1-DEC-2025

1334

I think I have settled in on what this is, it is a campaign system. A GM of a TTRPG chooses a TTRPG system, and creates maps/players/etc and then tracks their goings on via this system, which manages hex/depth crawls, and tracks multiple parties of both PCs and NPCs and generates “Decisions” which end up assigned to different players. Most will be left to the GM, who can use a scripting language to make decisions automatically or intervene to make specific decisions when they care to. Others get assigned to the players and the GM presents those decisions organically as a part of play. The point of the system is to track the timelines of PCs and NPCs so that any individual’s history is inspectable by the GM so that the GM can have a full understanding of how things occurred within the game world. The idea is that it provides tools to track the tedious parts of the game, separate from any particular representation of the game. It is system agnostic, it still requires a GM to intervene and encode the effects of decisions that players make, but it tries to tuck away all the die rolling to generate encounters, terrain, etc, and helps track the overall difficulty of the world and accrue details on what players are doing as they do it.

I think I’m going to switch to using Bevy with a Ratatui frontend. I still want this to be usable via CLI, I still want it to integrate with Foundry, though I’m less concerned with the SVG output-based approach and more interested in the already existing bevy_ratatui and bevy_ratatui_camera, which I think cover my needs nicely.