OPUS
A look into the workshop
OPUS is still being built — here is an uncut look at the current state.
When the computer does the maths, so the human can play.
The evening this is all about
Picture a table. It is late, it is raining outside, a light is burning inside. Four or five people sit together, notes, dice and a drink in front of them. One of them is telling a story; the others hang on every word. In a moment a door will open, and nobody knows what waits behind it. Someone laughs, someone holds their breath. For a few hours these people are somewhere else — together.
That is pen-&-paper roleplaying, and that has been its magic for decades: no graphics card on earth creates this warmth, this togetherness, this shared invention. It is one of the most beautiful things people can do together.
And yet a quiet spoilsport sits at that very table: the number-crunching. How long does the party need to reach the next town? What does the sword cost at the smith, and does he even have one in stock? What day is it in the game calendar, what season, what weather? How much damage does a hit deal — and does it matter whether it strikes the arm or the head? Behind every beautiful scene lies a mountain of tables, estimates and bookkeeping. Anyone who runs games knows it: you spend half your evenings looking things up and calculating instead of telling the story. Anyone who wants to join often balks at the rulebooks. The magic is there — but it is hemmed in by work.
This is exactly where we come in.
Tsukura Labs: letting the computer work for you
The name Tsukura comes from the Japanese word tsukurare — „to let someone make something". That is no accident; it is our whole programme. We build software that lets the computer work for you. Not yet another tool you have to operate laboriously, but a counterpart that works together with you and takes off your shoulders the load no human enjoys carrying.
Today the whole world talks about artificial intelligence as though it were the answer to everything. We see it more soberly. AI is a powerful tool — but only one among several, and we use it where it genuinely helps, not as an end in itself and not to replace the human. Our real idea is older and simpler and precisely therefore so powerful: let the computer do what it does best — calculating, looking things up, keeping the books, repeating tirelessly — and free the human mind for what only the human can do. For company. For social warmth. For imagination, wit and goosebumps.
That is a new layer of automation: not the human in the service of the machine, but the machine in the service of the human. And one of our works in which this idea shows in full beauty is called OPUS.
OPUS: the roleplaying game that takes the work off your hands
OPUS is a complete platform for pen-&-paper roleplaying that runs entirely in the browser — nothing to install, reachable from anywhere. In OPUS you build worlds, set your own rules, create characters, write adventures, run sessions and, of course, play together, live, with real people.
The decisive difference lies in a single sentence: the human tells the story, the computer does the maths. Everything you would otherwise have to work out yourself, OPUS handles in the background — the timekeeping, the distances, the travel times, the prices, the carrying capacity, the damage by hit zone, and a hundred things more.
An example, to make clear what that means. Your party stands in the harbour and wants to reach the monastery high up in the mountains. In the old days the game master pulls out the map, estimates the distance, thinks of the terrain, the season, the state of the exhausted party, and works out a travel time with a sharp pencil — or waves it off in frustration and just rolls something. In OPUS that is over: the system knows the route, the terrain, the season, the weather and the party's condition — and says in that very moment how long the journey takes. The same goes for the sword at the smith, for the change of day in the game calendar, for the hit in combat. You no longer have to calculate it. You only have to tell the story.
This is the point at which a hobby that used to demand patience, experience and a taste for bookkeeping suddenly stands open to everyone. Building worlds, writing adventures, running a session, simply joining in — all of it becomes accessible, because OPUS removes the hurdle that so many have stumbled over until now.
Worlds that are truly worlds
The heart of OPUS is worldbuilding. Everything is created here — from the rough shape of a planet down to the single tavern with its grumpy landlord. You shape continents, nations, cities, cultures, religions, living beings and their history. And the special part: it all hangs together. Change something fundamental at the top and it flows sensibly all the way down.
So you do not despair before a blank page, every world begins with a reference world — a fully thought-out foundation calibrated to Earth. In it all the matters of course already fit: how fast one walks, how far one gets in a day, how a year is built, how humans, animals and plants work. So you do not start from zero, but in a world that already „runs". And then you only change what is meant to be different in yours. Should there be magic? Three moons? Strange peoples? You set your deviations, the rest stays coherent.
So that not everyone has to build everything alone, OPUS uses a clever trick you can picture like transparent overlays on a map: you build on an existing base world, and only your own overlay is saved — only what you add or change. The shared foundation stays shared, your peculiarities are yours. So a thousand groups can use the same solid world and still develop in a thousand completely different directions without getting in each other's way. And because every change is recorded cleanly, a world can be versioned like a manuscript: you see what has changed, can pin states and adopt improvements to the foundation whenever you want.
The most beautiful idea behind it is probably the emergence net. In OPUS worlds are not frozen but alive. You define the conditions under which things arise — a high culture, say, only where there is fertile land, a river and enough time. Then OPUS lets it bloom on its own: it needs time to mature, it grows, it has its heyday — and perhaps centuries later it crumbles again, because a war, a drought or simply time catches up with it. From these conditions, maturing times and transiences a whole net is woven, and out of it grows something you otherwise have to make up laboriously by hand: a believable, grown history. Your world invents its own past.
It fits with this that you can move a world through time. You can run it forwards or backwards or fix it at a level of development — Stone Age, antiquity, Renaissance, industry, spacefaring. Geography, peoples, technology and magic adapt, depending on when and how far developed your story plays. The same world can show you the dusty beginnings of a civilisation or its glittering peak.
And so nobody is forced into a box: OPUS is open to every genre. High fantasy with dragons and magic, hard science fiction among the stars, steampunk, horror, post-apocalypse, mystery — all of it is possible, because deviations from the Earth-calibrated reference are provided for from the start. Here magic is nothing exotic you have to bolt on, but simply another rule that you set.
The table where everyone comes together
However beautiful a world is — it is played with people. That is why OPUS brings the group together right in the browser, no matter where everyone is sitting. Through the online conference you see and hear one another: facial expressions, laughter, the held breath in the tense moment — everything that makes the real table is preserved, just location-independent.
On this digital table lies everything you need: dice that really roll in 3D, a shared map with figures you can move, a three-dimensional globe of the world to zoom into, and a shared journal in which everyone sees the same state. The game master leads, the players join, and every figure lives visibly in the world. Everyone sees exactly what they are meant to see — the game master's secrets stay his secrets.
Adventures, characters and rules
So that an evening holds together, OPUS has its own area to write adventures — settings, scenes, encounters, twists — and then to run them live. What you prepare lies ready to hand for the session; and what can be calculated, OPUS works out itself in the moment, so you can concentrate entirely on the story.
Every hero gets their living character sheet — everything in one place, always up to date, for those who are allowed to see it. On it stand the attributes and skills you define freely in your rules: it is your system, your values, your dice mechanic. The equipment manages itself practically on its own — items, weight, carrying capacity, conditions; the computer keeps the overview that nobody else likes to keep. And for everything supernatural — magic, psi, miracles and similar powers — there are dedicated systems cleanly embedded in your rules, instead of standing beside them as a special case.
At the foundation sits a freely configurable rules engine: one system that can carry many worlds. On it runs all the quiet calculation we spoke of above — time, distances, travel times, prices, carrying capacity, damage by hit zone. That is the engine that makes sure you get to tell the story while OPUS does the maths.
Artificial intelligence — as a helper, not a replacement
Where it genuinely makes sense, artificial intelligence stands by your side — as assistance, not as a replacement for your imagination. Fairness matters to us here: you bring your own AI key (from Claude, GPT or Gemini, say) and so keep the cost fully in hand. The AI helps with worldbuilding, with writing backgrounds, with finding fitting names and with translating your content into other languages.
One feature is especially enchanting: the AI can render described characters as images. You write what your figure looks like — and you get a portrait. Suddenly every hero has a face, every villain a look you do not forget.
Your data is yours: Bring Your Own Storage
Worlds grow, images pile up, data accumulates. OPUS lets you connect your own storage, so your content lies where you want it — with you. That keeps the platform lean, your work in your hands and the costs fair and predictable. Nobody holds your world hostage.
The world market
Nobody has to create everything alone. In the world market you can share, discover and obtain worlds, base worlds, adventures and single pieces of content — sometimes for free, sometimes as premium. So a cycle arises that carries the whole community: one person builds a believable world, the next writes an adventure into it, the third plays it with their friends and gives their own ideas back. Out of many single overlays, over time, grows a vast, living cosmos.
Free for everyone — and fair for those who want more
An account on OPUS is free, and with this free account you can already play fully as a player — with no paywall in front of the magic. It only costs something for those who want more: building worlds, writing adventures, running sessions. And even that costs only a few euros.
A game master pays around €2 a month and may run five play groups with it. Anyone who plays as a player in more than one group pays €1 a month. Anyone who writes adventures pays €10 per adventure — or only €7 if they make their adventure free and public. And the more likes their adventure gets from the community, the further this fee falls — all the way down to €0.
The pricing is therefore deliberately very cheap and full of incentives: whoever shares, whoever builds something good, whoever gives the community a gift, is rewarded. The free core stays free — everything beyond costs hardly more than a coffee.
Opus by the numbers
What has been built so far — the honest effort behind the project.
Measured across the whole OPUS project — hand-written source code and the live database.
Why now — and why you should be part of it
Pen-&-paper is enjoying a renaissance like rarely before. But the tools for it are scattered, glued together and often frustrating — one program for the map, one for the dice, one for the notes, and you do the number-crunching yourself anyway. OPUS brings all of it together in one place and turns the old relationship around: no longer does the human serve the rules, but the technology serves the human. You tell the story, the computer does the maths.
This is no vague promise, but a thought-through, self-contained system in which one part meshes into the next — from the calibrated reference world through the emergence net to the living table. At the same time OPUS is still being built: much already stands, but until the finished, release-ready version there is still a lot of work ahead of us. We are building it piece by piece, thoroughly and with love for the detail.
If this excites you and you would like to help — with skill, ideas, energy or a donation, which is just as important — then write to me: [email protected]. Let us together open a wonderful hobby to everyone: to those who have been running games for twenty years, and to those who dare to for the first time today.
Tsukura Labs lets the computer work for you — so that you can play.
Support OPUS
Tsukura Labs is a small, independent project. Every contribution helps finish OPUS piece by piece — thank you!