I’ve been experimenting with an idea that sits somewhere between narrative design, stateful systems, and tooling for humans — and I’d love some outside perspective.
The project is called Blood Script Engine, and the core idea is a narrative engine (not a VTT, not rules automation) designed to help manage long-running tabletop RPG campaigns as living systems.
If you’ve ever run or built tools for complex projects, this pain point may sound familiar:
After enough sessions, the world becomes too complex for notes alone.
What I’m trying to model explicitly:
world and faction state
NPC memory, attitudes, and knowledge
long-term consequences across sessions
“who knows what” over time
The initial focus is Vampire: The Masquerade V5, but the engine itself is intended to be system-agnostic.
This is an open-source project, still early, and I’m deliberately moving slowly to avoid over-engineering.
At this stage, I’m not trying to recruit aggressively. I’m mostly looking for:
feedback on whether this solves a real problem
warnings about architectural or scope traps
pointers to similar projects I should study
opinions on how much structure is too much for narrative tooling
If there’s interest later, I’m open to collaborators — but right now, insight is more valuable than code.
Repo / overview (very early):
https://github.com/WoD-Storyteller/Blood-Script-Engine
https://github.com/WoD-Storyteller/Blood-Script-Companion
If you’ve built tools with complex state, narrative systems, or long-lived projects, I’d really appreciate your thoughts — even if they’re critical.
Thanks for reading.
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