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A Letter from the Creator

A personal note about where 3D RPG Suite comes from — and why it exists.

It started early

I started playing role-playing games very early.

At first, alone, with “Choose Your Own Adventure” books.
Then with a group of friends, discovering The Dark Eye and Les Terres de Légendes.
I even created my own rule system, inspired by The Belgariad.

Escaping from an inn.
Helping defend a fortress.
Fighting a dragon.
Foiling the plans of an evil villain (very, very evil).

Even when role-playing games were far from fashionable, I was deeply passionate about them.

One week on a school ski trip: “I’ll surely find someone interested in playing a small session.”
A few weeks at my grandmother’s house during summer holidays: “Hey, my cousin must have friends who’d like to try.”

I carry countless memories and anecdotes from those years—stories that, to me, only role-playing games can truly tell.

And then… life

And then, time moves on.

Studies end.
First job.
A couple.
Children (two of them).
Life, in short.

But somewhere in the back of my mind, those memories never really left.

Years later, the children grow up and need less attention. I have a tolerant partner.
One day—without planning it—a casual drink turns into shared memories. And suddenly, when the topic comes up, someone says:

“You know… I’ve always wanted to try that.”

Another replies:
“I’ve played before, but it lacked rhythm.”
(with a hint of interest—“That was the GM’s fault,” someone jokes back).

Ten minutes later, everyone wants to give it a try.

The table returns

A date is set. Character sheets are created.
We gather around a table to begin our own story.

My eldest son decides to join the adventure.

It ends badly.
A tragic chain of dice rolls earns me the lifelong title of “The luckiest GM in History.”
The entire group is defeated… by cooks.
Yes. Cooks.

But something clicked.

Forty years of fantasy reading and a vivid imagination allowed me to offer them an original story—one that truly captivated them.

That was twelve years ago.

Since then, every Monday and Thursday night has been role-playing night.

Life happens. Some people move away.
We switch to online tools and dedicated platforms.
Some players have to stop for family reasons—always with regret, always saying: “I’ll come back.”

No one shows signs of fatigue.

From tools… to a vision

Over time, we tested many tools: better maps, automation to handle rules so we could focus on the story rather than character sheets.

But one thought kept coming back.

This tool does one thing.
That one does something else.
They can be combined—sometimes painfully—but the goal was always the same: immersion.

Eventually, I started looking into 3D solutions.

More than once, I thought how incredible it would be for players to evolve in an environment where they can see their enemies, choose the best cover, and simply decide what they want to do—while the world responds visually.

The clash of steel.
The blast of an explosion.
Fog limiting their vision.

So many elements that even the best storyteller cannot fully convey with words alone.

And what if the world could live on its own?
What if characters could act automatically, with or without a game master?

I searched.

Nothing offered what I truly wanted.

The ability to create my own world.
To define its rules.
To place actors that come to life—with or without a GM.

So I started building

One day, I told myself:

I have the experience.
After health issues, I have time.
I know development.

Why not try?

And this is the result of that long journey.

A toolset.
An all-in-one suite designed to give form to your imagination.

Your world.
Your rules.

The Creator

Side notes

From imagination… to engineering

I did not come to this project only as a player or a storyteller.

For more than twenty years, software development has been my profession.

I started my career in the early 2000s, working on long-term software projects where stability, clarity, and reliability mattered more than trends.

Systems used daily by thousands of users.
Security software running continuously in production environments.
Control interfaces for specialized hardware.

These are not experimental projects. They are tools that must work — every day.

Over the years, I learned to design software that:

must survive long lifecycles,
must remain maintainable over time,
and must stay understandable long after the first version is written.

That experience deeply shaped how I approach 3D RPG Suite.

This project is not built as a quick prototype or a short-lived demo.
It is designed as a tool — meant to evolve, to be extended, and to remain usable.

I know the cost of technical debt.
I know the constraints of development.
And I know that good tools are not built by stacking features, but by making deliberate choices.

3D RPG Suite exists at the intersection of two worlds I know well:

imagination and storytelling,
engineering and long-term software design.

That balance is intentional.

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