
Goal-directed: the generator should begin with some “blank slate” and work towards the goal given by the constraints. Given those (general) requirements, the generator should be goal-directed and incremental.And there may be a generous mix of all of the above (“Give me a neutral good scholar that knows at least 1st level arcane spells, but can also pick locks, and make sure that he has some sort of craft or profession skill, but no more than one of each.”) (90% of the challenge of this is coming up with a user-interface to specify all of the possible constraints.) They may also be specific (such as when a user says that an NPC must have a specific feat or skill), or general (like the concept of a “role”, i.e. The inputs may be absent (in the case of a purely random NPC), or all-encompassing (in the case of a user building a specific NPC). The kinds of inputs must be well-understood, in order to craft a generator that people will use. The requirements of any purely random or user-directed NPC generator must be clearly specified.I recently sent Andargor an outline of several items that any good NPC generator must possess.
#Pcgen 3.5 data sets download how to
I’ve been thinking for a long time about how to go about doing it “right”. Eventually, I’d like to rewrite it, and do it exactly “right” this time. It was quite popular for a while (and still has a large following), but suffered from many defects.

About 3 years ago I wrote a random NPC generator for the then-brand-new 3rd edition of D&D.
