Comment by maxwelljoslyn
Comment by maxwelljoslyn 5 days ago
My master's thesis[1] was half research, half dev project, exploring how we can continue to fully fuse traditional RPGs with computers. This goal is my life quest, my life's work.
I think virtual tabletops (VTTs) as they currently stand are barking up the wrong tree[2]. I want a computer-augmented RPG to allow the GM to do everything he does in the analog form of the game. On-the-fly addition of content to the game world, defining of new kinds of content, defining and editing rules, and many other things ... as well as the stuff VTTs do, of course. The closest we've gotten in the last 30 years is LambdaMOO and other MUDs.
The app I made for my thesis project was an experimental vertical slice of the kinds of functionality I want. The app I made after that last year is more practical and focused on the needs of my weekly game, in my custom system; I continue to develop it almost daily.
I'm itching to tackle the hardest problem of all, which is fully incorporating game rules in a not-totally-hardcoded way. I need rules to be first-class objects that can be programmatically reasoned about to do cool things like "use the Common Lisp condition system to present end user GMs with strategies for recovering from buggy rules." Inspirations include the Inform 7 rulebook system.
[1] See my homepage, under Greatest Hits: https://www.mxjn.me
[2] Anything that requires physical equipment other than dice and a regular computer is also barking up the wrong tree. So no VR, no video-tracked physical miniatures, no custom-designed tabletop, no Microsoft Surface... Again, just my opinion.
I'm working on something similar. I'm building a MUD with an LLM playing the role of GM. Currently it just controls NPCs, but I eventually want it to be able to modify the game rules in real time. My end goal is a world that hundreds of players can play in simultaneously, but has the freedom and flexibility of a TTRPG (while still remaining balanced and fair).