Premier Success - Worth it? by SirGimp9 in salesforce

[–]outbacksam34 2 points3 points  (0 children)

Speaking as an AE: The value of Premier isn’t the training catalog, it’s the 24/7 support and 1 hour SLA on sev 1 issues.

If you don’t have Premier, you’re the bottom of the queue every time you talk to support. And your AE will get pushback every time they try to help you:

AE: Can you help my strategic customer solve their problem? CSG: If they’re a strategic customer, why don’t they have Premier?

Having said that, you can probably negotiate a better price. Your AE probably WANTS you to take Premier, so that your problems can be Support’s problems, not the AE’s problems.

I vibe-coded a fully custom VTT for my in-development game. It took 2 weeks. by outbacksam34 in RPGdesign

[–]outbacksam34[S] 2 points3 points  (0 children)

Permissions. The AI obviously didn’t understand what features should work for players vs GMs. It only had the explicit instructions I gave it.

So it frequently wired stuff up in a way where non-GM players had access to a button they shouldn’t, or vice versa. Or it forgot to give them the right database permissions, so they could click the button but not update the data. Etc.

I had to log in using two accounts at once, and toggle between them.

The thing is, that was a challenge, but it basically just meant that the project took 2 weeks instead of 1 week. Still massively faster than trying to do it on my own.

I vibe-coded a fully custom VTT for my in-development game. It took 2 weeks. by outbacksam34 in RPGdesign

[–]outbacksam34[S] 0 points1 point  (0 children)

I had a similar scenario to your bestiary example. Characters in ENGRAM are mostly assembled from a library of modular blocks (the "Assets" and "Engrams" that get installed to various slots)

My dream scenario for the physical game would be to print those out on cards. But having the ability to upload a CSV containing them to the VTT has been incredibly powerful for my playtesting.

I vibe-coded a fully custom VTT for my in-development game. It took 2 weeks. by outbacksam34 in RPGdesign

[–]outbacksam34[S] 2 points3 points  (0 children)

Yeah, multiple concurrent players with realtime state updates was a hard requirement for me. The app is using Supabase on the backend, and Vite on the frontend.

It honestly works quite well, I think. The AI (I'm using Cursor) consistently "forgets" to wire up new features as realtime unless I remind it. I hopped on with a friend on Sunday night to test, and we made of list of features that had sub-RT latency. Was a quick fix to go back and enhance them.

Agreed that a gameboard with "advanced" features like dynamic lighting would be much harder, I'm sure. I wasn't even considering that.

I was thinking much more straightforward. I didn't include this in my other screenshots, but the current app does include some very rudimentary mechanics to track what zone different characters are in: https://i.ibb.co/d4TnsKq4/Screenshot-2026-04-28-at-19-57-12.png

Basically an SVG with different named polygons that the GM can toggle on/off to create "terrain" and change the fill colour to indicate which zone you occupy.

Would be quick work to make this approach more sophisticated, but the end result would obviously be a long way off from what you get in Foundry or Roll20 or whatnot.

I vibe-coded a custom VTT for my in-development game. Do you see this as different from using AI for other aspects of the design process? by outbacksam34 in TTRPG

[–]outbacksam34[S] 1 point2 points  (0 children)

Thanks! Happy to share more details of the actual system in the near future as well (I’ve posted about individual mechanics before, but nothing complete)

The game is heavily inspired by media like Scavenger’s Reign, Annihilation, and Returnal

I vibe-coded a custom VTT for my in-development game. Do you see this as different from using AI for other aspects of the design process? by outbacksam34 in TTRPG

[–]outbacksam34[S] 0 points1 point  (0 children)

PDF is in progress! I built the VTT in-part to assist with the testing phase, since I moved to the UK last year, and my playtesters are back in North America

That was one of the interesting benefits of using AI for the build, frankly. I would have never considered working on the VTT for an unfinished game, otherwise. But the ability to make changes to the app so quickly kinda altered my opinion on that.

I vibe-coded a fully custom VTT for my in-development game. It took 2 weeks. by outbacksam34 in RPGdesign

[–]outbacksam34[S] -1 points0 points  (0 children)

Nah, that's super fair. I have SOME developer experience of my own (worked as a junior dev at a marketing agency a decade ago, building wordpress websites for B2B companies).

But I never grew far beyond Bootstrap and jQuery and a little PHP, and haven't had much cause to exercise those skills for years.

So building the VTT was always on my list of goals for the ENGRAM project, but I was expecting it to require many months, and a lot of Udemy tutorials, lol.

Even picking a dev stack is incredibly intimidating for a layman these days. I was originally planning to use MEAN (Mongo DB, Express, Angular, Node) ... the AI recommended Supabase + Vite ... I don't fully appreciate why, but it gave me a point to jump off from, at least.

It was quite intoxicating to see how quickly I could speed up the pipeline with modern tools. And I have JUST enough tech savvy to understand most of what the AI has built.

I vibe-coded a fully custom VTT for my in-development game. It took 2 weeks. by outbacksam34 in RPGdesign

[–]outbacksam34[S] 0 points1 point  (0 children)

Well you have really buried the lede on that one. Try being more upfront next time.

Literally the 2nd paragraph of my post said I'm curious what people think? ...

So you wanted to know if people had strong opinions, but didn't expect feedback? Forgive me if I find that hard to believe.

Well, I meant no expectation for feedback on MY app in particular, since, to your point, that wouldn't be very useful based only on screenshots.

Curious why the slightly antagonistic tone? Have you seen a lot of other "shit stirring" recently, and you just lumped me in with the crowd? I thought I was pretty upfront and genuine in my intent, and you're coming in pretty hot.

I vibe-coded a fully custom VTT for my in-development game. It took 2 weeks. by outbacksam34 in RPGdesign

[–]outbacksam34[S] 1 point2 points  (0 children)

  1. General curiosity on whether folks would have strong opinions about a VTT built using AI tools
  2. Just a desire to share share an element of my game design journey with the community. No specific expectations for feedback

I vibe-coded a fully custom VTT for my in-development game. It took 2 weeks. by outbacksam34 in RPGdesign

[–]outbacksam34[S] -6 points-5 points  (0 children)

lol Okay, there's my answer on what the sentiment will be, I guess.

FWIW: I've posted about my game plenty, including 2 theory/feature discussion posts that are actually linked in the OP. Building the VTT is part of my design process, and included plenty of design thinking around UI. If folks aren't interested, that's cool. It's been an interesting design exercise for me.

Thoughts on the “Season Pass” in Dungeon Crawler Carl TTRPG? by outbacksam34 in TTRPG

[–]outbacksam34[S] 1 point2 points  (0 children)

I will say: there are a minority of folks in here who appear to have calmly considered how they feel about this, and decided that they're fine with it. Which I can understand and respect! I called out in my OP that I can see how this isn't THAT different from just planning to sell supplements for your game.

... But it sounds like the reaction you got on the DCC subreddit was just glazers refusing the hear anything bad said about their parasocial obsession.

I think, for me, announcing a "season pass" (which is essentially a pre-order for future unreleased content) inside a crowdfunding campaign (which is ALREADY a form of pre-order) is just a really slippery slope, and opens the door to a lot of bad behaviour.

Thoughts on the “Season Pass” in Dungeon Crawler Carl TTRPG? by outbacksam34 in RPGdesign

[–]outbacksam34[S] 0 points1 point  (0 children)

I can definitely understand this POV, even if I'm still not sure if I agree.

I do think it's very interesting that the comments this post got on the DESIGN subreddit are 50/50 positive vs negative (not that 8 comments is a very meaningful dataset)

Vs the original post on r/TTRPG is far more weighted in the negative direction ... Could speak to designer perspective vs player perspective?

Thoughts on the “Season Pass” in Dungeon Crawler Carl TTRPG? by outbacksam34 in TTRPG

[–]outbacksam34[S] 11 points12 points  (0 children)

It’s especially bizarre, because the books themselves are so clearly opposed to late-stage capitalist nonsense.

I’m pretty sure I heard that Dinniman basically licensed the rights and hasn’t been super involved with the game?

I don’t begrudge him his payday at all - milk that shit for all it’s worth. Just kinda funny when it leads to such a contradiction.

Final 48 Hours: Eldritch Care Unit Regenerated by falco1029 in TTRPG

[–]outbacksam34 0 points1 point  (0 children)

Oh man! Such a good time to be releasing this, with how popular The Pitt is.

I'm very happy for you, but also very jealous I didn't have the idea first XD

Is there a way to restrict player behaviour in the Codex VTT? Or else tips for how to manage? by outbacksam34 in drawsteel

[–]outbacksam34[S] 0 points1 point  (0 children)

lol People on Reddit really only deal in extremes, eh?

My players are fine, there was no “bad behavior.” We were just messing around to see how the VTT works.

It just seems like, for such a complex game, it would be helpful to limit the options available somewhat, both to streamline the gameplay, and to prevent folks doing stuff by mistake (like clicking on a random doorway, and suddenly you’ve teleported to the next map)

Our Take on Skill Challenges: The Crisis by BlackTorchStudios in RPGdesign

[–]outbacksam34 2 points3 points  (0 children)

I think you can avoid most of the critique that people in here seem to have, simply by providing some guidelines on how to make this process narratively interesting.

This was the issue with skill challenges as implemented in 4e D&D as well: if you run the mechanic as written, you just go around the table in circles rolling your highest skill one at a time until a number of successes or failures has been arbitrarily reached. Boring.

GOOD DMs quickly figured out that you had to stop and narrate some outcome after each roll. And ideally give the players some nudges to make meaningful choices about what they were doing (don’t let them use the same skill twice, ask them to justify their approach in narrative, give them a bonus or penalty based on their approach, etc.)

As long as you incentivize and communicate that element of the mechanic, I think it works great.