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All projects04/07 · Large addressable market · Built-in word-of-mouth potential · Nearing completion

Product case · D&D board game

A D&D board game for everyone.

A product concept that turns my original fantasy universe into a 4-player + 1 GM format that even people who have never heard of D&D or tabletop role-playing can play in one evening.

Format
4 players + 1 GM
Session
Approximately 5 hours
Structure
17 designed endings + an open-ended outcome
Audience
First-time tabletop role-players
The Great Library and its protective dome from the interactive fantasy book
The Great Library · world concept

In short

For new players, the barrier is not a lack of imagination; it is the weight of rules, calculations and terminology they are expected to learn before they can begin.
4+1Four players and one GM guiding the game
≈5hA main adventure completed in one evening
17+Designed outcomes that multiply through player choice

Opportunity

People love the world, but get lost in the rules.

Games such as Baldur's Gate 3 have expanded interest in fantasy role-playing, yet moving to the tabletop still feels difficult. Rulebooks, character sheets and calculations create a high barrier before the first session even begins.

The product's central question became: how far can I reduce the learning burden while preserving the freedom of choice that makes tabletop role-playing compelling?

Product promise

Learn, decide and reach your own ending in five hours.

The game is designed as a one-evening experience for four friends and one GM. Instead of explaining the rules before the story begins, it teaches them inside the game at the moment they are needed.

I reduced the calculation burden while keeping player choice and shared group decisions at the centre.

  • A clear entry point for first-time players
  • Guidance that reduces preparation time
  • Decisions that produce visible consequences in the world
  • Straightforward storytelling for a broad player profile

System

Moving complexity away from the player and into the design.

Looking simple does not mean the system itself is simple. The possibilities, connections and consequences the player never sees must still be built behind the scenes.

I designed NPCs with a five-part template covering a physical or auditory hook, voice, motivation, red line and persuasion condition. Hidden state rolls and bonus or penalty dice based on how players describe their actions keep the calculations with the GM while preserving the weight of each choice.

  • 17 written endings, plus variations generated by player decisions
  • The Great Library system, where risk rises as time passes
  • A tarot-matching puzzle with 18 outcomes
  • The Golden Sword trial, opening into four distinct solution paths

Validation plan

Test the first 30 minutes, not the entire rule set.

The next step is to test the opening session with groups who have never played a tabletop RPG. Success will not mean remembering every rule; it will mean making a meaningful decision within the first 15 minutes.

Onboarding time, the number of GM interventions, single-session completion and willingness to replay will guide the next iteration.

What stayed with me

Building a universe is creativity; guiding someone into it for the first time without losing them is product design.

Let’s work together

Let’s solve a new problem together.

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