I have a very open and thorough framework now in RolePlayingMaster for the ultimate in generators.
I'm keenly after any advice as to how make the best use of this framework.
(Perhaps I should even modify the framework)
If you like, you can download the latest beta and check it out, but I'll explain the framework here. The different capabilities are so wide and open that I think it'll help to throw up lots of examples.
Basically, you can make lists out of virtually anything and then assign a chance weighting to generate it.
Its very important to note that these are not text generators. They refer to items in the RPM database, so that anything generated can be used to build your character, encounter, location, whatever. These items carry with them any game mechanics information. For example, a suit of armor has the correct effects on AC, total weight carried, max dex adj, and armor check penalty.
This gives you lists that you can either select from (eg select an Exotic weapon when you take the Exotic weapon proficiency feat), or that you can simply generate things from randomly (such as random generation of an exotic weapon for a random creature that has randomly had the Exotic weapon proficiency generated).
The basic structure I have for a generator table is as follows:
I'm keenly after any advice as to how make the best use of this framework.
(Perhaps I should even modify the framework)
If you like, you can download the latest beta and check it out, but I'll explain the framework here. The different capabilities are so wide and open that I think it'll help to throw up lots of examples.
Basically, you can make lists out of virtually anything and then assign a chance weighting to generate it.
Its very important to note that these are not text generators. They refer to items in the RPM database, so that anything generated can be used to build your character, encounter, location, whatever. These items carry with them any game mechanics information. For example, a suit of armor has the correct effects on AC, total weight carried, max dex adj, and armor check penalty.
This gives you lists that you can either select from (eg select an Exotic weapon when you take the Exotic weapon proficiency feat), or that you can simply generate things from randomly (such as random generation of an exotic weapon for a random creature that has randomly had the Exotic weapon proficiency generated).
The basic structure I have for a generator table is as follows:
- They have a "Type" (item, race, class, skill, feat, spell, ability, magic effect, or "free form").
- They have a "Purpose" (such as "General", "Random Encounter", "Random Equipment", "Class Definition", "Race Definition" ).
- When you build the table, you select from the RPM database for the type (eg equipment, race, abilities).
- You can use the "Filter" and "Multi-Select" button to add a large number of entries to a table (eg instanltly build a table of all the "CR=4" races, or the "Climate=Forest" races).
- You can add another table as an entry to a table. If the item gets generated, the generator automatically jumps to the indicated table to determine the entry. For example, you can add the "Dragon (Lev 4)" table as an entry to your wandering monster table. If you generate a Dragon, this gets you the particular type of Dragon.
- You can batch a number of items together in the same chance. For example, you could group Hobgoblins and Orcs together as a party for a wandering monster table, or you could group together tables for armor, weapons and a shield, to get an entry that will generate a random weapon, suit of armor, and shield.
- You can add a blank entry, which gives you a chance to generate nothing. In the example above, you may put in a blank entry for your armor and shield table, to allow for the possibility of a "swashbuckling" (no shield or armor) fighter.
- You can "Copy" an existing table. This could be useful for customizing wandering monster tables according to location, or simply to create and customize campaign specific versions.
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The current use I have in place for the tables is as follows:- The random encounter option lets you select from available race tables (Purpose = Random Encounter") to create creatures.
- Classes and Races have the following lists available : Class Skills, Weapon proficencies, Compulsory Equipment, Ramdom Feats, Randon Equipment, Random Skills. The mandatory lists are obviously the "Class Skills" and "Weapon Proficiencies". The "Compulsory Equipment" I've put in are things such as a religious symbol for a Cleric, or a phylactery for a Lich.
- Purpose built lists as required
Hopefully you can see the more basic uses , as with the following examples:
- The D20 Modern occupations are impemented as abilities (with appropriate skill modifiers), and the table can be used either by PCs for selcting a profession, or to generate appropriate spreads (eg more chance of a blue or white collar worker than a criminal or athlete).
- Purpose-built tables can be used as required for PC selection (eg the list of Clerical domains, or Schools of Wizardry - both implemented in RPM as "abilities").
- Purpose-built tables can be built for feats, such as a PC wizard selecting (or a random wizard generating) from the list of special feats available as Wizard bonus.
Though it may seem a bit abstract, it does allow you to openly expand into D20 areas, and also put in any game mechanics needed (such as modifiers, or even scripts).
How can you help?
You could let me know what you think of the framework, and how it could be best built on, perhaps with the following issues in mind:- What would be a good solution for "defaults"? Whilst you can configure any class or race to your heart's content (RPM can happily cope with 1000s of separate generator tables), you certainly wouldn't have all the categories mentioned above for all races and all classes.
- Any good ideas on managing campaign sources? I've built my current tables for standard, core D&D. If you download and install DragonStar, for example, you won't find the DragonStar specific weapons in the list. The generators can be attached to specific sources, and do import/export with them, but thats not quite the same as having "default" lists that span multiple Sources.
- Blinkers Off! Perhaps there are some good possibilites that I've completely missed. Yes, I'm aware that creating rooms as Item types, along with clever use of multiply linked tables could be used to generate random dungeons with encounters and equipment, but that sort of thing is a bit "frivolous" for now
- Bad misses? There are always difficult issues with respect to generators and sensible outcomes. If you can pick any, along with advice, I'd greatly appreciate it.
I would be very pleased to recieve any ideas or comments e-mailed to luke_jones@bigpond.com . Alternatively, a comment posted here for public comment could be more useful.
If my explanations all sound very abstract, and you'd like to download and check out the current form of the generators, just e-mail me for the beta link. The current version isn't the official download yet. Basically, instability and corruption issues have forced me to replace the underlying database manage for RPM. Volenteers have almost completed the testing, with very positive results - but its still not the official version for public download.
Many Thanks,
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