Mystaran NPC Generator (BECMI)

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Robin
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Re: Mystaran NPC Generator (BECMI)

Post by Robin » Wed Jul 12, 2017 12:40 pm

Here agathokles, an automated character sheet I created several years ago.
I remembered I recently (last year) have updated it a bit.
Maybe You'll find it useful....in your expansive work here.
it is an excell sheet with formulae within to generate automated information.
(ie. one resolution often designates the next, in such a way)

If you download it, you can use it as normal.
the first tab (below) is information, the second tab is the actual series of sheets
By filling in as according the information sheet, much will be calculated automatically
automated character sheet Mystara BECMI

Enjoy
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Re: Mystaran NPC Generator (BECMI)

Post by Havard » Wed Jul 12, 2017 12:58 pm

This NPC generator is great!

I love the output format.

I did notice a few odd combinations, such as the Rakasta with an INT of 4 selecting only INT based General Skills. But overall, this is a really nice tool.

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Wed Jul 12, 2017 5:45 pm

Yes, the selection of skill is not weighed by the corresponding ability scores and certainly some unlikely combinations will happen. However, since it takes only a few minutes to generate hundreds of NPCs (most of the time is actually spent compiling the PDF file), you can then filter out any unlikely combination and still get a reasonable cast of characters.
It could even be used to generate replacement PCs on the fly.

Unfortunately, installing it takes some degree of computer skills, and there's no way to fix that :-(
As I said before, at the moment I don't have a reasonable option for hosting it on the web (it becomes fairly large when all the dependencies are included in a way that's easy to replicate elsewhere), and the nice PDF formatting I can't do with LaTeX, which is a fairly large application, which is free (like all the dependencies involved), but not necessarily easy to install.

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Fri Jul 14, 2017 10:15 am

I've added most of the Five Shires clans from the Gaz and the Alternate Gaz to the generator. They're currently used for Alphatian Halflings, since I don't have the Five Shires or Darokin as a region yet.

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Mon Jul 17, 2017 1:03 pm

New update, with the addition of Karameikos as a region. Here is a sleeve of Karameikos NPCs.

Next steps: implement family status and town/village of origin, perhaps support for new regions.

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Re: Mystaran NPC Generator (BECMI)

Post by Havard » Mon Jul 17, 2017 2:48 pm

agathokles wrote:New update, with the addition of Karameikos as a region. Here is a sleeve of Karameikos NPCs.

Next steps: implement family status and town/village of origin, perhaps support for new regions.

GP
Nice! I like the inclusion of the Dark Triad as a patron :)

-Havard

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Mon Jul 17, 2017 4:29 pm

Eh eh, thanks. At the moment, pantheons and churches are available, but do not impact on the character's traits, contrary to individual Immortals.

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Tue Jul 18, 2017 10:00 am

BTW, if you had a look at the Vatski and Traladaran names, you'll notice they are significantly different -- I have used different generators, even though both are generally speaking M-slavic. In particular, Vatski names are inspired by the Rurikids -- i.e., the Vatski have names that are based on those of slavized vikings, which seems appropriate due to the proximity of Vyolstagrad and Stamtral to the norse-speaking populations of Norworld. On the other hand, the Traladaran names are based on slavic names of greek origin, which is appropriate since the Traldar language is represented by Greek as well. Also, for the Vatski I have chosen an older style, with patronymics instead of surnames, whereas Traladaran have surnames. Finally, Vatski names are essentially fully Rus', whereas the Traladaran names have more Balcanic tones.

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Re: Mystaran NPC Generator (BECMI)

Post by Sturm » Tue Jul 18, 2017 10:08 am

+10 cultural consistence! :)

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Tue Jul 18, 2017 1:06 pm

Thanks :-)
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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Wed Jul 19, 2017 2:56 pm

New release partially supporting Glantri, see an example of Glantrian NPCs. Also some fixes on Traladarans (made them somewhat shorter). New name generators for Flaems and Klantyrians. I still need to add Belcadiz elves, Averoignese, and Ethengarian names.

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Wed Jul 19, 2017 4:22 pm

Robin wrote:Here agathokles, an automated character sheet I created several years ago.
I remembered I recently (last year) have updated it a bit.
Maybe You'll find it useful....in your expansive work here.
it is an excell sheet with formulae within to generate automated information.
(ie. one resolution often designates the next, in such a way)

If you download it, you can use it as normal.
the first tab (below) is information, the second tab is the actual series of sheets
By filling in as according the information sheet, much will be calculated automatically
automated character sheet Mystara BECMI

Enjoy
Thanks!
GP

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Thu Jul 20, 2017 5:52 pm

I've got some news... a mostly functional, web-based version of the generator.
The only problem is that it must generate HTML (i.e., a web page) instead of a nice PDF file. Still, it is a relatively well formatted HTML (if you look it on a desktop browser... no responsive web design at the moment.

I'm using a free hosting service, so I can't guarantee anything in terms of availability or response time.

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Re: Mystaran NPC Generator (BECMI)

Post by religon » Thu Jul 20, 2017 7:45 pm

Nice. I ran it from an older Mac and it worked well. This is quite a tool. The formatting is obviously inferior to the PDF toolbox you are using.

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Thu Jul 20, 2017 9:25 pm

Thanks. Of course my skill with CSS is limited, whereas the LaTeX tools are professional grade and I know them well.
That said, I put together the CSS in one hour, so it can certainly be improved.

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Re: Mystaran NPC Generator (BECMI)

Post by Sturm » Fri Jul 21, 2017 9:03 am

The web based version is great and certainly useful. If you can develop it to include other regions/nations it could be certainly linked in the Vaults as a very useful tool, if is not possible to host in it..

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Fri Jul 21, 2017 11:20 am

New version (updates currently only in the offline version):
  • Added Averoignese name generator (based on the names found in X2 and CAS works).
  • Added a small customization to allow mapping some ethnic groups to specialized names, so now if Traladarans are generated in Glantri, they are actually called Boldavians.
  • The html generator found in the online version is now included in the package, if someone wants to host their own online version. You can put it anywhere you have Flask micro-framework support.

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Fri Jul 21, 2017 11:27 am

Sturm wrote:The web based version is great and certainly useful. If you can develop it to include other regions/nations it could be certainly linked in the Vaults as a very useful tool, if is not possible to host in it..
Well, the code is exactly the same, except for the html generator (obviously) and the front page, which are specific for the web version. Currently, Karameikos and Glantri are "not supported" in the web version just because I didn't add them as options in the front page. I'll do it ASAP.

BTW, the PDF-free web version is relatively easier to host, as it only requires Python and the Flask micro-framework. I'm not sure hosting it on the Vaults would be an option, but it could be investigated when the application is more complete -- I'd like to add social standing of the family of origin, using the information in the gazetteers, and of course at least a generator of Belcadiz/Espa, Ethengarian and Thothian names. This would allow to expand to the Savage Baronies, as well as complete the support for Glantri.

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Re: Mystaran NPC Generator (BECMI)

Post by Sturm » Fri Jul 21, 2017 11:43 am

Wonderful, it is a great project indeed and could become a extremely useful resorce for any DM!

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Fri Jul 21, 2017 2:30 pm

I've extended a bit the web interface (mostly, updated to the current set of capabilities and added Glantri and Karameikos to the front page options). You can see the results at the usual address.

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Re: Mystaran NPC Generator (BECMI)

Post by Sturm » Fri Jul 21, 2017 2:47 pm

Great. The only problem I see is ability scores are a bit too random. I got thieves with below average dexterity and warriors with below average strenght and dexterity which may be a bit difficult to justify in game.
I do not know if you could create a minimim ability score depending on class. Probably the primary ability score of a class should not be below 10, IMHO.

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Fri Jul 21, 2017 3:01 pm

I could (actually, I could restrict the class choice based on ability scores), but I don't want to, as I consider the possibility of having a low primary score as a key differentiator between BECMI and other D&D versions.
This was my original explanation in one of the early posts in this thread:
Note that the class selection only takes into account minimum ability score requirements, not prime requisites, so it is possible that NPCs are generated with lower than average prime requisite scores -- this is IMO perfectly acceptable in BECMI: a Fighter with a low strength score may be a specialist in missile weapons or simply have suffered from wounds in past battles, a Magic User with low intelligence is a natural sorcerous talent, and a Cleric with low wisdom may be pious but not very perceptive or insightful.
So, the only classes who get such restrictions are Mystics, Foresters, and demi-humans.

Let's get into a greater range of options for justifying in game the low scores:

Demihumans | Dwarves, Elves and Haflings with low Strength don't get a choice anyway. Thieves | Low Dex Thieves may be have lost Dex points as a result of diseases or accidents (see in the life events), or may merely offset lack of talent with dedication to the thieving arts, or else they can be employed in thieving activities that require more charisma or strength than dexterity (fences, thugs, swindlers, enforcers). Fighters | Low Str/Dex Fighters may be veterans with permanent wounds. They compensate with expertise what they lack in raw physical power. Or, they may be simply people who have no other talent. Even a high Int, low Str character may become a Fighter if he has no magical talent, faith, or talent for thieving skills. Clerics | The favour of the Immortals depends on piety/dedication to ideals rather than on wisdom -- wisdom is useful, of course, but not a requirement -- mad priests may well exist, and in some case madness may even be a requisite to join the priesthood (Ranivorous, e.g.). Magic Users | As mentioned above, a low-Int Magic User is the equivalent of a sorcerer or warlock in other rules set. These Magic Users may have difficulty in research, but not in spellcasting. As such, they are not good prospects for magical academies, but they are still spellcasters. They are certainly common in Alphatia, were talent in spellcasting is detected at an early age. There, low-Int spellcasters usually end up in the Imperial Boltmen and other military ranks.

Note also that ability scores are generated according to the standard BECMI rules: 3d6 per score, in order. I didn't implement the training rules (lower 2 points from one of Str, Int or Wis, without bringing them lower than 9, to get +1 on the prime requisite), which would certainly reduce this gap to some extent.
Another option would be to implement High Level Character generation rules, which create definitely tougher NPCs.

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Re: Mystaran NPC Generator (BECMI)

Post by Sturm » Fri Jul 21, 2017 4:23 pm

Ok I see your point. Generally in my game I assign a lot of points, starting from the idea that people who go adventuring should be above average, so I've never used the 3d6 system, which IMHO potentially generates scores way too low. But I see it could make more sense for NPC's. Yet maybe the training rule should be implemented, if possible.

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Re: Mystaran NPC Generator (BECMI)

Post by agathokles » Sat Jul 22, 2017 7:56 am

It's possible, of course. Just a matter of time -- since it's an optimization rather than a random generation, it may need some time :-)

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Re: Mystaran NPC Generator (BECMI)

Post by Robin » Sat Jul 22, 2017 9:36 pm

i really like the last link you gave , but a half troll with a strength of 3? isn't that waay too low.
and asfar as I know trolls do not breed with humans (matting maybe, but no reproduction)
and i noticed some other minor flaws (in my humble opinion)
even though the maerial is awesome in appearance and functionability
I'll check again.
and inform ya here.
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