Hallowshard vision

Motivation

TTRPGs have been my passion for around two decades now. I have played a lot of systems, and this has always been a great way for me both to connect with people and to understand myself better.

I still love this hobby, but I see a lot of potential still left in it, and problems we need to resolve.

How I See TTRPGs

TTRPGs are largely collaborative storytelling, with elements of other games sprinkled in, most notably tactical simulation.

A game system plays two important roles here.

First, it provides these “other games,” which in a perfect world should stand on their own as interesting tabletop games, with good balance between different players, non-trivial tactical solutions, and a variety of strategies.

Second, on a higher level, the system draws the line between the parts of the narrative which belong to the GM and the parts which belong to different players.

Arguably, this is one reason fantasy TTRPGs became so successful: giving more narrative power to players through magic made games more interesting.

Getting this line right is hard, and many of the problems we experience come from drawing it badly.

Rules-Light and Rules-Heavy Games

The first tradeoff is how hard this narrative divide should be.

Historically, TTRPG systems have been divided between rules-light and rules-heavy games. Both can be great.

Rules-light systems blur this line significantly. They leave most rules open to interpretation. How fast can you swim? Can you convincingly lie to this beggar? Most non-trivial situations are not defined well, and their resolution depends on how you present the situation to your GM, your relationships, the GM’s perception of the world, and the GM’s perception of your character.

This can work well for experienced groups which already operate on a shared model of the world and naturally balance the impact of different characters.

In less experienced groups, this can lead either to players trying things which are absurd from the GM’s point of view, or, which is far worse, to players not even considering options which should be available to them.

Rules-heavy systems try to fix this by defining most interactions in detail, but at the cost of accessibility. A proper rules-heavy system takes hundreds of A4 pages to describe everything, and inexperienced people rarely have the motivation to go through all of it.

The Complexity Budget

Another tradeoff is how much we can actually afford to put into the rules.

Roleplaying games take place in worlds as complex as our own. A proper description of all the rules needed to establish a hard narrative boundary already takes tens of pages, which is around how much people are willing to read before playing a game.

Calculations in current rules-heavy systems are already too difficult in places. This gives game designers a very limited complexity budget.

Some games spend it on one well-detailed system. Others spread it across many different places. But this constraint is felt in every TTRPG.

This ties into the tension between being a good tabletop game and being a good roleplaying game. How much effort and complexity should be spent on making the game balanced, interesting, and free of degenerate strategies?

A really good game should have both. An average game barely has the resources to do one properly.

What to Simulate

One trap this approach must avoid is simulationism. Game mechanics should not exist for the sake of replicating reality. They exist to make a good game and should be evaluated based on that.

Another trap is sticking to the rules too hard. The GM absolutely should have options to override things.

A roleplaying game is a simulation of life by default. However, we have huge flexibility in deciding which parts we want to simulate and how.

The Digital-Age Problem

These problems became worse in the last decade.

TTRPGs were never very ergonomic to play. You have to convince around five people to spend four to six hours of their day at the same time and, traditionally, in the same location. You need a good table and a collection of supplies.

The extra effort spent by everyone may be valuable by itself, but TTRPGs usually load most of that effort onto the GM.

Society changed, and more interactions moved into digital spaces. This brought us VTTs: programs which can replace the physical table.

They make it easier to play online, but technically they are not great. They are heavy, laggy, and have poor device support.

Additionally, all major TTRPG systems are still designed to be played on a physical table and are only clumsily translated into digital space.

All of this creates a subpar experience, which again limits the potential of the hobby.

The Way Forward

Independently of this project, I believe we will inevitably arrive at games which are:

  • digital-first;
  • optimized for different devices;
  • easy to start playing;
  • made to emulate the classical TTRPG experience;
  • able to handle most rules for players in the background.

I see this direction as inevitable. The details, however, can differ significantly.

On the default path, there is a good chance this future will be a locked-down corporate platform, squeezing as much as possible from users and controlling content distribution paths.

But if I can predict it, I can try to build something better and earlier.

What We Need for the Next Age

To set the rules for the next age, we need:

  • a digital-first TTRPG;
  • a good, stable technical foundation;
  • a game playable on different devices and in different conditions;
  • a comprehensive set of rules designed for digital play, using the advantage of being able to build complex systems while avoiding details which require too much GM judgement;
  • a decentralized system;
  • a focus on being good for classical play, with people actually talking to each other and announcing what they do.

I envision it working both for people sitting around a table and using their phones to connect, and for a group playing through Discord on laptops and 4K screens, or for anything else in between.

Content should be supplied from different sources and different authors.

Technical Foundation

Rust is a good, performant choice and runs everywhere. Its ecosystem is mature enough in most important places, including peer-to-peer networking and game engines.

The UI ecosystem is still in somewhat rough shape, but I think it is decent enough and progressing.

The engine itself should be able to:

  • completely recalculate the state of the game world locally, independently of platform;
  • resolve all rules interactions locally in the same way;
  • work even on a bad internet connection, in extreme cases even asynchronously;
  • allow players, for example, to prepare characters offline and synchronize them when connecting to each other;
  • preferably work even without a proper internet connection;
  • support rulesets which are extensible by end users and can be updated;
  • have little concern for cheating or anti-cheat, relying more on players being honest;
  • be distributed, with all connected players eventually converging on the same state;
  • support a flexible permission system, including multiple GMs, different levels of player control over the world, and multiple characters controlled by one player.

Actions and World State

The current prototype accepts changes to the world only in the form of actions.

Each action has a fixed in-game time. By recalculating those actions, every client arrives at the same world state.

Conflicting actions should simply prevent the world from progressing in time until they are resolved by the players.

The randomness of these actions can be trust-based.

Features I Definitely Want

Character-Dependent Information

Available information should depend on the character.

A warrior looking at a sword can see its type and material in detail. A wizard can see whether the same sword is enchanted, but cannot say which steel it was made from.

The same principle should apply to enemies and other parts of the world.

Presenting information from the character’s point of view helps roleplaying. Instead of acting on meta-information, the player immediately sees what their character knows.

Does the character know that trolls are weak to fire? A player using knowledge like this when the character is not aware of it is pretty close to cheating. On the other hand, an experienced character definitely should be aware of it. But does the player know they can use fire in this specific situation? Do they need to ask the GM, or perhaps roll dice to deduce it?

Immediately presenting the player with this information is much better.

GM Judgement

There should still be plenty of GM judgement.

The GM should have narrative actions for editing most things, changing difficulties, and adjusting the world as needed.

Advanced Biology

The game should include advanced simulation of biology.

Simulated Behaviour

There should be some simulation of behaviour.

An NPC guard left in a “watch wall” state should automatically look around, smoke, sing, and have a small chance to fall asleep.

Electronic Dice

The system should support electronic dice.

A number of electronic dice projects already exist, and rolling dice is half the fun.

Content Sharing

There should be a content-sharing platform.

It should include everything from random monsters to complete worlds and rulesets, with the ability to easily download content and synchronize it between players in a group.

World

While I want Hallowshard to support different worlds, I still need one world built for my main system.

Worldbuilding is hard, but I do not think I will have the privilege of licensing one of the existing great worlds on acceptable terms.

Fantasy is already decided. The question is how to make it interesting.

My idea so far is:

  • introduce a set of unique values specific to a fantasy world: how people feel about undead, sentient magical creatures, destructive magic, and similar questions;
  • use these values to distinguish factions, cultures, and characters;
  • take some inspiration from biopunk, with magic able to modify bodies, transfer consciousness, and so on;
  • focus on different cultures;
  • elves should not be a race in the traditional sense, but a group with specific body modifications and specific values focused on preservation and longevity;
  • try to make the world at least somewhat grounded, with things being at least somewhat physically plausible;
  • make gods grounded as well.

Gods are not poorly defined beings from other dimensions. They are powerful consciousnesses split into hallowshards.

These hallowshards contain parts of the consciousness. They are capable of acting independently, but should eventually synchronize with each other. Otherwise, they face problems up to splitting into two different consciousnesses.

Gods are still capable of immensely affecting the real world, but they are also interactable and destructible.

Conclusion

This vision is detailed and future-looking. How sure am I of it? I am convinced enough to see something along these lines as inevitable.

But the only way to be really sure is to try to build such a system, keep an open mind, remain flexible in my decisions, and hope that something amazing emerges in the end.

In a world where I succeed, I may look back on this vision and see parts of it which were naive or foolish. But the core values should stand the test of time.