Game Tools Update: Building the Future of Solo TTRPGs
Character and Item Entry Tools Completed
Development continues on the solo TTRPG toolset, and I’ve just completed the character and item entry interfaces. These tools now allow for detailed input of character stats, traits, equipment, and custom items across different game systems. This is a foundational step that will support more advanced gameplay features down the road — like inventory tracking, combat resolution, and character progression.
Shifting Focus to Creation Systems
With the basics in place, I'm now turning my attention to two major systems: Character Creation and World Creation. These tools will guide players through the structured process of building a character or a game world from scratch — either by hand or with the help of random tables and guided logic. The goal is to capture the feel of sitting at a table with a rulebook and character sheet, while enhancing it with automation, AI prompts, and contextual rules support.
Building the Character Creation Logic
I’ve already begun coding the logic and interface for character creation. This includes managing stats, backgrounds, skill allocation, and gear selection. The system is being designed to pull from a database of templates and options, making it easy to support different TTRPG systems and house rules. Eventually, I’ll integrate tag-based filtering, presets, and AI-assisted suggestions to streamline the process.
Simulating the Game Master's Mind
One of the biggest challenges I’m tackling now is this: how do you replicate the intuition and creativity of a human Game Master using logic and code? Much of what a GM does — deciding what makes sense, what’s fun, what’s balanced — isn’t written down. I’m working on encoding that logic into rulesets, conditional prompts, and eventually AI-driven decision trees that will guide character and world creation without sacrificing creativity or flexibility.
What’s Next
Over the next few weeks, I’ll be deep in the design and implementation of the creation tools. I’ll also be expanding the database of traits, classes, gear, and backgrounds. Once those are in place, I plan to move on to encounter generators and quest scaffolding. This project is steadily evolving into a full toolkit for solo designers, storytellers, and AI-assisted GMs.
Stay tuned — the next update will cover the initial rollout of the character creation logic and some thoughts on modular worldbuilding components.