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 .
homerjsinnott said:
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.

Craft (Blacksmithing) might be a better description.

Craft (Metal) is metal specific, so you might be an Ironsmith, Goldsmith or Coppersmith. Blacksmithing, although usually iron-based, is the art of using metalwork for mundane tasks, such as shoeing horses, making horse tackle, repairing weapons and armour or making household implements.

You wouldn't want to buy a suit of armour from a blacksmith, nor would you want a goldsmith to shoe your horse. So, I think there is a place for Craft (Blacksmithing) and Craft (Metal).
 
soltakss said:
Craft (Metal) is metal specific, so you might be an Ironsmith, Goldsmith or Coppersmith. Blacksmithing, although usually iron-based, is the art of using metalwork for mundane tasks, such as shoeing horses, making horse tackle, repairing weapons and armour or making household implements.

You wouldn't want to buy a suit of armour from a blacksmith, nor would you want a goldsmith to shoe your horse. So, I think there is a place for Craft (Blacksmithing) and Craft (Metal).

I would have thought: Craft (Blacksmith), Craft (Armourer), Craft(Weaponsmith), Craft (Goldsmith), Craft (Silversmith), Craft (Jeweler), etc would pretty much cover the metalworking arena.

You could breakdown the skills further and say that the Craft (Blacksmith) includes the Smelt (Copper) and Smelt (Tin) skills and the resultant purity would depend on the smiths craft roll. Mixing the two in the correct amounts to get workable bronze ingots may also be a craft roll. Thereafter the Craft (Blacksmith) skill is used for horseshoes and tools (and probably blunt weapons), Craft (Armourer) for chainmail and plate and that leaves Craft (Weaponsmith) for edged weapons.

One more thought, Craft (Leather) could also have a subskill of Craft (Armourer).
 
Got the Save as .txt working, added Hit locations and Armour.

Just send me an e-mail if you want to have a look at the free-view version. (Some constructive critism would be useful.)
 
The NPC generator has been put on hold for a month or so while I got on with the PC generator. Now I'm looking for the time to implement the craft/lore/play specific choices.
 
A bit of an old topic, but I didn't dare to make a new one...

Anyway, I have also created a web-based NPC generator called Enemy Editor. It's located here:

http://runequest.aamunkoitto.net/enemyeditor/index.php

It has support for MRQ and also for the old RQ3. Main purpose of it is to create gloranthan characters, and it generates basic stats, cults, cult ranks, skills, weapons, armor, spells (based on cult), items, runes, magical items, chaotic features... and perhaps something more.

It currently includes 23 enemies for MRQ and 13 for RQ3. Any comments are welcome.
 
Dreamfall said:
A bit of an old topic, but I didn't dare to make a new one...

Anyway, I have also created a web-based NPC generator called Enemy Editor. It's located here:

http://runequest.aamunkoitto.net/enemyeditor/index.php

This is great! I haven't had a chance to test for validity but it is likely to save me a lot of work. The main advancements it is going to need eventually are smarter choices - e.g. wizards not wearing armour and so on. It's a brilliant start though.

Kudos.
 
WOW!

I am very impressed, and I will be using it :)

Are you planning to update it? It would be good if you could customise the output a little. However for grunts it's excellent.
 
Hi

The program's results look great, although they were kicking out some really odd results such as Urox with Illusion spells, Yelmalians with Lightning Strike magic and so forth. I guess that you are using a random spell generation based on the Common Divine Magic, but without any sub-division of the magic based on the cult. You need to make sure that the common Divine Magic list in your programme does not contain the spells that are associated with vsarious deities, frex Berserk, True (Weapon), Shield are in the remit of the War Gods such as Humakt, Urox, Zorak Zoran etc. However it would be very odd for them to have Breathe water unless they had traded with an Issaries using Spell Trading of some kind, which is unlikely. Get these tweaks sorted and I will do major happpy dances!



Simon
 
WOW!

I am very impressed, and I will be using it :)

Are you planning to update it? It would be good if you could customise the output a little. However for grunts it's excellent.
 
Deleriad said:
The main advancements it is going to need eventually are smarter choices - e.g. wizards not wearing armour and so on. It's a brilliant start though.

I've also noticed, that it would be nice to be able to adjust the armour level. Perhaps in the next version...

Ssendam said:
Are you planning to update it? It would be good if you could customise the output a little. However for grunts it's excellent.

When I get boost of motivation, I will be updating the program. What kind of changes to output did you have in mind? It is possible to make different layouts.

Blackyinkin said:
The program's results look great, although they were kicking out some really odd results such as Urox with Illusion spells, Yelmalians with Lightning Strike magic and so forth. I guess that you are using a random spell generation based on the Common Divine Magic, but without any sub-division of the magic based on the cult. You need to make sure that the common Divine Magic list in your programme does not contain the spells that are associated with vsarious deities, frex Berserk, True (Weapon), Shield are in the remit of the War Gods such as Humakt, Urox, Zorak Zoran etc. However it would be very odd for them to have Breathe water unless they had traded with an Issaries using Spell Trading of some kind, which is unlikely. Get these tweaks sorted and I will do major happpy dances!

You are correct. Divine magic spells in basic rules are all considered to be Common Divine Magic. And if a cult has access to all Common Divine Magic, it has access to all spells in basic rules. So the spells should be categorized as they are in the basic rules. Perhaps in the next version...

Will you be doing a version for Hawkmoon, Lankhmar, Elric and generic MRQ?

I have no experience in Hawkmoon, Lankhmar and Elric, so it might be hard for me to do version for them. At least I think so. Generic MRQ would be the current version without cults?
 
Hi,

I would happily offer support and advice to do a Hawkmoon version with you. Elric and Lhankmar aren't my theme either, but from what I read of the Lhankmar game a generic, none magic using version may be of help anyway.

However I must generally praise the software, not only is it quick, but it looks great when you print it out and made it very easy to use...

Simon
 
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