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<blockquote data-quote="howandwhy99" data-source="post: 5842732" data-attributes="member: 3192"><p>You want to know something that has never been done, but always should have been?</p><p></p><p>This isn't d20, SRD, or GSL, so it's not really a viable suggestion, but if you are still interested...</p><p></p><p>AD&D has a Campaign Generator in the DMG. It uses die rolls, but these could be automated. It begins with, contains, and is centered upon all of the appendices, but then expands into half of the rest of the DMG, some of the PHB, and all of the MMs.</p><p></p><p>Start with A, the wilderness map generator to create the world.</p><p>Tie it in with B to generate all dungeons (you'll probably want to offer some custom rules for "cities"/Lawful dungeons), </p><p>then C for creating random monster encounters in every level for every territory/region,</p><p>D for custom monster generation (and lower planar creatures of course) for GM modifying those above tables,</p><p>E for assignment of pre-made monsters (if you're really ambitious include all of the MM, MMII, and FF in place of this appendix)</p><p>F for some higher INT NPC R&R activities</p><p>G for generation and integration of traps in each area</p><p>H for generation and integration of tricks in each area</p><p>I to generate the rest of equipment and fortifications in the dungeons (a.k.a. monster lairs)</p><p>J to generate wilderness flora inhabitants (fauna being in E) [check Greyhawk if you want more trees]</p><p>K for substance attributes, including color, hardness, viscosity, clarity, taste/odor, and luminosity.</p><p>L for NPC druidic animal conjurations</p><p>M for NPC magic-user summoned creature lists</p><p>(skip N)</p><p>O for encumbrance of NPC carried equipment (you can use this for viable inclusion into lairs via narrow tunnels too)</p><p>P for generating NPC groups with PC levels</p><p></p><p>So much of what's hidden deeper in these appendices include most of the randomized generation rules in AD&D, including generating PC-race NPCs with equipment, spells, and magic items. These tables refer to the entirety of the Treasure chapter which would need to be included as well as all the spells from the PHB for random assignment. Stuff that's missing a direct reference link is in the DMG and can be used to populate regions too, like NPCs with NPC classes, types of organization (self rule), and more. I haven't even gotten into the unfinished work of determining contacts and alliances, trade routes for the overland map, and wilderness treasure as natural resources.</p><p></p><p>However, an enormous amount for this project is already completed and has been waiting to be put into a program for decades. It may not be complete, and it's [-]probably[/-] [<strong>way</strong>] too big to take on, but it would be awesome if someone actually finally went ahead and did it.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5842732, member: 3192"] You want to know something that has never been done, but always should have been? This isn't d20, SRD, or GSL, so it's not really a viable suggestion, but if you are still interested... AD&D has a Campaign Generator in the DMG. It uses die rolls, but these could be automated. It begins with, contains, and is centered upon all of the appendices, but then expands into half of the rest of the DMG, some of the PHB, and all of the MMs. Start with A, the wilderness map generator to create the world. Tie it in with B to generate all dungeons (you'll probably want to offer some custom rules for "cities"/Lawful dungeons), then C for creating random monster encounters in every level for every territory/region, D for custom monster generation (and lower planar creatures of course) for GM modifying those above tables, E for assignment of pre-made monsters (if you're really ambitious include all of the MM, MMII, and FF in place of this appendix) F for some higher INT NPC R&R activities G for generation and integration of traps in each area H for generation and integration of tricks in each area I to generate the rest of equipment and fortifications in the dungeons (a.k.a. monster lairs) J to generate wilderness flora inhabitants (fauna being in E) [check Greyhawk if you want more trees] K for substance attributes, including color, hardness, viscosity, clarity, taste/odor, and luminosity. L for NPC druidic animal conjurations M for NPC magic-user summoned creature lists (skip N) O for encumbrance of NPC carried equipment (you can use this for viable inclusion into lairs via narrow tunnels too) P for generating NPC groups with PC levels So much of what's hidden deeper in these appendices include most of the randomized generation rules in AD&D, including generating PC-race NPCs with equipment, spells, and magic items. These tables refer to the entirety of the Treasure chapter which would need to be included as well as all the spells from the PHB for random assignment. Stuff that's missing a direct reference link is in the DMG and can be used to populate regions too, like NPCs with NPC classes, types of organization (self rule), and more. I haven't even gotten into the unfinished work of determining contacts and alliances, trade routes for the overland map, and wilderness treasure as natural resources. However, an enormous amount for this project is already completed and has been waiting to be put into a program for decades. It may not be complete, and it's [-]probably[/-] [[B]way[/B]] too big to take on, but it would be awesome if someone actually finally went ahead and did it. [/QUOTE]
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