Game Design Notes

send complaints, arguments, suggestions etc to Xandrew.aitken@btinternet.com

As you will have seen this version of chaos contains a lot of complex rules.  It does so simply
because I like complex rules of character generation (although I never liked the fact fights in
Champions could take 4 hours real time). Once the characters are generated, a process that
will probably take much discussion between players and gm, the rules should not measurably
slow down play.

A big warning once more that the rules have never been play tested and are therefore subject
to rewrites at any time.   I apologise for this in advance but the game could otherwise be very
lopsided due to some large error made by myself.

If you are interested in using these rules please do so and tell me how they went.  The costs
of the powers reflect my preferences,  I like to clamp down or at least make more expensive
teleporting, prefering more travel across space or shadow.  Another time I might have made
the Courts, Logres and Serpent the dominant powers in Chaos but I wanted to make sure
that the other options were just as interesting.

I usually refer to the chaosians as he but this is just habit.  Chaosians can be of any sex,
multiple, clonal or otherwise.

Apart from ADRPG and whatever strangeness lurks in my mind sources for these rules came
from  Champions RPG  (Hero Games),   Feng Shui  (coming back via Atlas Games),  and
best of all  Ursuppe  - the boardgame of battling amoebas (written by Frank and Doris).
Ursuppe has the best gameplay of any boardgame I have ever played, so buy it and buy the
excellent 5,6 Player expansion set as well.

Always make Chaos as strange as you can.   The only rule that applies is Darwinism the
"Survival of the Fittest".   This doesn't mean that all chaos creatures have spikes because
all the energy put into silly appendages is energy not put into reproduction.  At the end of
the day its whose genes are spread the mostest.