Chiaroscuro map released

Chiaroscuro is a large city in the world of Exalted, marked by the ruins of ancient glass buildings, shattered by a great battle. No map exists in canon of this city, so DivNull has produced one. It can be found posted to Lore 5, a site that collects content for Exalted.

This marks DivNull’s first publicly released map since the Sixth World. The map is vector based, produced with Adobe Illustrator. Not the best work, frankly, particularly the colors, but served its purpose.

Shadowrun sheets discontinued

sheetsWith the release of the fourth edition of Shadowrun, a number of requests have come in for an update to the character sheets that DivNull produced for this game. After some thought, DivNull has decided not to update the sheets for this edition. For all intents and purpose, the currently released version of these sheets will be the last produced from DivNull. Should there be any who which to duplicate the style of these sheets for current and future editions of Shadowrun, please feel free to do so.

The date of the original (PostScript!) sheets have been lost to history, but it has been easily ten years. Thanks to all of those who have supported the sheets over the years.

Forgotten Suns released

Forgotten Suns is a 68 page, illustrated adventure for the Exalted® gaming system (first edition). Intended to introduce aspects of the game over the first few encounters, Forgotten Suns provides a setting rich enough to be incorporated into existing campaigns as well. Using the Encounter Pages concept, Forgotten Suns is designed to allow storytellers to easily rip out sections, replace others, move them around and generally customize the adventure as desired or pull just the sections they find useful for inclusion in another adventure.

Encounter Pages

DivNull is proud to announce the release of the Encounter Pages format. Encounter Pages take advantage of some of the unique properties of the internet,
allowing greater flexibility and opportunity for customization than traditional print media. The basic concept involves a stanardized format for defining encounters for role-playing systems in a way that fulfill the following goals:

  • Make information easy to find during “run-time” of the adventure. The prose style of most adventures makes locating the bit of information you want during the chaos of a typical gaming session problematic.
  • Provide modularity where possible. Encounters and NPCs are presented as self-contained pages, allowing you to mix and match pages from different Encounter Books into a single adventure.
  • Provide summaries of the dramatic purpose behind each scene. This allows you to more easily customize the adventure to your campaign while maintaining the basic sense of the adventure (or, at least, know at a glance when you are stepping far away from the basics of it).
  • Run the adventure without a great deal of preparation, if necessary. Adventures are better when you customize them to your players, but sometimes you don’t have that kind of time.