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Designing a Random Table Generator
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<blockquote data-quote="Janx" data-source="post: 5905395" data-attributes="member: 8835"><p>and that's why we're discussing things... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I have a specific technical vision in my head because of my experience with table generation tools and my experience as a guy who develops software. Things may be fuzzy as you are experiencing the first draft of a brain dump of my concepts (aka, I didn't write it clear enough).</p><p></p><p></p><p>What you just described as a Generator, is the exact way a Block works. I don't want to use the word Generator, because it is an action word and should refer to the worker process, not the content.</p><p></p><p>Both a table and a block can have markup to induce lookups to other tables and blocks.</p><p></p><p>TABLE DungeonRoom:1d2</p><p>1: This is a {1d6*5} foot square room that has [DungeonRoomContents]</p><p>2: The room is {1d8*5} x {1d8*5} feet and has [DungeonRoomContents]</p><p>ENDTABLE</p><p></p><p>BLOCK DungeonRoomContents</p><p> The walls are made of [DungeonWalls]. The floor is of [DungeonFloor]. There are {1d6 [DungeonJunk]}. There is also a [CR1Encounter] in the room.</p><p>ENDBLOCK</p><p></p><p>A block is where you rich text goes.As you see from the example, the table refers to some dice rolls and sends the parser to the DungeonRoomContents block for the rest. Generally, in all table definition systems, you are limited to 1 line of text, rather than a huge blob of content. The Blocks aren't cluttered with needing to define table entries, so they have all the room in the world.</p><p></p><p>I said a Block is like a 1 row table, because functionally, that's how the parser jumps to a block (by treating it the same as a table to find it) and then seeing that there is no random content, it just parses and displays the entire text.</p><p></p><p>to recap, what I call a block, you are calling a generator.</p><p></p><p>The user could certainly just pick from a list of tables or blocks, but that's not very efficient. Power users will write up an entire dungeon or adventure module, embedding the macros in place and then plug it into the parser and generate all the content right there. Instant randomly created adventure.</p><p></p><p>they could certainly make their content a Block and then run that block, but let's assume that both blocks and tables are meant to be mostly static once defined. End users custom entries are more likely to be single-uses. You could differentiate that blocks and generators are technically the same thing, but blocks are intended for generic use (here's an Orc encounter) and Generators are "here's my 1st level adventure that randomly generates content each time.</p><p></p><p>I've got more to say, as usual, but i better submit this before some web-accident loses my post</p></blockquote><p></p>
[QUOTE="Janx, post: 5905395, member: 8835"] and that's why we're discussing things... :) I have a specific technical vision in my head because of my experience with table generation tools and my experience as a guy who develops software. Things may be fuzzy as you are experiencing the first draft of a brain dump of my concepts (aka, I didn't write it clear enough). What you just described as a Generator, is the exact way a Block works. I don't want to use the word Generator, because it is an action word and should refer to the worker process, not the content. Both a table and a block can have markup to induce lookups to other tables and blocks. TABLE DungeonRoom:1d2 1: This is a {1d6*5} foot square room that has [DungeonRoomContents] 2: The room is {1d8*5} x {1d8*5} feet and has [DungeonRoomContents] ENDTABLE BLOCK DungeonRoomContents The walls are made of [DungeonWalls]. The floor is of [DungeonFloor]. There are {1d6 [DungeonJunk]}. There is also a [CR1Encounter] in the room. ENDBLOCK A block is where you rich text goes.As you see from the example, the table refers to some dice rolls and sends the parser to the DungeonRoomContents block for the rest. Generally, in all table definition systems, you are limited to 1 line of text, rather than a huge blob of content. The Blocks aren't cluttered with needing to define table entries, so they have all the room in the world. I said a Block is like a 1 row table, because functionally, that's how the parser jumps to a block (by treating it the same as a table to find it) and then seeing that there is no random content, it just parses and displays the entire text. to recap, what I call a block, you are calling a generator. The user could certainly just pick from a list of tables or blocks, but that's not very efficient. Power users will write up an entire dungeon or adventure module, embedding the macros in place and then plug it into the parser and generate all the content right there. Instant randomly created adventure. they could certainly make their content a Block and then run that block, but let's assume that both blocks and tables are meant to be mostly static once defined. End users custom entries are more likely to be single-uses. You could differentiate that blocks and generators are technically the same thing, but blocks are intended for generic use (here's an Orc encounter) and Generators are "here's my 1st level adventure that randomly generates content each time. I've got more to say, as usual, but i better submit this before some web-accident loses my post [/QUOTE]
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