and micro weather haunts the districts. Help claw back control of the very weather from the corrupt corps exploiting it.
🐉 Mythic Fantasy Realm: Explore a world where forgotten gods walk among mortals and ancient magic pulses through the land. Your choices will shape the destiny of a realm teetering between rebirth and oblivion. May the fog spare you.
🪐 Space Opera Fringe: Carve out your legacy on the edge of known space, where alien mysteries and human ambition collide. The key to uniting worlds may lie in the unlikliest of friendships.
🕴️ Supernatural Investigation Agency: Join a clandestine organization tasked with keeping the supernatural hidden from the public eye. Balance maintaining the veil under which society operates with uncovering otherworldly truths that threaten reality itself.
🏜️ Post Apocalyptic Reconstruction: In a world ravaged by catastrophe, lead the charge to rebuild civilization. Your choices will determine not just survival, but the very nature of the society that rises from the ashes.
🎩 Steampunk Conspiracy: Unravel a web of secrets in a world of brass and steam, where science and the occult intertwine. Your inventions and deductions could topple empires or usher in a new age of enlightenment.
☀️ Solarpunk Utopia: Shape the future in a world that has overcome its greatest challenges through technology and social change. Explore the complexities of maintaining harmony while striving for perfection.
🏡 Slice of Life Community: Build connections and navigate personal growth in a close-knit community. Discover the extraordinary in the ordinary as you help shape the lives of those around you.
I'm genuinely curious to hear which of these resonates with you. Your input will be a big help as I expand 6Q. I can't promise I will nail every setting as some of these are challenging for me and outside my expertise. And of course details may change. I hope to get to every setting in due time, but your choice tells me what I will work on first. Cheers!
Feel free to share your thoughts in the comments - I'm always interested in hearing your ideas and what you'd like to see.
Thanks for being part of this journey with me. Please repost if this interests you, I would love to get as much input as possible! Looking forward to seeing what you all think.

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
A Sprinting Owl Manual For Making TTRPGs
So I wrote a guide to making TTRPGs.
It's taken me a couple of weeks, plus a lot of feedback from valiant community members, and it's been revised from about 20 pages to 67.
It covers theory mostly, but it has workbook sections and it gives a basic runthrough on the whole process from initial concept to feedback on the published release.
If this is something you think might be useful to you, or to someone you love who has been afflicted by rpg design, feel free to take a look.
(It's available for free, just hit the button under Community Copies.)

Based on the description the Community feature for Tumblr reminds me of Circles from the good old G+ days. Which would be amazing. Does anyone know if there are any TTRPG and especially TTRPG design focused communities around?
do you have any recomendations for ttrpgs with interesting mechanics around inventory management? for example something where you need to fit the items of your inventory in a grid (like dredge (which although it is a videogame rather than a ttrpg does have the kind of mechanic im thinking of)) or where inventory management is a core part of the gameplay.
thank you in advance :D
THEME: Interesting Inventory.
Hello friend! I’ve got a few games here that do interesting things with inventory limit, and I also have some other games that provide limitations on your gear in other ways.






SCRAPPED, by rolomics.
The year is 2124, and 99.9% of the human population is gone. Automatons reign supreme. Homunculi were created by splicing human DNA with other animal/creature DNA to enhance their body structure and strength. Because of this, Homunculi serve as super soldiers for the humans, but even with all their efforts, they still could not stop the automaton take over.
You are a Homunculus, the echo of a past era and all that remains of humanity.
Scrapped is an original post-apocalyptic rules-lite tabletop role-playing game about scavenging, crafting, and surviving in the unforgiving wastes of a planet obliterated by war. This game was inspired by other post-apocalyptic games from the Fallout franchise.
Scavenging and crafting are at the heart of this game, and that means that Scrapped has paid a lot of attention to inventory. The game comes with item cutouts to help you visualize your inventory, and also requires you to ‘slot” certain items into certain places - if an item doesn’t fit, you can’t carry it! Each character occupation starts with specific pieces of equipment, although you’ll be able to scavenge more along the way. On top of that, you’ll also play around with mutations that affect your character, spending Mutation Points to get beneficial and effective mutations.
If you’re interested in this game, it’s currently free! The designers are eager for feedback and would definitely love to hear from anyone who plays it.
Numenera / The Cypher System, by Monte Cook Games.
This is the Ninth World. The people of the prior worlds are gone—scattered, disappeared, or transcended. But their works remain, in the places and devices that still contain some germ of their original function. The ignorant call these magic, but the wise know that these are our legacy. They are our future. They are the …
Numenera.
Set a billion years in our future, Numenera is a tabletop roleplaying game about exploration and discovery. The people of the Ninth World suffer through a dark age, an era of isolation and struggle in the shadow of the ancient wonders crafted by civilizations millennia gone. But discovery awaits those brave enough to seek out the works of the prior worlds. Those who can uncover and master the numenera can unlock the powers and abilities of the ancients, and perhaps bring new light to a struggling world.
I’ve talked about it before but I really enjoy the way items in this system are used to hold really powerful abilities that are usually only used once. Your character can only carry so many Cyphers at any given time, with a risk of strange or weird things happening if they decide to carry more than their typical limit allows. Cyphers can be found on roll tables, which means that any time players decide to look for loot, the GM can just roll a d100 to generate something interesting - and if you really want to get into the nitty-gritty of customizable inventory, I recommend both the Destiny and Building Tomorrow books to complement your campaign.
Breathless: New Horizons, by The Silent Mage.
Breathless - New Horizons is a game based on a primordial future, where giant technological beasts took over with inexplicable awareness, after a scientific crash down. This game is freely inspired on the Horizon Zero Dawn games.
As humanity rebuilds itself from nothing, you act as Hunters, skilled member of the Guilds, scouting the world for lost knowledge and mysterious pieces of technology called Echoes.
In Breathless - New Horizons, your items are nearly equally useful to skills, with a dice attached to each item. As with other rolls in Breathless, the item deteriorates the more you use it, symbolized by the size of your dice getting smaller with each use - but unlike skills, items don’t refresh when you take a break. Use an item too much and it deteriorates to the point of uselessness, which means that getting new items is important if you want to be able to keep adventuring. Fortunately, there are loot check rolls attached to tables, which means that while you might not have a lot of control over what you get, there should be plenty of opportunities to re-stock.
This game also has a special kind of item, called an Echo, which can be carried in limited numbers (typically you can only carry 2). Echoes might require a bit of construction before they’re usable, but have special effects that go above and beyond a regular item, and some of them can even be re-charged.
Dead Meat, by Blind Ink.
Dead Meat is a hack of FIST by Claymore. It is a cyberpunk game set in a brutal, absurd dystopia where man and machine are equally worthless in the eyes of the unrelenting pressure of exploitation. Thrown headfirst into problems beyond their ability to solve, players will have to cheat, steal, and sabotage their way through missions to get by. Put money away in a stash to get out of the life, watching your friends drop like flies.
Dead Meat takes an approach to gear that is similar to what I’ve seen in games like Apocalypse World and Monster of the Week. Your gear is determined by your origin, and how the gear can be used is determined through the use of tags. Some of these tags are mechanically transparent - how many times you can use them, or how much they heal or harm - but other tags are more evocative. For example, a vampiric weapon heals you when you use it, while a messy weapon prevents enemies or victims from being identified by police. I have a feeling some of these tags could also bring a narrative downside - perhaps it’s hard to hide a murder with a messy weapon, and a weapon that houses an AI might disregard the wishes of its user.
As with many cyberpunk games, there’s plenty of items that your character can pick up and carry without that much of a drawback - because regular items aren’t what makes this interesting. What you’re really here for, is the Cyberware. In Dead Meat, Cyberware is difficult to get access to, which means that beggars can’t be choosers - if you decide to get chromed up, you’ll take whatever the market gives you, and you’ll like it. As far as I can tell, getting a new piece of Cyberware is kind of like getting a new PbtA move - for example, if you end up getting Advanced Optics, you get +1 to your Chrome stat and you have the ability to pull up someone’s records off the net.
The Grim Odd, by g0ri.
This is a grim world. Any life lived in this world shall be nasty, brutish and short. This is an odd world. From the foul cracks and fissures of the world creeps a strange and omnipotent current – the Odd. Some say the Odd suffocated the gods. Others insist the Odd is the gods. In either case, the Odd animates the living world and it presents opportunities for the daringly ambitious.
The Grim Odd is a fantasy roleplaying game that takes place in a perilous world of unjust dealings and unworldly strangeness. Roll up a character quickly, search for magical artifacts known as Oddities, and delve - as a group or alone - into a role-play experience where rules are mere tools to facilitate the application of the internal laws of the world itself.
OSR/FKR Games often put the lore in pieces of the game like characters or gear and this is a great example. The Odd is a mysterious, powerful piece of the setting, illustrated through Oddities, strange items that grant you power but demand a cost for their use. You can use these oddities to inspire an adventure or mystery, and let the players keep them as they adventure - at great personal risk.
Characters also start with a basic inventory determined by their career, which they should be able to use to solve problems in ways that help them avoid having to roll - and therefore face death or other consequences. If you want a game where your inventory is a fundamental part of telling a story, you might want to check out games like this one.
Convenience Stores & Casinos, by Archangel Studios.
We've all seen those over-the-top, high action heist movies with get-away drivers, explosives, and wild gun fights. Well, what if you took those tropes, typically reserved for the likes of bank, museum, and casino heists, and applied them to just about anything you can get your grubby paws on? I mean, a heist is a heist is a heist as long as you have the right attitude.
Convenience Stores & Casinos is great for groups that want to go big or go home - even if going big just means an over-complicated heist just to steal a bag of chips. Characters are derived from rolled stats, and playbooks that represent different tropes in heist fiction.
There’s not a lot to do with inventory in this game; the only tables present are the weapon and armour tables. However, weapons and armour are attached to level; you have a chance of getting something good at a low level but that chance is very slim. As the characters prepare for a heist, they can roll to see what kinds of weapons they’re allowed to have, and the higher level they are, the higher chance that they find something that can pack a real punch. Combat is not something you’ll want to get into at the beginning - but as you level up, you’ll take bigger and bigger risks, which will probably lead to more and more things going wrong. I also like the section on the weapon table titled “you just wanted to play D&D didn’t you?”
Other Posts of Mine To Check Out
Markets and Trade
Gathering and Crafting
Weapons and Customization
A few minutes ago I reblogged a poll about what tense(s) people prefer to read, and someone in the reblog tags mentioned what they prefer to write, and I thought...that'd be a fun poll....
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.

Since this post was popular but my other post with the free update didn't get traction, I'll try re-blogging this one so you all don't miss out! Here is the updated primary page and added GM Page. Have fun!



Enjoy this free game! If you like it, please consider purchasing it through itch to support my further work. Would love to hear your thoughts in any case, is this interesting? What's missing? EDIT: Since it's a popular post, a new update out on Itch or here on my Tumblr.
https://chaosmeister.itch.io/6-q-system



Chicken Pod is our in-house collective zine that share about what we are doing in the Mobile Hut.
50 print copies will soon be available at Ratti Incantati but if you can't wait, you can grab the PDF here:
https://mobile-hut.itch.io/chicken-pod-1
That said I feel like this zine is more of a printed than digital experience so you may want to wait for Ratti to receive the copies later this month.
Hopefully much more to come from our collective in the future. :)

I am stuck between 'd12Core' and 'The Flux Engine' for my new tabletop RPG. The first describes an important mechanic, the second captures the spirit. Which one grabs your attention more and sounds more interesting?
At the heart of the game is the Flux Dice, a d12 that can dramatically swing the outcome of any action. It adds an element of surprise and uncertainty, where the best can fumble, and novices might pull off the near impossible.
If you want to see what it is all about, the beta has been out under d12Core for a while, it is free and will always stay free.
