This app is meant to be used in three main ways:
All icons were taken from Game-icons.net and created by Lorc or Delapouite under CC BY 3.0. Thanks guys!
|Enter % Chance of Stairs in Room:|
|Enter % Chance of Doors Being Locked:|
|Enter % Chance of Trap in Room:|
|Enter % Chance of a Secret Room:|
GET SIMPLE QUEST SEED will give you a one-liner quest idea with no additional details. It's just an idea generator.
GET TENSION BUILDER gives you a random generic event that can build tension in any adventure. It's things like bad news arriving from far away or losing an important item.
FULL ADVENTURES are adventures designed from start to finish. You begin the adventure with a general DESCRIPTION and an INITIAL COMPLICATION that makes your missino harder. You then can get a NEXT ENCOUNTER to help push the story along. All the encounters are modular, so they can be completed in any order. The CLIMAX SCENE can be generated randomly when you're ready.
Remember that even with a FULL ADVENTURE you'll have to take the idea seeds and grow them into something meaningful with your imagination.
CHARACTER CREATION helps you with making up all conceptual aspects of a character, either PC or NPC. The first button will give you a first and last name of an NPC with an adjective and an occupation for that NPC while the rest of the buttons can provide information for either NPCs or PCs.
NPCs PROGRESS THE PLOT will give you a very generic thing that the NPC might be able to provide more information about to help progress the plot forward. For example, let's say you're trying to stop the dragonking and you need six McGuffins. This might tell you that the NPC can Help with Short Term Goal, meaning finding a single McGuffin. Beware: Not all NPCs are helpful! If you would like some descriptive words to prompt your creative juices, get more details.
RANDOM NPC CONVERSATION seeks to emulate a random conversation with an NPC by giving you a random demeanor and discussion topic that the NPC wants to talk about. Before hitting this button, you should choose the normal relationship this NPC has with the PCs as a Positive relationship will make positive discussions more likely and vice versa. If an NPC who is normally positive towards the PCs suddenly becomes negative, that may mean something is up which you can explore further to expand your plot.
The rest of the sections should be self-explanatory.
GET YES/NO ANSWER is probably the most important part of being able to replace a GM. You ask a question like, "Do I hear voices behind the door?", and set the likelihood of that happening. You'll get either a yes or no to guide you further in your quest. Moreover, you may get a modifier or "and" or "but" that complicates matters. In the above example, pretend the answer was "yes but". That might mean that you hear voices but can't tell how many. Or you hear voices but don't recognize them. Go with the first idea that makes sense in the situation. If the answer was "yes and", that mean you hear voices and can understand the language.
Every time you get a Yes/No answer, the system also checks to see if a random event happens. Since the random events and it's component breakdowns are in the next section, you'll have to move to the next section to change the likelihood of a random event. It's default is at 20%.
ROLL THE DICE will give you the individual die rolls and the sum with the modifier. For example, if you roll 3d6 + 18, it would list all three individual d6 rolls and then give you the sum.
DRAW CARDS gives you a The specified amount of cards from a standard deck of cards. It also keeps track of the deck of cards so you won't get any repeats unless you RESHUFFLE THE DECK.
RANDOM EVENTS let's you set the chances of a random event occurring, and if it does, it will tell you what type of event that is. Maybe it's help with a short or long term goal, something that helps or hurts a specific PC or NPC, or even a random event related to the setting.
If you get an event type that you can't think what it would be, you can click RANDOM EVENT DESCRIPTION to get an adjective and a noun to help spark your imagination. Again, just go with the first idea that makes sense in your situation.
DIRECTION gives you a random direction but you have to Choose the type of compass you want to use first.
ADJ/NOUN gives you just that: an adjective and a noun, while the LEVEL OF DIFFICULTY also gives you a random level of difficulty.
TYPE OF LOOT OR LOSS will give you a generic idea of what to give or take away from the PCs. For example, maybe the PCs don't get FINANCIAL loot, but SPIRITUAL loot. What could that be? If you're trying to stop the dragonking, maybe it's an article of faith that serves no mechanical purpose but gives you credibility and followers in the Church of Stomping Dragon Bad Guys.
GET LOCATION will give you a location for a scene, but you first must choose the location type. For example, you might choose a Cavern System to explore. Getting a location will give you the next room in the cave like an underground lake or a barracks for the bad guys. If you choose an Outdoor Location, you might get things like a cliff, a giant tree, a hilltop abandoned fortress, etc. Inside a city, you might get a blacksmith's shop, the tannery, a bank, or an inn.
To find the # OF EXITS IN ROOM you first have to decide how interconnected and complex the place you're exploring is. If it's mainly a linear place (like a cave system), it's more likely to find either one additional exit or no other exits. In a branching complex, 2 additional doors becomes slightly more likely while a sprawling location has even more doors. There could also be stairs up or down.
TRAPS AND SECRETS will tell you if there are traps (if so, you'll get a full description) or secret doors. There is a small set of random things that could behind a secret door like a hidden passage, a hidden room, or treasure.
GET ATTACKER DESCRIPTION will give you both a short and long description of an attacker. Let's say you asked the YES/NO question if there were bad guys in the room. Who are they? Click this button to find out.
You can also get any SPECIAL ATTACK they may use. The COMBAT TYPE describes if they mainly attack melee, ranged, with magic, or a mix while the # of COMBATANTS gives you how many of the combatants there are.
The INTENTIONS tell you what the goal of the combatants is. It's not always to fight to the death with the PCs. Maybe it's just to spy and report back or to just protect their ground.
The BATTLE STRATEGY tells you how they attack. Maybe they focus fire on a single PC or maybe they spread out their attacks.
The only thing to note here is that the trap description may occassionally conflict with some of the other randomly generated items. For example, if you come across a room that is trapped because it's magnetic, that probably doesn't deal any damage even if the random generator tells you it does. Use what makes sense in your situation.
Couldn't find the random generator you wanted? Well, make your own! Just type a list of things you liked to have randomly generated in the box and then click the button to get a random item off that list. Just make sure you separate each entry on your list by a comma.
Click the menu icon on the upper left to get random generators for your story or head back to Play Every Role. Currently, you can't save your story progress, so make sure to copy and paste your final product into a text file of some kind (Word, blog, etc.).
↓ Type below to add text to your story. The box will expand as needed and when you hit return.