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The Story Behind Square Forge

Square Forge began long before it had a name. It started at a small table in Maine, where finding a consistent Dungeons & Dragons group was difficult and imagination filled the gaps.

I grew up during the early editions of D&D and learned quickly that if I wanted games to happen, I needed to run them. Groups came and went, but stepping into the Dungeon Master role gave the sessions structure and continuity.

Improvisation became the foundation of my style. Rulebooks were guides, not scripts. The most memorable sessions were the ones where structure supported creativity rather than restricted it. That philosophy, flexible systems built for real tables, eventually became the core principle behind Square Forge.

Portrait of Billy McDaniel

From Table to Modular System

Years later, while working professionally in web development and studying game design, I began exploring tile-based systems used in digital level construction. The logic was elegant: small, consistent units that could be recombined infinitely.

I applied that thinking to tabletop design. What began as simple 3x3 dungeon segments evolved into a structured system of sixty interchangeable tiles. The layouts were reusable, adaptable, and ideal for improvisational play. After years of refining and testing at my own table, someone asked if they could buy a set.

That question sparked the creation of Square Forge in 2012... a place to publish modular tools built by someone who runs games and values practical preparation.

About the Creator

Square Forge is created and maintained by Billy McDaniel. For over 3 decades, I have worked in web development while continuing to explore game design, 2D composition, and 3D modeling. Tabletop role-playing has remained the constant thread.

My experience as a long-time Dungeon Master shaped every product here. Games shift, groups change, schedules tighten... but the need for adaptable tools never disappears. Square Forge exists to provide structure that empowers improvisation.

As D&D continues to grow in popularity, the goal moving forward is simple: expand the modular philosophy into new formats... encounter maps, one-shot frameworks, expanded tile systems, and potentially professionally printed editions.