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<blockquote data-quote="Primitive Screwhead" data-source="post: 6373349" data-attributes="member: 20805"><p>Those are very nice, I was just adding a unique feature by terrain type and those lists are perfect for that.</p><p></p><p>As to putting in work to flesh the one line out, I agree that work will always need done to adapt the results of a random table into something useful, but my challenge has always been getting a varied enough pool of ideas. The random table really helps with that. I will be adding the 'NPC Attitude' to each creature encountered as well as a short 'what is it doing here'.</p><p></p><p>Just wondering, if you have moved on from this method, what method have you settled on for wilderness adventuring?</p><p></p><p></p><p> Yes, the final generator creates 25 hexes of terrain types and 25 'encounters'. Then I place the terrain types into the regional hex {25 miles wide} and put in the stationary 'encounters'.. be they settlements, ruins, or monster lairs.</p><p> Finally I place the mobile/monsters into a random encounter table and assign them to a hex as the group encounters them.</p><p></p><p> </p><p>In no way is this generator to be used at the table to flesh in a world, there is a lot of work that goes into using the results! However my goal is to be able to populate a regional hex in about 30 minutes to the point where it is playable.</p><p> {not counting conversion from the 3.5 SRD statblock to the rule system of choice}</p><p></p><p></p><p>{edit}</p><p>Almost forgot;</p><p> Interaction, is indeed a hard one.. and regardless of the intent the players might mess it up anyway. But what I am trying to do is to provide a relatively even distribution of seed ideas between combat {sword and spell}, exploration {skill and spell}, and interaction {more a Player activity of talking, thinking, and plotting} As such the 'caravan with guards' is missing the key component of conflict for the player.</p><p> 'Caravan from country X surrounded by Country Y' has a conflict for the player that can be fleshed out. Are the caravan owners smuggling? Are the Soldiers harassing and illegally charging fines?</p><p> But I need more seed ideas than 'you meet a caravan' {especially since I am running a dark 'points of light' and caravans are extremely rare}. Things like puzzles, traps, skill challenges... all the {expletive deleted} that I am not so good at coming up with.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6373349, member: 20805"] Those are very nice, I was just adding a unique feature by terrain type and those lists are perfect for that. As to putting in work to flesh the one line out, I agree that work will always need done to adapt the results of a random table into something useful, but my challenge has always been getting a varied enough pool of ideas. The random table really helps with that. I will be adding the 'NPC Attitude' to each creature encountered as well as a short 'what is it doing here'. Just wondering, if you have moved on from this method, what method have you settled on for wilderness adventuring? Yes, the final generator creates 25 hexes of terrain types and 25 'encounters'. Then I place the terrain types into the regional hex {25 miles wide} and put in the stationary 'encounters'.. be they settlements, ruins, or monster lairs. Finally I place the mobile/monsters into a random encounter table and assign them to a hex as the group encounters them. In no way is this generator to be used at the table to flesh in a world, there is a lot of work that goes into using the results! However my goal is to be able to populate a regional hex in about 30 minutes to the point where it is playable. {not counting conversion from the 3.5 SRD statblock to the rule system of choice} {edit} Almost forgot; Interaction, is indeed a hard one.. and regardless of the intent the players might mess it up anyway. But what I am trying to do is to provide a relatively even distribution of seed ideas between combat {sword and spell}, exploration {skill and spell}, and interaction {more a Player activity of talking, thinking, and plotting} As such the 'caravan with guards' is missing the key component of conflict for the player. 'Caravan from country X surrounded by Country Y' has a conflict for the player that can be fleshed out. Are the caravan owners smuggling? Are the Soldiers harassing and illegally charging fines? But I need more seed ideas than 'you meet a caravan' {especially since I am running a dark 'points of light' and caravans are extremely rare}. Things like puzzles, traps, skill challenges... all the {expletive deleted} that I am not so good at coming up with. [/QUOTE]
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