
The Campaign Was Always the Category
ScryMarket started by solving inventory and economy pain. 2.5 is the first release where the larger vision becomes visible: a place where your campaign can actually live.

ScryMarket started by solving inventory and economy pain. 2.5 is the first release where the larger vision becomes visible: a place where your campaign can actually live.

The games industry spent billions reverse-engineering why loot feels good. Turns out, you already have every tool they're trying to simulate — you just didn't know it yet.

Your TTRPG economy is running on one person's effort — yours. Gold sinks won't fix that. Tradeoffs will. Here's how to build an economy that works for you.

TTRPG inventory is broken. The fix isn't just better tracking. It's recognizing that inventory can be a place where stories happen.

The myth of the wholly original GM is holding you back. Great GMs curate, adapt, and combine. The creativity is in the selection, not the raw materials.

The most dropped rule in TTRPGs fails not because of friction, but because it penalizes engagement. The fix isn't better enforcement. It's giving players a reason to care.