The Undergrowth

A generative card system for DMs who'd rather discover the story than plan it

Year 2026
Venue TTRPG System Design

Impact Snapshot

Role

Designer and developer — solo project from research to prototype

Audience

Dungeon Masters running regular TTRPG campaigns

Stack

React, TypeScript, Tailwind CSS, Zustand, Framer Motion, System design

Outcomes

  • Six specialized card decks mapped to real DM needs — not generic story prompts.
  • Build/Plant/Grow/Compost cycle creates a prep system that evolves with the campaign.

Measured Signals

  • 6 specialized decks (Spark, Root, Ground, Face, Thorn, Relic).
  • 3 campaign-specific card pools (Barovia, Underdark, Forgotten Realms).
  • Competitive landscape research across 6 existing DM aid systems.
The Undergrowth generative card system for Dungeon Masters

Description

Most DM prep systems are for architects: blueprint everything, then execute. The Undergrowth is a system for gardeners — drop something in, water it, see what happens. Six specialized decks mapped to real DM needs: Spark (strong starts and scene hooks), Root (secrets and revelations unattached to any location or NPC), Ground (locations with layered sensory detail), Face (NPCs from combinatorial pools), Thorn (encounters with a Why, a Wrinkle, and Stakes), and Relic (items with history and consequence).

Concept

The system has a four-phase gameplay cycle borrowed from gardening. Build — before a campaign starts, curate an active deck from a larger collection, CCG-style. Plant — before a session, draw a handful of opening cards. Five minutes of prep, not five hours. Grow — during play, draw cards as needs arise. Compost — after a session, review unplayed cards, carry forward what has potential, return the rest. The deck evolves with the campaign. Before building, I surveyed everything in the space: GameMaster's Apprentice, Story Engine Deck, Mythic GM Emulator, Sly Flourish's Lazy DM method, Downcrawl, and tarot-as-oracle practices. Every existing system optimized for replacing the DM entirely or generating narrative vibes. Nobody had built a system that generates the specific things a DM actually needs at the table while still leaving room for surprise.

Technical Details

  • Six specialized card decks (Spark, Root, Ground, Face, Thorn, Relic)
  • Build/Plant/Grow/Compost four-phase gameplay cycle
  • Campaign-specific card pools (Barovia, Underdark, Forgotten Realms)
  • React + TypeScript + Tailwind CSS + Zustand + Framer Motion
  • Designed for phone/tablet at the table
  • All state in localStorage

Team

  • Justin West Designer / Developer

Capabilities

Game System DesignUX ResearchReact DevelopmentProduct Design

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