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New Cosmere Files and 3D Prints

By Dean on October 20, 2026

I’ve been doing a lot of prep work lately (All for Gamehole Con) and in the process I ended up making a pile of new Cosmere files that are worth sharing. This is a collection of Tokens, trackers and reference cards. Rather than just quietly add them to the Cosmere page and hope you notice, I figured a proper post was in order.

Here’s everything new that’s up now.


3D Prints

This is the bulk of what’s new. If you’ve been running the Cosmere RPG at the table, these will give your players a big smile when you toss them various trinkets.

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Ivy and Chrome Review

on July 25, 2026

Ivy and Chrome is a Shadowrun adventure from the dawn of Shadowrun (1st edition). This adventure has a great balance of things to have players do (Magic, Decking, Rigging, Combat, Social) but is also one of the single most unbalanced adventures I have ever personally seen. I think the story has great heart, but it needs a WILD amount of tweaks to keep your players from accidentally wandering into what I can only describe as 2 absolutely apocalyptic battles.

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The Matrix Program Package - A Gem from the Early Days of Decking

By Dean on June 9, 2026

While digging through old archives from a mention in a cyberdeck subreddit. I stumbled across something I hadn’t seen in years — the Cyberspace/Matrix Program Package built by IceToaster for Windows 3.x and 95. This thing is a genuine piece of Shadowrun history and I am genuinely excited to share it.

You can find the project and download it directly from SourceForge: Matrix Program Package on SourceForge

What Is It?

The Matrix Program Package lets your decker jack into a 3D DOOM-style cyberspace environment while fully preserving the rules from VR 1.0 and SR 2.01 — and yes, that means VR 1.0, not VR 2.0. If you are a purist who never forgave the rule shift, this one is for you.

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Borrowing Rules for Better Games - Carved from the Brindlewood Bay System

on April 18, 2026

As I continue my journey throughout the various games this world has to offer, I am continuously impressed by what I find out in the indie space. These games which a lot of people may not have even heard of, continue to amaze and impress with innovations. Some of these, as I talked about in my previous post, should be examined for continuous improvement of our Gamemastering skills. Brindlewood Bay offers enough that it can stand alone as something worthwhile to be examined. So today, let’s crack this nut open and talk about what a “Carved from the Brindlewood Bay system” looks like, why it’s impressive in its own right and what you can learn from its game design philosophies.

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