Monday, March 28, 2016

Random Character's Guild


I was wandering around over at the ol' Judge's Guild the other day when I discovered that they have  their own version of a random character generator (download it here), which also includes the one thing I really wanted to add to mine but didn't have the mojo for: a random name generator. The Judge's Guild version is made "For Use with the Universal Role Playing System" (URPS?) and contains character races such as ghuls, lunari, bardik, and confeds, but still, it's pretty cool.


Thursday, March 10, 2016

Now with Clerics!

The other day, Commentor Antoine pointed out that the follower thing doesn't seem to roll clerics. Indeed, there was a flaw in the programming wherein druids and thieves overlapped on the cleric parameters. Anyway, I made a new version that basically just replaces druids with clerics. If it's your thing, by all means, go for it.

Monday, March 7, 2016

Random NPC Followers Update: Now Downloadable!

On Friday I ran a piece about my Random Follower Generator but I failed to provide the link to download the thing. Here it is. Also, I made it more printer friendly
and, for those without an 80-sider handy, expanded the list to include 100 randomly created peons, henchers, and assholes. Go forth and impart these randomized roleplayers with souls!

Also, if anyone savvier with spreadsheet formulae than I makes improvements on it, I'd be interested to hear what you come up with.

Bon soir.

Friday, March 4, 2016

d80 Followers: Random NPCs at Wholesale Prices

Start heaving those 80 siders!
It seems some folks had other thoughts on what a post called "80 Followers" on a D&D blog would be all about. It's a reasonable assumption, so I got to work and came up with a spreadsheet for creating random NPCs. Sure, nobody needs it, and even less people want it, but, in the making of it, more fun was had than anyone could reasonably expect from something so inherently dull as spreadsheet software.

Each NPC falls into one of three "roles": peons, henchers, and associates; plus a bonus role called "rivals." But don't worry about them because they almost never deign to show their faces. Seriously, of the 10,000 odd NPCs I've randomly created in the last day or two I've seen precisely 2 "rivals." Everything is determined by the 6 randomly determined (3d6 style) basic abilities. One's role is a measure of how good his or her average ability score is; your level is affected by your charisma and intelligence--cuz I figure being smart and charming's gotta be worth something, right? And in a reversal of the way we roll the dice, NPC class is determined by hit points, which was a lot easier to program than trying to finagle it via the more traditional ability score approach. Besides, I prefer a world where clumsy thieves, feeble fighters and moronic mages overcome their handicaps and achieve a degree of competence at a thoroughly inappropriate skill.

As a result of this HP-class determination, the NPCs with the lowest HP-to-Level ratio end up being MUs. And since HP are influenced by Con, MUs tend to have lower constitutions than other classes, which I kinda' like. But there's enough randomness in the process that an unlucky character with a high constitution could very well find himself wearing a magically delicious pointy hat festooned with Lucky Charms.


Race is a function of various abilities in relationship to each other rather than strict max/minimums, so while elves tend to be dexterous but frail, they aren't precluded from being either clumsy or robust, although it is unlikely that they will be both simultaneously.  I haven't incorporated any race-class limitations, yet I have seen very few Dwarves or haffies dawning the MU robes. The Dwarves make some sense, as their ability ratio tends to favor a higher Con--and therefore higher HP--but there is so much room for randomness in the system that it's actually kind of shocking that I haven't seen a single halfling wizard yet.

Anyway, I'm rather pleased with the outcome; download it here if you feel the urge.

Monday, February 29, 2016

80 Followers

Like most bloggers I got in this business not so much because it offered a creative outlet or a place to get stuff off my chest or anything; I did it to amass followers. Having a concrete number of internet strangers proclaiming their undying devotion to my ramblings is a great way to bulk up my fragile self esteem. And it's only taken me 6 years to accumulate 80 followers! That's a rate of 13.33 a year. More than 1 per month. Lightning speed, we're talking about here.

Seriously though, I don't really follow my follower count too closely--not because I'm too cool for that sort of navel gazing, mind you. It's because I don't need to; I've been pretty much been stuck at 79 followers for the last 3 years or so. Occasionally, maybe 4 or 5 times, it has momentarily bumped up to 80, but never for very long before someone thinks better of affiliating their person with this here blog before upping sticks and moving on. Anyway, it's been a couple of months now and, though the count briefly jumped up to 81 followers at one point, I've stayed up in the lofty heights for quite some time now. I'm starting to think this blogging thing really could take off soon.


Thursday, January 21, 2016

Cynical Sequel of Saltmarsh: An essay about a module

Way back when I started my Saltmarsh sequel tirade--it's been almost a year now--Commentator Darrell made a great point that The Big Secret of adventure module U2 Danger @ Dunwater can be sussed out before you even finish clearing out the Sea Ghost in Act 2 of U1, thus eliminating the need for this sequel.

"Hey Ralph, check out this awesome wood paneling."
If you'll recall, in the final encounter of U2's predecessor U1 Sinful Secret of Saltmarsh, there are several lizardmen lounging on the smuggler's ship whose sole purpose is to raise the PC's suspicions and provide an entree to the follow up module. Sadly, there is a Module-Writer's Fiat in place that forces the DM to withhold from the PCs the "in game" reason for the Lizardude presence--purchasing arms to fend off the sahuagin invasion--but if the PCs are inquisitive and persistent, and the DM is not one to allow a module developer to shackle his game, then you have a situation where the party knows about the Sahuaguin threat without ever setting foot in Dunwater. This is not ideal from a module sequencing standpoint.

I'm of the opinion that the lizard men would do a much better job at being clues of neighborhood unrest if they were found somewhere--indeed, anywhere--other than the boat. Perhaps as a wandering encounter on the way to the Haunted House or in muttered rumours back in town; preferably both.  The problem with having them on the boat is that it would not at all be unreasonable for any normal adventurer--especially a newb who probably isn't too familiar with the motivations of the avg lizardman--to assume that the lizardos are just hired goons of the smugglers and therefore to slaughter them without giving it a thought. But if the Party hears rumors of encounters with non-gender-specific anthropomorphic lizard-beings in the neighborhood, this, combined with the evidence provided by Oceananus the aqua-elf on the SeaGhost--remember: he tells the Party that he overheard the Cap'n negotiating with some lispy-sounding critters about delivering loads of weapons--raises much more concern that there's a festering lizardman problem than the setup proposed in U1. Maybe take it a step further and have the hold of the Sea Ghost stacked high with Rocket-Propelled-Glaives, concussion darts and some of those awesome shields for which Trampian lizardmen are famous packaged for imminent delivery.

Besides, the presence of the lizardmen on the Seaghost just doesn't make any sense.  Few smugglers I've dealt with have ever offered me a hammock in their yacht as part of the negotiations, and I like to think that I make a slightly better house guest than a bunch of fangy, cannibalistic, mud-wallowing lizard fiends.  And, as unlikely as it is that a gang of smugglers would offer room and board on their ship, it's even less likely that the lizardos would take them up on the offer. What do they have to gain from sailing around with a bunch of humans unless they're planning on eating them?

I think the U-series modules, in order to fit into an old school campaign, needs to be de-railed a bit. So let's say that the PCs roll into Saltmarsh hunting around for an adventure. They hear about the haunted house, but they also maybe catch wind of some lizardman activity in the vicinity. And maybe those lizardmen the folks are skirmishing with are actually Sahuagin, but no one in the village or the party can really discern one species of scaly freaks from the other, not having had a lot of commerce with either species up to now.

In this set-up the party will most likely still head off to the haunted house cuz at least they know where that is. And if they survive the Seaghost--big if--then they meet this dipshit water elf who tells them that he overheard the smugglers and lizardmen haggling over a few crates of AKs and a jumbo-sized block of C4. The PCs report this to the Privy Council or whatever it's called back in town and the folks there are all "Run for your lives--there's a Lizardman invasion coming!" So they go into full-on panic-mode and do what every troubled village in D&D-land always does: hire, persuade, or coerce a band of sociopathic outsiders--aka "PCs"--to take care of the problem.

The PCs get to work and track down the lizard lair at Dunmouth. While they're clearing the place out they find out that the lizards, too, are afraid of an invasion by the aforementioned Sahuagin. Perhaps the Sahuagin even attack the Lizardman lair while the PCs are in it; a little Amtrak-y for a lot of old schoolers perhaps, but something to consider. Anyway, the lizardmen--famous for preferring human flesh to other foodstuffs--are still a potential threat to Saltmarsh, even if they're currently concerned more with the sahuagin, so the PCs don't need a guilt trip over the slaughter they've committed. But maybe they think "Crap, sahuagin are no good for business. Maybe we should call a truce with these lizardfuckers and help them take on the fishfuckers, only to wipe them out once they've taken out the sahuagin for us." Or perhaps something less cynical; let the PCs decide.

Essentially, what I'm saying is don't make U2 a Gotcha'. Let the PCs and lizardmen figure out whether or not it's a good idea to drop their hostilities and team up against the Sahuaguin on their own. So forget the were-gild crocodile fiasco; the lizard men can either team up or piss off.