NPC Generator

Would software generated NPC's be of use to a GM?

  • No, I prefer to spend my free time rolling dice to randomly generate NPCS.

    Votes: 0 0.0%
  • No, I guestimate NPC's as I want them without resorting to dice.

    Votes: 0 0.0%
  • Yes, having random NPCs available in seconds would be benificial.

    Votes: 0 0.0%

  • Total voters
    0
  • Poll closed .

RuneRiter

Mongoose
I'm 75% through writing a NPC Generator from the character generator in the MRQ rulebook. It will o/p to a printer, a .txt file (for Word, WordPad, etc) and/or a .csv for Excel (users option).

A list of Regions would be handy. I'd though of using region types instead (Artic, Tundra, Steppes, Tropical, etc) so it could step into any game setting.

The crafts that I have so far include: baker, basket weaver, bowyer, Brewer, butcher, candle maker, carpenter, cartographer, cobbler, cooper, Fletcher, Jeweler, leatherworker, mason, painter, potter, sculptor, seamstress, tailor and weaver. (Blacksmith is an obvious omission because it is a profession.) These will have primary and secondary skills (i.e. Jeweler might have GoldSmith and Silversmith as Craft and Craft (Other).) Have I missed anything.

Instruments: Dulcimer, Flute, Spoons, Lyre, Hand Drum (there's probably a better name for this), Tamborine.

Languages: I'm going to leave these as (Native) and (Other) although I can add a list if someone can supply one.

I haven't started on a magic section yet as I'm going to have to read the rule books a few times to get my head around the variations. If anyone can summarise these for me (to give me a head start) it would be appreciated.

And lastly, I'll be selling the finished version (or at least attempting to). Because of the OGL and the fact that this software would be an aid to owners of the rulebook rather than a replacement for it I can't see there being an official problem.
 
It is a very good thing but why do you create a poll for this when you have almost finished the software?
 
The King said:
It is a very good thing but why do you create a poll for this when you have almost finished the software?

I was writing this for my own use as a number cruncher when it was suggested that I fill it out with every possible option and make it available commercially. So I thought I'd check out whether there is any interest.
 
I generally create my NPC`s but i think this is a good idea. sometimes you just don`t find inspiration and a tool like that could be handy for those situations
 
I've created an NPC generator, it’s for the quick and dirty Goons that as a GM I find tedious stating out. For the end of level, main dudes I still use it but scribble notes on it, saving all the leg work and just note down the flesh of the main NPC.

It also creates an Army sheet for the mass battle rules in LA to.

The link is on my signature.
 
Itto said:
I've created an NPC generator, it’s for the quick and dirty Goons that as a GM I find tedious stating out. For the end of level, main dudes I still use it but scribble notes on it, saving all the leg work and just note down the flesh of the main NPC.

I like that, its what I had in mind before I started adding the bells and whistles.
 
Watch Signs and Portents for some ready made NPCs pretty soon...I thought it would be helpful (not to mention a nifty co-release with the Player's Guide :) )

-Bry
 
Craft armourer and weaponsmith might be a good idea. And as for leaving Blacksmith out because it's a profession, there are no "profession" skills in MRQ - a blacksmith would still be usefully abstracted as craft(blacksmith) (by the SRD) without going into the intricate details of general blacksmithying such as craft(horseshoes), craft(hinges) craft(spoons), craft(fence), craft(plough)...

Play Pipes, Play lute, and Play recorder/whistle (or something similar - they're both old, simple instruments) as well as flute might be a good idea, too. if you're feeling brave, try Play(bagpipes), too, as variations occur in a variety of cultures, or play(sakbutt), a read instrument.

Magic - not sure how much you know but modelling this can be complicated as each Rune can modify a range of other areas (skill wise) and each Rune gives access to specific spells (or none) IF the character has Integrated a Rune. Spells Heal 2 and Heal 6 are different spells, and both can only be learnt if the character has the Fertility Rune integrated. The skills are by Rune, so someone with the Fertility Rune has the skill Runecasting(Fertility), with Death, then Runecasting(Death). Sorcery is probably simpler.
 
RuneRiter said:
The King said:
It is a very good thing but why do you create a poll for this when you have almost finished the software?

I was writing this for my own use as a number cruncher when it was suggested that I fill it out with every possible option and make it available commercially. So I thought I'd check out whether there is any interest.
You can have a look at "Byahkee", it's an NPC generator for Cthulhu which includes everything (even the 3 gaming periods 1890, 1920 and today and the magic spells).
It will probably gives you some ideas.
 
Hi All,

Don't forget Play Drums!

It would also be useful if the generator did all the intelligent races, and had suitable occupations for them...

Runegoons is great, but could do with expansion.

Simon
 
Halfbat said:
Craft armourer and weaponsmith might be a good idea. And as for leaving Blacksmith out because it's a profession, there are no "profession" skills in MRQ - a blacksmith would still be usefully abstracted as craft(blacksmith) (by the SRD) without going into the intricate details of general blacksmithying such as craft(horseshoes), craft(hinges) craft(spoons), craft(fence), craft(plough).

What I meant by leaving blacksmith out of the craft list is that it already has a skill set (including Craft(Blacksmith) and optional Craft(Armourer), Craft(WeaponSmith). Craftsman has a skill set which includes Craft and Craft (other) - it's this that I want to nail down.

Blackyinkin said:
It would also be useful if the generator did all the intelligent races, and had suitable occupations for them...

I'd been considering that and I was thinking about including that in the Monster Generator. Now that you mention it, I think it might be worth adding them to the NPC generator. Perhaps as an upgrade.

The way I've coded the program makes it easy for users to add/modify/delete cultures, professions and skills to suit their own games, shouldn't be too difficult to change the code now to cater for race. That means I can optionalise Stats and Hit Locations. Can anybody think of anything else that may be race specific?
 
Mongoose Steele said:
Watch Signs and Portents for some ready made NPCs pretty soon...I thought it would be helpful (not to mention a nifty co-release with the Player's Guide :) )


Looking forward to it. No matter how many years I've been GMing, I always seem to need an NPC or two on short notice.

Also, thanks for the tip on Runegoons. Definitely cool. I tend to spend a lot of time developing the plot and major NPC's for my games so having a character generator comes in handy for the supporting cast. Also, there is something satisfying about being able to sit in my office generating gangs of broos and zombies rather than doing actual work. :twisted:
 
How can you craft a blacksmith?

What ever happened to the simple Craft (metal)?

Craft (bronze) anyone?

I can see how you can have smith or smithing as a skill, but blacksmith is a job.
 
Sod's Law: If a thing can go wrong it will.

As soon as I stated that I'm neary finished, work kicks in with a vengance and everything else has to take a back seat.

Anyway, this is what I'm hoping is going to happen this weekend. I'm going to get the print and save options working and then I'm going to start a new post where the software can be requested and comments on it posted. This does mean that magic, equipment and treasure will be a later update.

The way it works should be like this. If you want to try it you e-mail me and I send you a zip by return. I've chosen e-mail so I can set up a group and send out updates easily. You unzip it to your hard drive and run the program and the program will set up the files it needs. (Note: I do not update your registry so you will have to set up your own shortcuts.)

This will be a try-before-you-buy version limiting you to Human Barbarian but all the other facilities will be available. Saving, Printing, adding professions, changing profession details (and percentages).

The full version will cost £5.00 (for my time in writing the program rather than the contents) which will unlock the other human cultures. You will also get program updates and additional races (via email) as they happen although you will be able to add your own races/cultures/professions and transfer them to other (paid-up) users.

Happy RQing
 
Got it in with a day to spare.

E-mail me at NAS_Enterprises_uk@yahoo.co.uk and I'll send you a try-before-you-buy version.
 
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