Pre-alpha · testing guide

What's in the Bag?

A spatial, grid-based inventory for tabletop campaigns — items take up real space in your bag, gear shows up on a body diagram, and your whole table watches it change live.

Open the app

This is for reading before a session — what to expect, what's worth trying, and what's still rough.


Two ways in

Continue as guest

No account, nothing to set up, but it's just you — no campaign, no party, nothing syncs. Fine for a look around or solo play; guests do get the loot generator for their own bag.

Use this one

Sign in

A magic-link email, no password. This is the real thing: campaigns, a shared party, live updates. This is what your group should use for testing.


Getting started

If you're the DM

  1. Sign in, then create a character — or import from D&D Beyond if you have a public sheet, by pasting the character URL.
  2. You'll land on your character's page. The campaign now exists, with you as its DM.
  3. Find the 6-digit session code on your campaign page and share it with your players.
  4. From there you can:
    • Grant loot or currency straight to any player
    • Roll random loot from the Loot tab — see below
    • Set up a merchant, with its own disposition and pricing
    • Watch the party's bags and wallets update live from the DM dashboard
    • Open campaign settings to rename it, change its colour, decide whether players may adjust their own coins, or delete it

If you're a player

  1. Sign in with your own email.
  2. Enter the DM's 6-digit session code to join the campaign.
  3. Create a character — take your class's official 2024 starting kit, choose your own gear from the catalogue, or import from D&D Beyond.
  4. You're in. Pack the bag, equip things, drag them around.

What's worth trying


Rolling random loot

The newest thing here and the least played — which is exactly why feedback on it is worth the most. There are two ways to roll, in the Loot tab:

Filter to magical or mundane, turn coins off, and reroll until you like the result. The haul shows its own workings — the tier, the gold it was aiming for, the seed — and admits it when it had to compromise. Then save it as a named package to find again later in the session, or send it straight to a player. Guests get one exit instead: add it to my bag.

Treasure hoard · CR 5

Coins312 pp 5 gp
Topaz
Gold bracelet
Peridot
Silver ewer

Tier 2 · target 4,400 gp · seed rwf4ix05

If you roll a pile of junk, that isn't a bug

Encounter rolls carry a small chance of a critical fail: the haul comes back as worthless oddments and a few copper instead of treasure. It's labelled in the app when it happens.

The odds shrink as CR climbs — roughly 1 in 20 low down, 1 in 100 above CR 15 — and it's twice as likely on individual treasure as on a hoard, on the theory that one dead goblin carrying nothing worth taking is just realistic. Low-CR hauls also get a couple of worthless odds and ends mixed in deliberately, to give you something to rummage through.

What's most useful to hear

Does the amount feel right for the CR or the level? Do the busts land as funny, or just annoying? Is the magic-item rate too generous, too stingy? All of it is tuned from a config file and is easy to change — but only if someone plays with it and says so.


Known rough edges


How this is being built

Worth saying plainly

The code in The Bag is written by Claude Code, Anthropic's AI coding tool. Since I am not a coder in any way but have played D&D as a DM and a player, I felt I had some ideas. Design, ideas and testing are done by me so far, and the AI writes the code.

The goal is to create something that could be fun to use at a table, and with some testing, and a few rounds of improvements, my hope is to raise some money to hire a professional and fix things and share it with the community.

Thank you for checking it out — and I would love to hear what you think!