RPG Campaigns / Active
Open-World Fantasy Campaign
A long-form fantasy playthrough logged like a project: faction map, decision log and the consequences of every branch taken.

Open-world RPGs are strategy problems wearing a story. Limited resources, competing factions, imperfect information and choices that compound — the same shape as most business decisions, with better lighting.
I keep notes on the runs that matter: what I optimised for, what I traded away, and where the plan met reality.
The no-reload rule
The single change that made the campaign interesting was refusing to reload after a bad outcome. Consequences you have to live with force you to plan differently and to read the system before acting, not after.
What it teaches
The transferable part is not the tactics. It is the habit of understanding rules before optimising inside them.
- Read the systems before you commit resources.
- Specialise deliberately — generalist builds die to specialists.
- Track second-order effects; most costs arrive late.
Specification
- Format
- Single-player, open world, high difficulty
- Playstyle
- Planner — scout, prepare, then commit
- Build focus
- Utility and control over raw damage
- Session length
- 2–4 hours, logged
- Hours logged
- 180+ across the current run
- Rule imposed
- No reloading a decision once the scene resolves
Tags
- Open World
- Narrative
- Systems Mastery
- Decision Log
Technology
- PC
- Modding
- Ultrawide
- Controller
Talk shop?
Parts lists, thermals, benchmarks or campaign notes — I'm always happy to compare builds.