In development · Planning conversations welcome · Scope and terms agreed individually
A developing custom service for tabletop roleplaying

Interactive
Campaign Worlds

Your people. Your dice. Your story.

Imagine walking through the world your table has been creating together: a city street, a familiar tavern, a ruined hall—and the consequences your party leaves behind.

I’m developing a service for custom interactive visual environments, or I.V.E.s, for Dungeon Masters and groups playing Dungeons & Dragons or other tabletop roleplaying games. The aim is a traversable first-person fantasy world built around your campaign and the people telling its story.

Where things stand

An ambitious idea,
in development.

I already use a custom coding and website-construction system. I’m now developing proprietary reusable code and a construction workflow for campaign environments using suitable established platforms. Those platforms and engines remain the work of their respective owners.

No Roblox pilot has been built, and no customer campaign environments have been delivered. Roblox is one possible pilot platform. A standalone product, universal device support and compatibility across every platform have not been demonstrated.

For now, I’m inviting interested DMs and groups into planning and scoping conversations. Feasibility, supported functions and the production approach need to be established for each project. No production or delivery deadlines are promised at this stage.

The intended experience

A place your party
can step inside.

First-person traversal is central to the vision. The setting, visual style and supported actions would be selected with your group, within the agreed production scope and the performance of the chosen devices.

Places with a purpose

Streets, cities, taverns, houses, ruins and interiors can form the brief. A small meaningful location is a sensible starting point; a larger setting needs its own planned boundaries.

Characters who belong there

Options to scope include custom character appearance and class themes, original world artwork, monsters, NPCs and animated inhabitants. The look could range from stylized and animated to more realistic, as the build and devices allow.

Prepared moments

Custom attack animations, spell effects, gestures and encounter or story-event animations are possible scope options. They would illustrate events resolved by people. Each animation needs agreed preparation and production work.

Controls for your DM

A commissioned control set might reveal or hide approved scenes, creatures and clues; control doors, lighting, weather or time; and trigger prepared events. We would define the supported controls before building them.

People make the adventure

Talk. Roll.
Make the call.

The purpose is to deepen the experience of playing together.

Keep the conversation, physical dice, tabletop materials and a human DM’s storytelling and rulings central. Players still bring the surprises; the DM still decides how uncertain situations unfold.

Digital state could record the results that people resolve. Straightforward prepared interactions could update automatically when supported by the build. Uncertain outcomes remain for the DM. Electronic dice, a replacement DM and a universal automated combat or rules system are not part of this offering.

Individual exploration, a shared living-room screen or TV, and optional spectator views are possible project goals. Exact platforms, player numbers, multiplayer arrangements and output modes would be agreed and tested for each build.

A central design goal

One item.
A shared consequence.

Finite resources and a persistent campaign history would give the group’s decisions a visible place in the world.

  1. 01

    There is one item.

    A house contains one predetermined item. The group’s edition records that item and its location.

  2. 02

    Your thief takes it.

    With the outcome resolved, it transfers to that character. Another player entering the house sees that the item is gone.

  3. 03

    The story continues.

    Dropping, trading or using it changes the state again. The supported inventory and world changes are saved for a later session.

Each group’s purchased edition is intended to have its own separate history. The exact saved state, supported actions, multiplayer behavior, save/recovery arrangements and DM controls must be defined and built for that edition.

This is an example of intended behavior, not a working product demonstration. World size and supported interactions are finite; the environment would not simulate every possible rule or player choice.

Ways to begin

Start with a place
that matters.

These are possible commissioning models as the service develops. A focused first scope can help make a project manageable.

A scene or encounter

A single room, meeting place, encounter or small location, with a defined set of interactions and events.

A reusable environment

A future catalog of original or appropriately licensed environments for stories used by multiple groups. Reusable foundations are intended to reduce repeated production work and per-customer costs; no catalog is available yet.

A personalized edition

An agreed foundation adapted around your group, approved characters, story details and separate campaign history.

A custom commission

A setting constructed around an original or homebrew campaign, or a published adventure where applicable rights permit the commissioned adaptation.

These approaches are ways of scoping work, not preset price packages. We do not have fixed prices, starting rates or preset price ranges. Each project is quoted individually after its creation specifications are agreed. I want to develop accessible starting scopes; the quote follows the specified work.

A collaborative construction process

Your campaign.
Reviewed together.

The proposed workflow gives the DM and players clear points to shape and review their edition.

  1. Plan the campaign and check suitability

    Discuss the concept, rights, party size, must-have locations, visual style, device setup and budget. Establish which functions and platforms are feasible before committing to production.

  2. Agree the specifications, then the quote

    First agree the creation specifications: locations, artwork, models, characters, animations, supported interactions, persistence, controls, platform/device requirements and revisions. Each project is then quoted individually. Record the agreed price, access arrangements and other project terms before commitment. Later additions need their own agreement.

  3. Confirm the group’s starting record

    Before the personalized edition is activated, complete and confirm the required group identity, character names, roles and story details. Confirmed identities would be embedded in the narrative and original campaign record. Live stats, inventory and world progression can evolve during play.

  4. Review the commissioned environment

    The DM approves the setting, story, encounters and controls. Players review their own character portrayals and requested portions. The group reviews the environment together for readiness on the agreed setup.

  5. Confirm readiness, then plan the launch

    Schedule a campaign launch around the build only after readiness is confirmed. Keep talking and planning with your group while the project is scoped; there is no promised production or delivery date yet.

Creation specifications first

Agree what the world
needs to do.

There are no set prices yet. Each project is quoted individually after its creation specifications are agreed.

What shapes the quote

  • Number and complexity of locations and interiors.
  • Original artwork, models, characters and appearance options.
  • Animation, effects and prepared story events.
  • Supported interactions, DM controls and revisions.
  • Persistence, multiplayer and save/recovery needs.
  • Platforms, devices, display modes and access arrangements.

Creation specifications define the work before the individual quote is prepared. Reusable catalog, personalized-edition and custom approaches describe scope; they are not automatic pricing tiers.

Platform, hosting and access

Each campaign build needs individually agreed platform, hosting, account/access and usage terms, including any third-party or ongoing costs. The website-creation service’s subscription terms do not automatically apply to an I.V.E. build.

A personal edition, with sensible protection

Confirmed campaign setup, identities embedded in the original narrative record, group-specific access and agreed usage terms can help discourage unauthorized resale. No file or access system can be promised uncopyable or perfectly protected.

Restrictions on original commissioned work must respect the underlying third-party and open licences. Ownership, permitted reuse and handover are matters for the written project agreement.

Original worlds and properly permitted adaptations

Build on a story
you may use.

Your original and homebrew campaigns are natural starting points. A published adventure can be considered only where the applicable adaptation and commercial-use rights permit the work. Buying a published book alone does not provide permission for commercial recreation.

We would identify sources, permissions, credits and applicable licences before committing to that adaptation. A licence for specific open material does not cover everything in a publisher’s settings, books or artwork.

For Dungeons & Dragons material, the official SRD and licensing information and Wizards’ Fan Content Policy describe different permissions and limits. A proposed commercial build must fit its actual rights and chosen platform’s terms.

Planning inquiries welcome

Tell me about
your table.

Interested in helping shape an early project? Start with the campaign you want to bring to life.

This is a planning conversation while the service develops. It does not place an order, reserve a delivery date or commit you to a price.

A useful first message

  • Your original or homebrew campaign concept, or the adventure and permissions you have in mind.
  • The setting and visual style you want.
  • Party size, character ideas and important NPCs.
  • Must-have scenes, locations, encounters or interactions.
  • Your likely devices and individual, shared-screen or spectator goals.
  • Your budget range and priorities for a first scope.

Existing public contact: protopomorphogenia@gmail.com

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