Tuesday, August 4, 2026

Prompt #4 for #RPGaDay2026

Charm

When I saw today's #RPGaDay2026 prompt was charm, I laughed, scratched my head, and sat here thinking about it.  You see, I'm not a very charming person in real life.  I'm a very forgettable person with the personality of a rock.  This prompt gave me some thinking to do from a game developer's perspective.  

The longer I've worked on building my game, the more I've realized that charm and charisma aren't exactly the same thing, and that's an important distinction to make during game development — especially for a TTRPG like mine.  

For a game developer, charm is the quality that makes someone want to keep poking at the world after the mechanics have already made sense.  It's those strange details that stick around in your head after you've closed the computer down or left the gaming table.  It could be the abandoned festival grounds where brass bells still ring in the wind, or the creature that watches the party leave and looks satisfied.  That's charm to me and the world I'm creating.  

Making my world feel believable, alive, even livable, is the goal.  I'm chasing that every time I write a bestiary entry, plan the next expedition for my players, or design the maps they'll be playing on.  Most of my creature designs come from what I call "waking dreams."  If you've checked out any of them, you're probably going to ask if I'm okay.  For me, these creatures feel almost as real as anything else when I encounter them.  They're vivid, and they stick with me.  Take the creature from a few bestiary entries back — it waits there, motionless until a player makes the first move.  I take notes, write descriptions, build lore and situations that end up translating into the game world.  Luckily I'm a horror fan, so most of these turn out cute or adorable to me somehow.  Don't ask me to explain that one.  If you've ever caught one of my streams and just chatted with me about my interests, you'd probably get it pretty quickly — there's even an old room tour video buried on one of my YouTube channels that gives a glimpse into it.  

I want my game to feel like it existed before players arrived and that it keeps thriving after they leave.  If it has any charm at all, it won't come from smooth dialogue or clever one-liners.  It'll come from curiosity — that moment when a player connects two seemingly unrelated pieces of lore and realizes the world runs a lot deeper than they thought.  I've already watched this happen at the table — one player stopped mid-session just to ask how a piece of the world's lore actually worked.  That kind of genuine curiosity is exactly what I'm chasing.  

That's a kind of charm even a rock can aspire to.  

Links:

 

 

Monday, August 3, 2026

Prompt #3 for #RPGaDay2026



Poise

This word brings a fun topic to today's post. Poise deals with balance and equilibrium. As a game developer, this is one of the biggest focal points for my TTRPG — and honestly, for just about everything I do in general.

Technically I could roll straight out of yesterday's post about stature, since I was already dabbling into playtester classes there. But I won't. Instead I want to talk about how I'm approaching the whole balancing-abilities-without-breaking-things problem. Especially since I have between 7 and 9 abilities per class, and 27 classes total.

Yes, I know that's a lot of classes. But it makes sense, I promise.

I have three general categories I call "archetypes." Each one contains 9 classes, each unique in what it can do. I kind of hate games where you pick a class and get locked into one particular aspect of it, so this is my workaround. Look at World of Warcraft — why do I have to be stuck as Alliance if I want to roll a Night Elf? Why can't I roll a Troll Druid? (Yes, I played back before Cataclysm hit.) Same energy from Lineage 2, Black Desert Online, the list goes on. I don't like that feeling of constraint. So in my world, you pick what kind of class you want to play, and then find which archetype fits your style — or you flip it and start with the archetype and find your class from there. A good example is a Zerker, a Monk, and a Warrior. All three of them are in different archetypes, yet all three are mainly some form of melee or unarmed combat. The Zerker uses aether to summon weapons from their tattoos, the Monk uses traditional unarmed combat, while the Warrior uses technological enhancements to "level" the playing field.

That's the real reason behind 27 classes. In practice it's more like 9 classes with slight variances and similar results, each one reflected across all three archetypes. Because balancing.

Yesterday's post already had me admitting I haven't had much time to actually sit down and balance abilities within the classes. Once the next round of expeditions starts (this week, actually!) I'll be finessing that a lot more. Right now each class runs 7 to 9 abilities, split across different types: core, passive, risk, and some classes even have capstones. Thankfully I only have 5 playtesters right now and none of them overlap with each other. I do have a few clustered around the same archetype though, so that might make my life easier or harder. Not sure yet. I'll figure it out when it happens. I'm also fairly sure the ability-balancing process is going to end up as its own dev log eventually, especially since I'm building all of this into FoundryVTT to keep gameplay running smoothly and take some of the manual load off myself. Funny how the same instinct that keeps 27 classes from turning into 27 wildly unbalanced power fantasies is the same one keeping me upright the rest of the week.

Speaking of equilibrium — as a solo game developer, I have to pick and choose when, what, and where I do things. Outside of the game dev, I stream 4 hours a day, 4 times a week over on Twitch. Just celebrated 6 years, and I'm always chipping away at improving the setup and automation bit by bit. If you want the technical side of that (the actual implementation stuff) that lives over on Byte Vortex.

Then there's the dreaded household chores (yay, adulting), plant mom duties, dog mom duties, and then the hobbies.

Dear god, my hobbies are vast. I've had ADHD since I was a little kid, so if you know anything about hobbies and ADHD, you already know my struggle keeping equilibrium. I do amigurumi for my Sunday vending here in Mexico, plus sewing, robotics/electronics, modeling, reading, and writing/blogging — and I'm probably still forgetting a few. Finding poise across any of that is a fight with myself pretty much daily. I do my best, and that's about the best I can offer. I'm glad I've mostly learned how to live with myself and still get things done. Might not be on the schedule I'd like, but at least I've made peace with that.

This week especially is going to be a good example of poise: new expeditions kicking off, playtesters diving in to new territory, weekly schedules, the works. Poise isn't a nice idea anymore. It's the job and it's worth doing.

Links:

 

 

Sunday, August 2, 2026

Prompt #2 for #RPGaDay2026

Stature

Continuing on the theme of a game developer's perspective, this word can go two different ways via the definition: a person's natural height, and the importance or reputation gained by ability or achievement.

For my game world, all playable characters are human in some shape or form due to origination. Without going into specific details, each class has particular traits that may or may not affect the stature of their character. Since I've only begun working on ironing out the main kinks with the system, my playtesters and I haven't really had a solid chance to test out these mechanics. Of course, a lot of the classes that were chosen don't even have them written in yet. That sounds a little crazy, I know, but hear me out. Right now, I'm wanting to flesh out the basic skills first. As I work on the mechanics of the first 7 or 9 abilities, I plan on seeing what dynamics pop up. Of course, an MDA framework isn't complete without the aesthetics involved. So far, three of my playtesters decided to use an ability in the first expedition. Those abilities were a bit rough, but since I wasn't focused on those in particular, I got some notes written down and put them to the side. One highlight though: one player has a class that essentially makes pacts with things by binding to them. Since the ritual involves needing a physical item, my player decided to take her pants off mid-session just to bind it to her. Absolutely sent the table into hilarity. Hoping the next expeditions they go on can focus more on them.

The other meaning of stature is the importance or reputation gained by ability or achievement. I can't say I've really gained anything along those lines anywhere on the internet. In my corner of the internet, I have three websites that I either run or am involved in: Gamers Esoteric (my old portfolio site, repurposed for my game dev journey), Byte Vortex (co-managed with a very dear friend of mine, where we write about whatever techy/geeky/nerdy idea pops into our heads), and Cheshire Gaming (a passion project where I write game guides for the games I play, like Guild Wars 1, Guild Wars 2, and Warframe). I think the only one out of those three that might have any "recognition" would be Cheshire Gaming. When I said gaming was a part of my life, I really meant it. I like helping people achieve things without having to deal with paywalls, intrusive ads, or a chain of hyperlinks taking them down a rabbit hole until they have no idea where they ended up. This topic had me realize that even though I'm essentially a grain of sand in the vast ocean of the internet, I'm still a part of it. It's going to be hard getting my content out there, and it's been one hell of a journey since I started these projects. All I can do is take each day in stride, do my best, and keep going.

Rome wasn't built in a day, and I'm still laying the foundation for mine. This concludes the prompt for the day.

Links:

 

Saturday, August 1, 2026

Prompt #1 for #RPGaDay2026

Discipline

I'm going to approach this one, and probably more, from a game developer's perspective. Since I'm building my own TTRPG from scratch with the intent of turning it into a video game, that's the lens I'll use here.

Discipline, by definition, can be seen from two angles: a branch of knowledge, and the practice of training people to obey rules or a code of behavior, generally backed by some form of undesired consequence as punishment.

For the first part, the branch of knowledge for me is my background in game design/development. I got my BA in that back in 2016 from Southern Polytechnic State University, now absorbed into Kennesaw State University. I've always been an avid gamer, both digital and analog — seriously, I have an impressive collection of both, and I managed to bring it all with me to Mexico.

Taking that experience — the games I've played plus what I picked up in university — the discipline I'm applying to my TTRPG is a semi-serious production stance. I started the year with a fairly "strict" timeline for myself: milestones, goals, the works. Well, real life being real life, that didn't pan out the way I wanted, and I'm currently about two months behind schedule.

Even so, I've been posting a new bestiary entry every Monday for my world. You can find those on my Patreon, Ko-fi, Discord, Mastodon, and Byte Vortex, which I co-operate. I've also convinced five members of my small Discord community to playtest the game as it evolves, and they've been a tremendous help with practically everything. The first expedition wrapped up, with both groups returning to the local hub to sell loot and buy upgrades — all documented here on the blog as Dev Logs. Each session, I aim to fix previous errors in my custom-built modules/system in FoundryVTT while introducing new things to test. Right now we're only meeting once a month due to real-life constraints, but I'd like to bump that up to once every two weeks eventually. It does give me plenty of time to fix old issues and create new ones, haha.

The other side of discipline — training people to obey rules or a code of behavior — is something anyone who's run a game with other people, digital or analog, has probably dealt with. I had my playtesters sign a very loose form of an NDA. Partly to get myself into the mindset that I'm actually doing this, and partly to give the playtesters a sense of seriousness about it.

One issue I ran into early on was having too many people in a group. Turns out three is the sweet spot for testing — two tends to feel vague, or people hold back their opinions. I haven't been able to keep four together for more than one consecutive session. Sucks, but it is what it is.

If you want to follow along with the bestiary drops or catch the Dev Logs as they happen, I'm posting weekly-ish across Patreon, Ko-fi, Mastodon, and Byte Vortex — links below.

This concludes the prompt for the day.

Links:

Dev Log 4

Here we are at Dev Log #4.  I'm planning on doing these a little more often since I'm getting more into bug fixing AND implementation of things.  I think the best format for these is going to be a quick list, then sections going over the list.  So here we go:

  • Fixing the market system module
    • Players unable to purchase items higher than Tier 1.
    • Unknown as to who is purchasing what from whom.
    • Players wanted to see more information on their purchases.
    • Changed the .csv format for imports.
    • Overhaul for the barter system. 
    • Resizing windows. 
    • Fixing the wiring between NPC sheets and the market system. (buttons not firing)
    • Websocket failure for the storage/upgrade NPCs. 
  • Compendiums
    • Overwrote the previous entries
    • Design intent for future interactions/upgrades
    • Character classes and bestiary entries 
    • Change the headers for easier to read 
  • Other
    • Pop up or hover over a creature token for basic info
    • Players unable to access bestiary entries
    • Quest tracking
    • Overhaul character sheet into character codex
    • Upgrades on items 

For the market system module, the fixes were mostly minor but still had to be fixed by the next session.  On initial testing, my players were unable to purchase anything that was higher than Tier 1.  I have a total of 6 tiers, so this was a bit of a priority, especially when my players are needing to purchase upgrades before their next adventure.  Turns out, I inadvertently soft-locked this.  In the past, I was originally thinking of having things tied to player levels and tiers, but decided against it due to unwanted complications that may arise.  Simply removing that fixed it.

When the players were testing everything on the initial central hub instance, there was a lot of chaos.  I built in a chat ping that told me the transaction history with what NPC for how much and what item.  What I didn't put in there was the part of WHO was buying that item.  That was just a simple field addition.  No more chaos. 

As I progress in creating the items/armor/weapons, more information and stats are getting added. Turns out, my players wanted to see these as well.  It makes sense.  Anyone playing a game would want to know as much information as possible when investing their currency.  On my end, the GM end, I could see all of the information, so I just put that to display for my players as well.

To handle the numerous NPCs that handle different vending sectors, I decided to code the market system to utilize .csv documents.  That way I can control the inventory without having to be in the game at all times.  I can just simply work on it wherever, then click the import.  Boom, vending NPC.  While working on the upgrade NPC, I found out that I needed to add in a few more fields, so tracking down 3 files to adjust that was kind of a pain, but worth it.

When players are making purchases, I incorporated a barter system.  Originally, this was going to be handled via roleplay, but after the initial test, I decided against that.  It did make for some nice interactions, but overall it was really hard to manage when everything else is handled via player interaction (scrolling through the market, purchasing via a button press, etc).  After I implemented it, I had a player test it off hours and I had the math backwards.  Quick fix via flipping words and math.

As I keep adding more things to the game for players to interact with, I got sloppy on the window displays.  It bothered me and my players that in order to see everything, one would have to resize the window manually.  I locked the sizes and now have to work within those dimensions.  Definitely a good way to keep me in check for wanting to display everything at once.

Did a fix where the wiring between NPC sheets and the market system weren't firing properly.  The players have buttons to press in order to do tasks, such as purchasing items and eventually (now implemented as of this post) installing upgrades.  Got that fixed now.

Biggest pain I have experienced this far was trying to figure out why my storage/upgrade NPC logic wasn't working.  Turns out, this has been a bug reported on Github.  I seriously thought I was going crazy because things SHOULD be working but they weren't.  I know that this is a bit dated and I thought that by now, it would have been dealt with but I guess not.  In the meantime, I have a workaround.  I had to give my players Ownership of these particular NPCs, but they can also do some edits to the text fields.  I still need to remove that from them, much like I did for them not being able to access the storage of other players.  It's stupid, but it works.  I did this by just utilizing actor flags.

I'm going to sum up the compendiums list into a big chunk of information.  My initial entries for the classes were overwritten when I redid the entire aesthetic.  It's fine because I have all of that information saved in an Obsidian vault.  In order to keep things simple and easy for me to keep up with, I decided that for both my classes and bestiary entries, why not just create a copy/paste system?  So that is exactly what I did.  I made a macro where I simply name the entry and then copy/paste my .md file.  It then takes out sections in the file and parses it into fields.  Basically, if I update/change the core file, all I have to do is copy/paste and everything updates.  Along with the rewrite of the compendium stuff, I decided to give it a more "useful" format.  Slapped up navigation tabs and have sections that my players can access in order to learn more about these creatures.  Same goes for the class compendium, just navigational tabs and sections.  Finally, I had to redo the compendium packs banner icons that FoundryVTT uses as default.  One of my players said that the white text was hard to read on the green and blue backgrounds.  I just put in a dark slate color with some edge hues that indicate different fields.

Final stretch!  My players wanted to have a hover field pop up when encountering a creature token.  I couldn't figure out how to do this, so I instead created a pop-up window that displays the important quick-decision stuff, with a dossier button that they can click and it takes them to the full compendium entry.  Along with this, I fixed the part where my players couldn't access the bestiary entries.  Not sure what the hangup was with this, but I think it got fixed with the whole redoing of the compendiums.  I wanted to change up the character sheet.  My system had a more "involved" character sheet than the default ones I've come across in the past.  As I've progressed in creating the inventory, storage, abilities, etc, I decided that a simple character sheet won't cut it anymore.  Since one of the creatures that I created is called the Shelf-Stalker Codex, it was only fair that I implement that now.  My players now have their own codex.  It's essentially all of their information in a single, journal-like presentation.  It contains their overview, equipped gear, inventory, storage log, upgrade log, abilities (they can pick and choose which ones to have equipped before going out on adventures), quest log tracking, and a general notes section.  I had to do some adjustments when it came to showing the upgrades on items because it really didn't want to display that information most of the time.  I think that got fixed when I fixed the storage/upgrade NPC stuff.

I know this is weird stuff that you might be thinking "what's the point" and that's fair.  This game is designed as a ttrpg with the future development as a video game.  One of the things taught to us in university was that if you want to make a good video game, it has to be playable as a board game or card game or some kind of analogue game.  If I can make this happen here and now, it'll be easier in translation phase. 

Friday, July 31, 2026

Blaugust 2026

 



First time posting about this on this website. 

Blaugust is a yearly event where people from all over the internet participate in an online blogging challenge throughout the month of August (hence the name Blaugust).  It originally caught my attention because of someone I befriended on Mastodon: Belghast.

He was a genuinely down-to-earth blogger who wrote about anything and everything he encountered in gaming.  I would tune into his podcasts, read his posts over on Tales of the Aggronaut, and occasionally interact with him on Mastodon, and those interactions gradually turned into a friendship that I truly valued.  Sadly, this past July, Belghast left us.  I don't want to turn this post into a discussion about someone's passing, but I did write more about it over on Byte Vortex for those who are interested.  What matters here is that losing him was deeply saddening, and I'm grateful that I had the chance to know him, even through the strange and wonderful connections that the internet can create.  He will be dearly missed.

So what does Blaugust have to do with this website?  For me, it's a reason to become more active in sharing the game development process with all of you.  Blaugust was built around the idea of creative people supporting one another, pushing through writer's block, and encouraging people to talk about their ideas and projects.  That feels like exactly the kind of push I need right now.

On top of that, I recently came across #RPGaDay2026, which I also plan to participate in.  Between that event and Blaugust, August is shaping up to be a month full of design thoughts, worldbuilding notes, development insights, and the occasional rambling idea that eventually finds its way into the game.  Think of this as the start of a month-long thought dump: game design, lore, mechanics, inspirations, lessons learned, and whatever else comes up during development, alongside the regular Dev Logs.

If you've been following the project quietly from the sidelines, this month should give you a much clearer look at how the game is actually being built behind the scenes.  I'm looking forward to finally getting this started. 

 

Blaugust 2026:

  • August 1 - 6: Welcome to Blaugust
  • August 7 - 13: Introduce Yourself
  • August 14 - 20: Creator Appreciation
  • August 21 - 27: Staying Motivated
  • August 28 - 31: Lessons Learned

Blaugust 2026 Community Builder Edition (pick at least 3):

  • Post before August 1st, inviting others to join in the fun
  • Make at least 5 posts that are directly inspired by a fellow Blaugster (I have no idea if this is correct but I'm running with it because it just works in my opinion) + linking to the post(s) that inspired you
  • Join or create a group project
  • Engage with other Blaugsters at least once a week
  • Leave comments
  • Join discussions on Discord
  • Share posts across various platforms

#RPGaDay2026 prompts:

  • Discipline
  • Stature
  • Poise
  • Charm
  • Burden
  • Reach
  • Mercy
  • Resolve
  • Privilege
  • Secret
  • Tact
  • Loss
  • Strain
  • Regard
  • Endurance
  • Composure
  • Intensity
  • Directness
  • Desire
  • Promise
  • Charity
  • Grit
  • Fortune
  • Distance
  • Familiarity
  • Regret
  • Hunger
  • Devotion
  • Labour
  • Pride
  • Edge

Where I Found All This

Friday, July 3, 2026

Dev Log 3

 

Next monthly check in! Just going to dive right in with little introduction this time.

My bestiary is now up to 26 entries. As I progress into this world building, I've started coming up with more variants in a few of the latest entries, such as the Exira and the Lanternling. Obviously, there's a bunch more that have been created with variants, but I need to stop myself from doing that "feature creep". My main focus is to get a healthy amount of variety in my bestiary by December. Once that target is reached, I can go crazy and develop more of these. I already know that I will be changing my information on my book-lore entries, adding stuff, deleting parts, etc. That's mostly because as I create these creatures and my players playtest the game, things change. Nothing will be super drastic, however. Just, information changes as the system develops. I'm starting to loosely think about the taxonomic ranking of things due to how many variants I'm coming up with. Maybe a whiteboard with pictures and string is in my near future. 

Moving on to the actual development of the system. I'm going to be honest and say that I didn't work on half the stuff I mentioned in the previous dev log (dev log #2). We've only had 1 session since the previous dev log and this one due to scheduling events for the rest of the community over in Discord. Also, I had to really sit down and work on things for this last session pretty substantially. Let me go over that now.

The market system module was a doozy of a build. I needed it to work with everything else that I've built, with room to grow for future renditions. The breakdown of this session was 2 NPCs that were vendors of specific fields, such as a Weapons vendor and an Armor vendor. Obviously, these sell more than straight up weapons and armor, but also mods and generalized items that fit within those fields, like trail rations per se.  There's another NPC who is strictly mod specialization. As of right now, he is strictly another vendor, but his role is going to get more technical once I figure things out. I'll come back to this. Next NPC is a storage NPC. I didn't get to making that interaction for my players, mostly because I had some question as to how they would like things to work. Finally, the main focus NPC in the local central hub (LCH). This one has nothing that I need to develop anything for. This NPC is essentially just a traditional one you encounter in most games. 

So the 2 main vendor NPCs were the main focus this round. I went the same route as I did with the loot-table-generator (LTG) module, where I upload a .csv file and it provides that info in a virtual store. There is a refresh inventory because reasons (which came in super handy for this last session) and some information that is for the GM eyes only. For the players, they are initially provided with all items in a vertical scroll market window, with categories listed as option sorting buttons. For example, if a player wants to look at mods only, they press that Mods button and only those things are listed. Everything has a name with information, the tier, category, slot, affinity, and stock shown to the players. There is a Buy button, which essentially just helps make things quick and efficient. There is an additional "barter roll" that gets performed once the player hits that Buy button. If they roll high, they get a discount. Low rolls get full price. This was initially done to engage roleplay, but I quickly found out that this was a bad idea. It did generate some nice chats, but overall, it was too messy. There were some options that I, as the GM, could see but the players couldn't. They voiced their opinions of being able to see a little bit of what I see, mostly in the pricing, which makes sense. 

I made it so that in the chat window, it shows who is buying what item, which then gets put into their inventory immediately. Turns out that I forgot to put in the code of WHO is buying WHAT. Doesn't really matter now since the roleplay idea is out the window, but I'm still going to do it because I want to know. 

One of the biggest problems for my players was something I soft-locked on my end. So I'm working with items that have a tier level associated with it. If you've played any kind of video game in the past decade, you would know this as a tier, rarity, value, whatever. Usually they have a color range associated with them. Since I'm a Guild Wars 2 player, you go from white - blue - green - yellow - orange - pink - purple. If you're playing Path of Exile 2 right now (as I am), then it goes white - blue - yellow - brownish-beige. You get the gist. Well, I've been working on this for this game. I don't have colors associated with things, just a T1, T2, T3, etc. Turns out, somewhere in my code (I have a feeling of where exactly this is) I have tiers being treated as player levels. My players couldn't purchase anything above a T1 item. Only way I figured this out was when people were just spamming the purchasing buttons and the chat display telling me what was going on. This was ironically also the moment I realized I needed the chat ping to tell me who was buying what. Needless to say, I need to fix this. 

The mod specialization NPC is on the to-do list of making the interaction happen. I'm not exactly sure as to how I'm going to build it. I really liked what Hellgate:London (I think it was this game at least) had for their mods and upgrades - simple. You would place the item in the main area, then click on an upgrade slot and it slotted in the mod. As for this situation, depending on the complexity of the upgrades, the player might be asked to leave that item for an adventure. I'm really not sure how to go about this in regards to managing things like this, but I've got an idea, which is going to be covered in the next part.

The storage NPC. As I mentioned earlier, I didn't around to building this one at all because I really wanted my players to give me ideas for it. Overall consensus was a grid window that showed you what was there, or even a list. I could try toggling either view, but I'll have to see on my coding capabilities for this. To further on this, someone had mentioned being able to see what you have in the storage via your character sheet. They wouldn't be able to interact with it, but they could at least SEE what was in there. I actually really like this idea and will implement it. Which this brings me to the previous section. For the mod specialization, I might add in another tab/section that shows players if they have something with other NPCs, like a pick up order or something. This could also get upgraded into the whole side quest tracking idea that a lot of video games do. But, feature creeping is real and I need to pull myself back. 

Alright, so I've got more stuff to work on, plus the previous dev log stuff to do. I'll be busy fixing things over the next 2 weeks because that is when the next sessions are scheduled. Once I get things done, I'm really hoping the pace picks up and that we can really dive into the stories. Also, my 2 groups of playtesters are going to be on separate adventures. How exciting! 

Check back next month for where things went right and where things went wrong.  You can always check my weekly posts on my Patreon and Kofi, or follow me over on Mastodon for daily blurbs.