Introduction to next-gen TTRPG philosophy

  • 2 min read
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  • intro

Hallowshard is a project of building digital-first TTRPG from scratch, adapted for ways people actually play games today.

Enough people are playing TTRPGs mainly through VTTs already. This is very different from the classical experience: mechanics are mostly executed automatically, no rulebooks, streamlined experience. I think it's obvious the TTRPG space will move to fully digital long-term.

This shift will have consequences for game design, technology, barrier of entry, and world design. But it will also greatly increase the ability of big name owners to monetize, abuse, and lock down the ecosystem.

Someone has to make a system which is good enough for wide usage and uses technology to give more power to players instead of locking them in a walled garden. Hallowshard is an attempt to do that.

What would it mean in practice?

  • peer-to-peer networking, no server connection required
  • mechanics made for digital which are impossible with pen and paper
  • works on phones, desktop and web - and around physical table

I've been developing this project for about 3-4 years now, slowly building skills and trying prototypes. The core is close to alpha state now, and I'm ready to start sharing it with the world.