Thank you so much! I’m hoping to dust off the cobwebs and get some more issues in the pipeline for 2025.
ChaosGrenade Games
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Hi! I’m R.E. Davis, I wrote “Sigil & Shadow” which was based on d00Lite stuff by DwD Studios.
I just wanted to say I’M DAMN JEALOUS (in a great way) of DIE A HUNDRED TIMES. I was previously testing a similar damage system of Lowest, Average, Highest and Total (suggested by Bill Logan). I personally loved it, but the “average” roll was clunky in playtesting feedback. But here you are, not only trimming the problem but making it all doable in a single attack roll and I’m kicking myself for never considering it.
Everything else is lovely as well. I have all these games/settings I’d like to run and I’ve literally been sitting here going “Or I could just hack DIE A HUNDRED TIMES to run it.”
I honestly just use it any time physical harm or mental duress (like in a horror scenario) comes into play. Sometimes on a roll of 3-4, depending on context, I may use it or I may go with some other minor setback in the narrative.
TL;DR – I handle 24XX with lots of handwavium and “what feels right” and I’m sorry I don’t have a more concrete answer lol
Posted a new blog today, kicking off the "Toolkit" series where I aim to expand and inspire ideas on tweaking D·10 for your own games. The eventual goal is to compile these ideas together in a booklet (maybe quick sheets?) for any supporters.
Today's first article expands Attributes and Vocations!
If there's any questions or feedback, feel free to comment on the blog or here. New articles will be linked as they're posted.
Hey folks! Just wanted to share our first Itch offering:
It's a simple generic RPG framework we wrote to quickly pick up and run any genre/setting we wanted to on the fly. Has a healthy mix of traditional and modern gaming to it. The core mechanic is a simple 1d10+ Proficiency vs 10+. The part that seems to resonate with readers is how we approached our Tags (think feats, advantages, perks etc) -- Instead of listing a bunch we just created three types: a Function (establishes a fact, like Wings let you fly), an Edge (grants you an "advantage" roll twice type thing) or a Boost (+1 to a specific action.) What's fun is mechanically speaking we treat Equipment as tags that can be exchanged, lost or stolen.
We've used it for so many settings -- (Totally Not) Star Wars, cyberpunk, post-apocalypse, pulp heroes and, of course, dungeon crawling.
We are officially LIVE & PUBLIC today! Thank you to everyone who's given us feedback and shares!
Drive·10 was designed with our "rules necessary" gaming philosophy at The ChaosGrenade. We pride ourselves on games that are accessible, affordable, easy to digest and allow you to get to playing right away. This has been an amazingly fun framework to play with -- we've used it for mutant wastelands, galaxies far away, pulp heroes, cyberpunks and the obligatory band of dungeon delvers.
We have some awesome games in the same family as D·10 that we would love to get out (the biggest right now being Fortune's Turn) and as I mentioned: all money earned from D·10 will go towards offsetting the cost of commissioned artwork for those projects. We're reluctant to go the route of Patreon or Kickstarter right now simply because all three of us (Matt Bryant, Austin White, and myself -- R.E. Davis) have full time lives away from our hobby.
So my goal here is to offer something awesome and immediate for those who help us out! Right now, paying $2 or more to this project gets you a fancy, laid-out version of the D·10 rules (with some expanded content). It also means access to upcoming Quick Sheets -- quick and dirty setting primers to use with D·10.
I'm already working on the first set --
And remember the game text is released under Creative Commons Attribution-ShareAlike 4.0 so feel free to go nuts with your homebrews and hacks (and PLEASE share them on the community page here!).
And remember you can follow us here, on Twitter, MeWe, Facebook and of course our website.
I know this seems like a big change so close to my set launch date, but I nerfed Boosts to +1 (instead of +2).
I forgot in previous games where we experimented with it, I usually saw a single boost in a roll -- the decision to allow a tag and equipment was a recent fix. Before now I limited one Boost per roll (was treating a tag as a tag, equipment or not.)
Getting to run this one more time tonight with some new players (which means fresh eyes) so hopefully no new issues crop up.