As the once near-dead Dungeons and Dragons has come back to life in pop culture, and yet maybe more, within the past 5 to 10 years, it has become many young person's favorite hobby. We hope to rekindle some of the magic from the older edition of AD&D Second Edition (That stands for Advanced Dungeons & Dragons, by the way) by making the game more accessible friendly to all!

We used HTML,CSS, and Streamlit for the front end, with the latter serving as our framework, Python was used for the backend functionality, and finally we had MongosDB serve as our database to store and maintain player data that could be editable through the website. HTML and CSS were used in conjunction with Streamlit to add customized functionality to the Streamlit’s basic elements. Python was the premier choice for backend since Streamlit is a library of it and MongosDB can be used in tandem with it in a smooth manner. Python’s simple coding also played a major factor for when we needed to learn a new concept in a fast manner.

We encountered quite a few challenges, the biggest one being dealing with Streamlit. It was neat to learn about a new python library that made the GUI simpler, but the styling for adding customizable features took a while to get the hang. Things like inserting images, arranging columns/tables in a presentable format, linking the database to Streamlit while also making sure that the values were red correctly, and a few other things here and there that made touching up on it turn into a bit of a mini research project.

The author of this story would love to give high regards to his teammates for everyone in this group was strongly challenged by much that was presented by this project. None of us have had much experience in web-based design at all and that doesn't even mention that we chose to bear upon ourselves the task of using Streamlit, a python library for web design, and MongoDB database solutions as an extra hurdle for us to learn from.

And learn we did. I speak for my group when I say that we are very happy and proud with what we managed to pull together - together - in only 24 hours with little to no experience in many aspects of this project. From front-end to back-end to everywhere in the middle and then some, all of us will leave here more ready, capable, and confident in how we drive both our academic careers and our professional ones.

GMMM is definitely not laid to rest. This project will surely be expanded upon and developed more with great fervor. To name but a few features that we sorely wish that we could have implemented in our allotted time: random character generation, random encounter generation, an integrated DM combat tracker, and more.

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