A serene castle overlooking a river valley, evoking a shared campaign world
· 10 min read

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.

I started building ScryMarket because of friction at my own table.

Not abstract market research friction. Actual “we are playing in three hours and I still do not know where I wrote this down” friction.

At first, that pain showed up loudest in inventory and economy. Who is carrying what. Whether the party can afford something. What the shop has in stock. Whether a player can browse between sessions without me manually pasting a store list into Discord. The kinds of things that are small on paper, but somehow consume real prep time every week and still manage to interrupt play when they go wrong.

So that is where I started.

I built the tool I wanted to use. I wanted inventory that did not collapse under party play. I wanted shops that could be dynamic without becoming homework. I wanted loot, encumbrance, and transfers to feel like part of the game instead of bookkeeping I was grudgingly tolerating because nothing better existed.

And for a while, that was the clearest way to describe ScryMarket: a serious inventory and economy tool for TTRPG campaigns.

That was true.

It was also incomplete.

Inventory Was the Proof of Concept

The more I built inventory and economy systems, the more I noticed I was making the same design decisions based on the same four principles over and over. Not because I had written down a grand product doctrine at the start, but because those principles kept shaping the kind of tool I wanted to build:

  1. The GM should not have to do bookkeeping a tool could absorb.
  2. Players should be empowered to interact with and help build the world, not just observe it.
  3. Your tools should live where you play, not force your group into some idealized workflow.
  4. GMs should not have to reinvent work that already exists.
A leather satchel carrying the practical materials of a campaign

Once I realized those were the principles guiding my hand, it got harder to pretend they only applied to inventory.

The marketplace exists because a GM should not have to manually create a shortsword from scratch when thousands of other GMs have already done that work. Async-accessible shops exist because players should be able to engage with the economy between sessions, and because a GM should not have to become a full-time stock clerk to make a campaign world feel alive. The Discord surface exists because many groups actually live there, and I have no interest in building a “best practice” workflow that ignores where real tables already spend their time.

None of that is really about gear.

Those are campaign-level ideas.

Inventory was where the pain was loud enough to force precision first. It was the proof of concept. It let me test whether those principles produced a better tool under real pressure, with the kinds of interruptions and edge cases that actually matter at a table.

It turns out they did.

And once they did, the obvious next question was whether ScryMarket was really an inventory tool at all, or whether inventory was just the first surface where the larger vision became visible.

I think 2.5 answers that question.

What 2.5 Actually Means

ScryMarket 2.5 is the first release where the platform starts acting like the category was always bigger.

Up to now, ScryMarket has been strongest as a place where your inventory and economy live. After 2.5, I think it starts becoming a place where your campaign can live.

That shift is carried by four flagship additions: Scrybe, Lore, Character Sheets, and Import.

Each one matters on its own. Together, they make the direction visible.

Scrybe

Scrybe is the clearest statement of the shift.

I do not think the interesting future of AI in TTRPG tools is a chatbot bolted to the side of the page, or an “AI GM” meant to replace the creative work of actually running a table. Some people may want that. I do not. The more compelling direction to me is conversation as a real interface to the product. Something that gives you leverage as a curator, storyteller, and administrator, not something that tries to replace you.

That is what Scrybe is meant to be.

A crystal ball swirling with violet mist, suggesting a campaign assistant with deeper context

If you can already do something manually inside ScryMarket, that is the kind of work Scrybe should be able to help with too. Characters, inventory, shops, notes, lore, party context, imports, Discord, and the rest. Not because typing is inherently magical, but because natural language is often the most direct way to express what you want done.

So I built Scrybe to do more than advise you. Advice is useful, especially when it is grounded in your real campaign context, but I think the real power an assistant can offer is action. If the party earns gold, Scrybe should be able to help split it. If a player wants help leveling up, Scrybe should be able to reason about that character and help carry the update through. If a GM reveals a secret, Scrybe should be able to help update the campaign record accordingly.

That is not an AI chatbot. That is a familiar for your campaign: something that helps you operate the workspace, not replace the person running the game.

Lore

Lore is the second major shift, because I do not think campaign knowledge should live as a pile of disconnected notes.

This is not a new problem, and most groups end up with some combination of Google Docs, Discord search, sticky notes, screenshots, Obsidian fragments, and half-remembered session recaps. It sort of works, right up until the point when it really does not. You know the NPC exists. You know the faction matters. You know the party learned something crucial six sessions ago. But the information is trapped in half-finished notes scattered across a dozen places, duplicated in five others, and impossible to trust in the moment you need it.

A stack of annotated pages suggesting scattered campaign notes becoming usable knowledge

Lore is my answer to that. Not a stack of wiki pages in folders, but an actual campaign knowledge graph. NPCs, locations, factions, quests, sessions, handouts, secrets, and the relationships between them. Shared when they should be shared. GM-only when they should not. Contributable by the party instead of owned by a single exhausted GM trying to be both the campaign database and the enforcer of note-taking policies at the table. The whole party can add to and enrich the shared lore context. The GM gets a visibility layer on top. The graph grows from both sides in real time.

And because that structure now exists, Scrybe does not operate against a blank window. It can read that campaign memory and help maintain it for you.

Character Sheets

Character sheets matter because a campaign workspace cannot stop at items. Items belong on a character sheet, and it only makes sense as a player to have everything you need to reference in one place.

If your character still fundamentally lives somewhere else, then the tool is still orbiting the campaign rather than containing it. So 2.5 adds first-class sheets for D&D 5e, Pathfinder 2e, and Draw Steel, with the infrastructure in place to grow system support from there.

That matters for the obvious reason, which is that you can now keep more of your actual play in one place. It also matters for the less obvious reason that once characters are part of the platform, Scrybe has more context, party state gets richer, notes attach to the people they are actually about, and the campaign becomes more legible to both humans and the tool.

Import

Import exists because a campaign workspace is only useful if getting your campaign into it is not miserable.

Nobody wants to spend a week manually recreating months or years of notes just to try a tool. And if that is the price of entry, most people simply will not pay it.

But importers are brittle. I do not control D&D Beyond, and if they change their format my importer breaks. The more systems the platform supports, the more importers that need maintenance, and the more time I spend chasing someone else’s changelog instead of building on mine.

And what is worse, importers do not work on unstructured data. They cannot by definition. But if you are anything like me, your ten-year backlog of GM notes is an unmitigated disaster. I have hundreds of pages of campaign logs, half-finished NPCs, theoretical locations I cannot decide are canon, and quest hooks I am sure I will need one day.

So continuing to build the tool I want to use, I designed Import to take that unstructured mess and turn it into a functioning Lore graph in minutes. Hundreds of pages of notes ingested at once, structured and ready for you and your party to build on. Or you can hand it a character sheet PDF and it can knock that out of the park too.

And that does not mean “trust the machine and hope for the best.” Review is part of the feature, not an afterthought. The system should absorb the boring work, but you stay in control of what becomes canonical.

A New Direction

Taken together, these four features are why 2.5 feels so different to me.

Lore extends shared campaign context beyond inventory and economy. Character Sheets let more of the actual game live in the platform. Import makes the transition practical instead of aspirational. Scrybe ties the whole thing together as the interface that helps you operate it.

That is the real story of this release.

ScryMarket is still very good at the inventory and economy problems that got me here. I care about that a lot, and I am not moving away from it. I am moving through it. Those systems were the first serious test of the product philosophy, not the final category.

But it is time to be real about what the actual category is. It is not inventory. It is the whole campaign.

That is what I believe more strongly now than when I started. The same principles that made inventory better also want to apply to lore, characters, notes, shops, imports, and eventually a lot more of the table.

2.5 is the first release where that belief is visible enough that I can say it plainly.

Inventory was the proof of concept. The campaign was always the category.

What Comes Next

This release does not finish that work by any means. It makes the direction clear.

There is still plenty of tuning ahead. Scrybe’s abilities will grow. The lore graph will get better ways to visualize itself. Import will get sharper on ugly source material. More game systems will come to the platform. The limits, subscriptions, and unit economics will keep getting adjusted as I learn from how people use the new features.

And that is the kind of work I want to do from here: build on this direction now that the infrastructure is in place, and learn from how real groups actually use it.

If you have been using ScryMarket up to now mainly for inventory, I hope 2.5 makes the platform’s direction easier to see.

Not away from inventory.

Beyond it.


If you want the practical side of the release, the docs and changelog are here: