The Undergrowth
A generative card system for DMs who'd rather discover the story than plan it
Impact Snapshot
Designer and developer — solo project from research to prototype
Dungeon Masters running regular TTRPG campaigns
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.

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
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