Saturday, August 8, 2026

Prompt #8 for #RPGaDay2026

Resolve

I think this is probably one of the better prompts I've encountered so far for #RPGaDay2026.  My resolve, as a game developer, finally kicked in late last year.  I graduated with a Bachelor's in Game Design and Development back in 2016 and haven't really done anything with it since.  Yesterday's post touched on part of the reason I decided to pursue this TTRPG, but it goes a bit further than that.  I really want to make this game.  It's been with me for over 16 years, and I genuinely want to do it now.  It's almost a need at this point.  

Honestly, I'm not entirely sure what kicked it back into gear this time.  Part of it was playtesters in my community asking me for another TTRPG campaign — I wanted to work on my own game instead, so I decided to combine the two.  There's also the degree sitting there.  I got a Bachelor's in Game Design and Development and haven't used it for much of anything since.  I don't want to look back and feel like I wasted the time and money on it.  And, well — yay games.  I like making and playing them.  So let me go over my resolve for 2026 and my game.  

I originally started thinking about how to develop this game toward the end of 2025.  I decided January would be the starting point for creating creatures for my bestiary.  That's where the idea for Bestiary 52 came from — one creature a week, 52 weeks a year.  It gets me creating a creature for my game, gets me incorporating them into my playtesters' games, and it gets me developing things.  By March, I wanted my TTRPG actually running in FoundryVTT.  I'd looked into making modules before and it seemed pretty easy.  Turns out they're semi-easy but also hard to work out.  I've been doing a decent job so far and have made a handful of modules on top of the core system.  This will give me a solid framework to turn this TTRPG into a video game later down the road — get the bugs out, make things easy to grow later.  

By June, I wanted to start being a bit more open about my game on various social media platforms, as well as start looking for more potential playtesters.  Unfortunately, I got delayed a little and am just now getting around to it.  I started my social media expansion back around July and started looking to others in my community to see if any new interest sparked.  Alas, none — so the core group of five continues.  I'm hoping by late October/early November I can start wrapping up a solid "preview" of my game.  There won't be a published version for the rest of FoundryVTT to try, because honestly I'm just using it to test out my video game preview.  If there was enough interest for a release, I might consider it — I don't know.  By December, I'll have a solid preview of my creatures.  I'm aiming for a decent collection of them, possibly for a future publication, but I have no idea if that'll even happen.  

That core group of five has stuck with me through all of this, and I owe them a lot for it.  This game wouldn't be nearly as far along without their willingness to test and give feedback.  

That's been my resolve — not just a decision I made once, but one I've had to rebuild after years of letting it sit untouched.  

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