
IBO Devlog: Locks, Ranges, and Revamps
Lockpicking, ranged combat simplification, grapple redesign, and a dev environment rebuild in the latest Iron, Blood & Omens devlog.

Lockpicking, ranged combat simplification, grapple redesign, and a dev environment rebuild in the latest Iron, Blood & Omens devlog.

I've always wanted to build a MUD. After 30 years as a software engineer, AI coding tools finally closed the gap between skillset and available time. This is the first dev log for Iron, Blood & Omens, a gritty text-based RPG built on a custom engine and a game system of my own design.

Solo TTRPG play has been part of the hobby since the 1970s, serving as practice space, a creative engine with oracles, and now evolving with AI.

I built an interactive KCD2 alchemy tool to manage recipes and reflect on how modern TTRPG design has diminished meaningful crafting and earned progression.

I developed a browser version of Asteroids, sharing my high score hopes while exploring TTRPG tools post-site conversion.

I migrated the site to NextJS for easier management. Having used AI for this I reflect a bit on the future of TTRPG content.

Reject the win-lose mindset and celebrate diverse TTRPG playstyles; curiosity over gatekeeping turns debate into discovery and keeps the hobby welcoming.

Reflecting on Tim Cain and Gary Gygax, this calls for empathetic, nuanced remembrance of D&D's creators over meme-fueled narratives.

5e 2024’s exception-heavy design can fuel rules debates; here’s how DMs and players can balance rulings, fun, and table expectations.

Practical guidance for crafting player-driven wartime stories: pitfalls to avoid, scenario types to run, tools to add tension, and moral nuance.