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RolePlayingMaster 3.0 available - major revamp and new features
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<blockquote data-quote="Luke" data-source="post: 678523" data-attributes="member: 602"><p>I was fully in jest, as per the " <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> " . Sorry you got frosted.</p><p></p><p>I actually found this quite useful though, as you set me thinking in creative ways about using my generators. After a bit of thinking, I saw what you meant too. Basically RPM is about <em>creating RPG content </em> (generating and calculating), and something like Word Perfect is about <em>presentation</em>.</p><p></p><p>I do have various output capabilities, if you want to fine-tune your printed results, and I'd be reasonably confident that Word Perfect could read at least a Word .doc file, if not an HTML file.</p><p></p><p>I'm guessing now that you're talking mostly about adventure/campaign building, and you should be able to get very quick results in the future, doing things like the following:</p><p></p><p>- Use either manual, or generator methods to build maps, locations, encounters, treasure, features etc.</p><p>- If you use generators, you could use the defaults, or build your own (even for a sci-fi setting), leveraging the huge RPG database available to you.</p><p>- With generators, or manual methods, all objects (magic, weapons, armor, feats, ray guns, whatever), would be real objects that have their game mechanics effects taken into account.</p><p>- Generated material could be edited, removed, or added to (eg for rooms in a dungeon map, or monsters, treasure and features in the rooms). I've never been a big fan of generators that give you hard coded results that you cannot then mess with until it suits you properly.</p><p>- As a dungeon level example, a properly edited level could be added to your current adventure.</p><p>- When you're done (assuming you don't want to use the computer in-game), do a full adventure report, prehaps exporting to Word for further tinkering.</p><p>- There is a new "under construction" report writer available, where you can cook up your own character sheets or adventure reports. A simplified report might be good for exporting to something like Word.</p><p></p><p>The example picture below is something I'm cooking on the slab. Its using hard-coded generators, rather than my fully configurable ones, but hopefully it paints a decent picture of my plans...</p><p></p><p><img src="http://enworld.cyberstreet.com/hosted/rpm/gen_dung.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p></blockquote><p></p>
[QUOTE="Luke, post: 678523, member: 602"] I was fully in jest, as per the " ;) " . Sorry you got frosted. I actually found this quite useful though, as you set me thinking in creative ways about using my generators. After a bit of thinking, I saw what you meant too. Basically RPM is about [i]creating RPG content [/i] (generating and calculating), and something like Word Perfect is about [i]presentation[/i]. I do have various output capabilities, if you want to fine-tune your printed results, and I'd be reasonably confident that Word Perfect could read at least a Word .doc file, if not an HTML file. I'm guessing now that you're talking mostly about adventure/campaign building, and you should be able to get very quick results in the future, doing things like the following: - Use either manual, or generator methods to build maps, locations, encounters, treasure, features etc. - If you use generators, you could use the defaults, or build your own (even for a sci-fi setting), leveraging the huge RPG database available to you. - With generators, or manual methods, all objects (magic, weapons, armor, feats, ray guns, whatever), would be real objects that have their game mechanics effects taken into account. - Generated material could be edited, removed, or added to (eg for rooms in a dungeon map, or monsters, treasure and features in the rooms). I've never been a big fan of generators that give you hard coded results that you cannot then mess with until it suits you properly. - As a dungeon level example, a properly edited level could be added to your current adventure. - When you're done (assuming you don't want to use the computer in-game), do a full adventure report, prehaps exporting to Word for further tinkering. - There is a new "under construction" report writer available, where you can cook up your own character sheets or adventure reports. A simplified report might be good for exporting to something like Word. The example picture below is something I'm cooking on the slab. Its using hard-coded generators, rather than my fully configurable ones, but hopefully it paints a decent picture of my plans... [IMG]http://enworld.cyberstreet.com/hosted/rpm/gen_dung.jpg[/IMG] [/QUOTE]
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