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📌 READ THIS FIRST — What We’re Building Here
This is not a course library. This is not motivation. This is not theory. This War Room exists to build and expand PsychScape Historical — a real, published tabletop RPG system grounded in history, psychology, and disciplined execution. PsychScape Historical already exists in the real world: - Published books and adventures - A functioning historical ruleset - A live brand at Man-of-Ages.com What happens here is the build-along: - How the system is expanded - How products are written, cut, revised, and shipped - How AI is used as a tool, not a crutch - How ideas become finished, sellable work If you’re here, you are not a student. You are either: - A builder - Or someone deciding whether they’re willing to become one What This Space Is For - Building real games, books, modules, or systems - Watching decisions happen in real time - Learning by doing, not consuming What This Space Is NOT For - Dabblers - Endless ideation - Prompt collecting - “Someday” projects Progress beats polish. Shipping beats perfection. How to Get Involved If you’re here early, you’re part of the foundation. Reply to the next post with: 1. What you’re trying to build 2. Where you’re currently stuck 3. Whether you intend to ship something this year No posturing. No fluff. History doesn’t reward hesitation — and neither does this space. — Racon Gunner
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Early Builders Roll Call
If you’re here early, you’re not a spectator. I’m actively building and expanding PsychScape Historical in public. If you want to be involved, reply with: 1. What you’re trying to build 2. What’s currently slowing you down 3. One thing you intend to ship this year Keep it short. No polish.
Early Builders Roll Call
A Decision I Made While Building PsychScape Historical
While expanding PsychScape Historical, I ran into a decision that would’ve made the system bigger but worse. I almost tried to neutralize the worldview of the game. On paper, it looked smart. A “broader appeal.” Less friction. More abstraction around spirituality. But once I introduced the Spiritual Strength rules, that approach started breaking things. PsychScape Historical treats the Bible not just as theology, but as history. The game already assumes that history matters, that moral frameworks exist, and that belief shapes action. Trying to pretend the system was worldview-agnostic only blurred the mechanics and weakened the meaning behind them. So I didn’t abstract it away. I framed it clearly. PsychScape Historical is built on a Christian worldview, because that worldview shaped the historical eras the game explores. Spiritual Strength only works if spirituality is real, consequential, and grounded in history. Not if it is reduced to vague “energy” or flavor text. The lesson: real products fail from lack of conviction. If you’re building something, ask yourself: What are you diluting to avoid committing to what the work actually is?
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A Decision I Made While Building PsychScape Historical
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Using AI Tools to build a TTRPG Game Company: "Man of Ages"
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