Month: May 2011

TableSmith Tuesday Introduction (Part 5 – Useful Functions)

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What makes TableSmith so powerful is the scripting elements.  It lets you do more than Fill-in-the blanks Mad-Libs, or create straight Stat Tables.  It lets you make tables that contain an internal consistency, it let’s you correct unexpected grammar issues (usually).  In fact there are 80 some functions in TableSmith, and unless you use datasets, or are making a table with EXTREME mathematics, you’ll most likely only use the ones that I’ve detailed here.

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Campaign Genre Mashup!

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This Month TheRandomDM has decided to throw his hat back into the RPG Blog Carnival! TheDumpStat hosted May’s Carnival and called out to us all to talk about Crossing Genres. And who better to mix a Genre, then TheRandomDM! So I spent some time over at TvTropes and compiled a table to help you create your own Mixed Genre campaign.

Roll two tables, and wrap it up by rolling on the Ending Trope table. It will help lead you build the timing and cadence of your campaign.  And then finish it off with an epic final scene.

TheRandomDM is aware that your favorite Genre is probably missing, so leave a comment on your favorite Genre’s and Tropes so that the Table can grow and be an inspiration for another DM’s campaign!

1d20 Action Tropes
1 Amulet of Dependency
2 Carnival of Killers
3 Cloak and Dagger
4 Curb-Stomp Battle
5 Day of Reckoning
6 Deep Cover Agent
7 Dungeon Crawl
8 Flynning
9 Gladiator Games
10 Great Escape
11 Escort Mission
12 An offer you can’t refuse
13 The Purge
14 River of Insanity
15 Save the Villain
16 Slave Liberation
17 Sole Survivor
18 Wooden Ships and Iron Men
19 Trial of the Mystical Jury
20 Torch and Pitchforks
1d8 Crime Tropes
1 Androids and Detectives
2 Buddy Cop Show
3 Caper
4 Detective Drama
5 Fair Play Whodnit
6 Forensic Drama
7 Law Procedural
8 Mystery of the Week
1d10 Dramatic Tropes
1 Talking the Monster to Death
2 Stranger in a Familiar Land
3 Moral Dilemma
4 Linked List Clue Methodology
5 Knight of Cerebus
6 Achiles Heel
7 A Tragedy of Impulsiveness
8 Coming of Age Story
9 Feuding Families
10 Justified Criminal
1d8 Gothic Horror
1 Dark Fantasy
2 Fairy Tale
3 Gothic Punk
4 Steam Punk
5 Weird West
6 Religion of Evil
7 Eldritch Abomination
8 Eldritch Location
1d6 Military Tropes
1 Alien Invasion
2 Draft Dodging
3 Forever War
4 Guilt Free Extermination
5 Urban Warfare
6 Pretext for war
1d12 Science Fiction Tropes
1 Absent Aliens
2 Advanced Ancient Acropolis
3 Ancient Tradition
4 Cosmic Chess Game
5 Crush Kill Destroy
6 Dawn of an Era
7 Down the Rabbit Hole
8 Innocent Aliens
9 Living Relic
10 Lost Colony
11 Mystical Plague
12 Shattered World
1d20 Ending Tropes
1 Apocalypse Wow
2 Awesome Moment of Crowning
3 Bittersweet Ending
4 Boring Return Journey
5 Call to Agriculture
6 Cerebus Ending
7 Champions on the Inside
8 Day of Reckoning
9 Earn your Happy Ending
10 End of the World Special
11 Esoteric Happy Ending
12 The Good Guys Always Win
13 The Hero Dies
14 Here We Go Again
15 Last Stand
16 Last Villain Stand
17 Riding into the Sunset
18 So Once Again the Day is Saved
19 “Where are the Now?” Epilogue
20 Storming the Castle

Does this blade fit that Hilt? There might be a random chance!

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Last weeks table dealt with Hilts, but a sword is not just a hilt now is it?  But can the blade be as interesting as that hilt?  Of course it can.  You have the Fuller, and the Tang, you have the Cross-Section and so many different pieces!  Why would we continue to just call a sword a sword?  A sword is so much more, and each sword is unique and special as a snowflake.  While the mechanics may not change, if our goal as GM’s is to build a story and paint a picture with words, why wouldn’t we be more descriptive about the magical sword +Whatever?  So, to answer that question I give you the second installment of the RandomDM’s swords series!

1d10 Sword Type
1 Bastard Sword
2 Cutlass
3 Long Sword
4 Rapier
5 Sabre
6 Scimitar
7 Short Sword
8 Great Sword
9 Falchion
10 Claymore
2d3-1 Fuller Top (Hi) (wikipedia)
1 A continuous straight groove of notable width
2 Two parallel grooves
3 A groove shaped like the leaf of an iris plant
4 Two thing grooves that run the top half of the blade
5 A short rounded-top groove found near the bottome of the blade
1d4 Fuller Bottom (Tome) (wikipedia)
1 Groove runs all the way down to the end of the tang
2 Groove stops as a square end within 3cm of the tang’s upper end
3 Groove is rounded within 3cm of th tang’s upper end
4 Groove tapers to a pointed end halfway down the tang
1d4 Fuller Length (wikipedia)
1 One fourth of the blade
2 One half of the blade
3 Three-fourths of the blade
4 Complete length of the blade
1d6 Tang (wikipedia)
1 Full tang
2 Half tang
3 Encapsulated tang
4 Push tang
5 Hidden tang
6 Stub tang
1d8 Blade Cross-Section (myArmoury)
1 Lenticular
2 Diamond
3 Hollow Ground
4 Hexagonal
5 Narrow-fullered
6 Double-fullered
7 Broad-fullered
8 Opposing Fullers
1d8 Describe Blade Condition
1 The blade is in excellent shape.
2 The blade has some nicks and dings.
3 The blade has been chipped and scratched.
4 The blade has some moderate damage.
5 The blade has begun to rust.
6 The blade is rusty.
7 The blade is pitted.
8 The blade is in no shape to be used

TableSmith Tuedays (Part 4 – Displaying Mad Lib Tables)

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Mad libs, they are the heart and soul of Random Generation. And in this episode of TableSmith Tuesday, we continue our journey into the dark realm of groups. In TST: Part 2, I referenced these types of tables as story tables. So if you did not grow up in the golden time of Teenage Mutant Ninja Turtles, you may not know what a mad lib is;

Mad Libs (from ad lib, a spontaneous improvisation) is a phrasal template word game where one player prompts another for a list of words to substitute for blanks in a story, usually with funny results.

The majority of TableSmith tables are in fact “Mad Lib” tables. From Pocket Contents.tab, to Sites of Interest.tab. They have a strict template, and then groups of words that are randomly selected from to fill out the template, sometimes with quite hilarious results. Let’s look at a table that uses this concept, Fantastical Swords.Tab:

:Start
1,[Theme]This [Sword type] is made out of [Material].
_ {If~%hiltdescribe%=1 ? The Hilt [Describe Hilt]./[Themed Hilt Description]}
_ {If~%bladedescribe%=1 ? [Describe Blade]/[Themed Blade Description]} It was crafted by [Crafter Name], in [Crafter Country].

All of the groups in the Fantastical Swords.tab are simple and look something like this:

;Describe Blade Shape
15,The blade is in excellent shape.
10,The blade appears brand new.
2,The blade has some nicks and dings.
2,The blade has been chipped and scratched.
1,The blade has some moderate damage.
1,The blade has begun to rust.
1,The blade is rusty.
1,The blade is pitted.
1,The blade is in no shape to be used
1,The blade has been broken in half.

Pretty Mad Lib’ish huh? Simple but it can create thousands of different swords that add flavor to your game. A lot of table developers have taken these simple types of tables and have expanded them to create more depth and interesting descriptions. There’s a middle level Mad Lib type of table something akin to the Library Contents.tab, it has multiple levels of Mad Libs:


:Generate
1,The library seems [Description]. The room is [Size].
On examination of one of the shelves closer to you, you find that it contains about [ShelfContent].
On the opposite shelf you find [ShelfContent].
Further on in the section you find [ShelfContent].
[Special]

With the second level of depth making the output even more complex:

;ShelfContent
3,{Dice~1d10*10} Scrolls. The scrolls in this section of the shelf seem to [ScrollContent] and the scroll[ScrollCondition]
2,{Dice~2d6} Books. Selecting one of these [BookDesc] books from random on the shelf it seem to deal with [BookContent]
1,a set of {Dice~1d6+1} [TomeDesc] tomes. Found under the [TomeSection] section, its outer cover is made from [BookDescCover] and it seems to be in [Miscellaneous.General Quality] condition. The [BookDescPages] pages are [BookDescBinding] and on close examination the tome has the following protection. [TomeSecure]. [TomeContent].

The greatest culmination of Mad Lib type tables is one that always impresses me with its depth and pure TableSmith awesomeness, and mixes multiple levels of Mad Lib with advance TableSmith functionality, Volo.tab:


:Start
1,The village of |TownName=[Fantasy Names.Start]| %TownName% lies on the [LN~RoadName], a [LN~Roadtype] [LN~AmountWords] days' ride [LN~Direction] of the city of |CityName=[Fantasy Names.Start]|%CityName%. About {1d400+100} folk call %TownName% home ({1d600+200}, if the population of outlying farms is included). Most are humans, but there are half-elves and a smattering of dwarves and halflings. %TownName% is named for one of %CityName%'s early [Ruler], %TownName% [LN~ShortTitle], who had [LN~RulerProperty] here. Though all traces of his [LN~RulerHome] are long gone, [LN~RulerLegend].
_
_%TownName% is [VillageDescription] place. By night or in a snowstorm, the traveler can mark it by [LN~VillageMarker]. This village is [LN~VillageDescription2]. In hot summer weather, though, it is only pleasant to %E%. The folk of %TownName% are famous for the %ProduceVerb% of %VillageProduce%. They have traditionally supplied the noble families and armies of %CityName% and the armies of [LN~Town Names.Start], as well as merchants and satraps of [LN~Town Names.Start] and [LN~Town Names.Start].
_
_Two of %CityName%'s more famous noble families have extensive holdings in the %TownName% area. The %J% family, which produces %ProduceDesc%. The [Fantasy Names.Start] family makes more money than all other inhabitants of %TownName% combined. This clan dominates the chief business of %TownName%, the supply of %VillageProduce% to %CityName%. These %VillageProduce% are not same quality as %VillageProduce% from the %J% %ProduceSite% but are %K%. Any local %VillageProduce% that don't come out of %TownName% %ProduceSite% are purchased by the family at fair market prices and carted to %CityName% in large, well-armed family caravans. These caravans are always on the road between %TownName% and %CityName%.
_
_%TownName% is a [LN~VillageDescription3]. %TownName% [LN~VillageSurroundings].
_
_The town can be entered [LN~VillageEntrance]. [VillageFeature]
_
_For a local spot of interest, [LN~SiteInterest1].
[LN~SiteInterest2]
_
_At the [Direction] end of the village [LN~SiteInterest1].
_
To the [LN~Direction] [LN~SiteInterest1].
_
[LN~SiteInterest2]

JB did a great job in creating the Volo.tab table. And he meshed a lot of the concepts that we talked about back in the TST- Part 2. So let’s talk a little about the concepts that JB used, and make a well crafted Mad Lib Table.

[LN~]

The [LN~], according to the TS help file: in TS 5.0 “LN~” tag; replaced with “~”. This is the Re-Roll Tag. Again from the Help File:

If you preceed a group name with “~” in a group call, you can “re-roll” the results of that call. For instance: “[~Treasure.Weapons]”.

This tag allows the user to “re-roll” the results generated from the group call. Whatever text is returned by the call is displayed in the Results Window and is treated similar to an HTML hyperlink. The text will be in a dark-blue color (not underlined, however), and will change to light-blue when the cursor is placed over it. Clicking the text will “re-roll” it, while preserving the rest of the results. Note that this feature will not regenerate or recalculate other parts of a display. Variable changes that occur in the “re-roll” will not be reflected elsewhere in the results window (the primary purpose of this feature is to “tweak” results).

This is essential to any great Mad Lib table. You may display a table that has mostly good stuff, but then there’s just one or two little bits that you don’t like! Well by using the Re-Roll tag you can make it so that we can re-roll just that one small tiny entry in an otherwise good-looking result!

Variable Assignment

JB must have had a vision in his mind when he wrote the table, and he accomplished something great. He discovered on of the most important pieces of building a great story table, but used it surprisingly little:

1,The village of |TownName=[Fantasy Names.Start]| %TownName% lies on the [LN~RoadName], a [LN~Roadtype] [LN~AmountWords] days' ride [LN~Direction] of the city of |CityName=[Fantasy Names.Start]| %CityName%. About {1d400+100} folk call %TownName% home ({1d600+200}, if the population of outlying farms is included). Most are humans, but there are half-elves and a smattering of dwarves and halflings. %TownName% is named for one of %CityName%'s early [Ruler], %TownName%[LN~ShortTitle], who had [LN~RulerProperty] here. Though all traces of his [LN~RulerHome] are long gone, [LN~RulerLegend].

See the Emphasised Lines there? To build a great Mad Lib or story based table that line is essential almost all the way through the whole table! The best part of this is if you use the ~ tag, if you don’t like the CityName, it’ll re-populate throughout the ENTIRE TABLE! But without knowing where the next developer is going to take your table, why not assign all the groups to a variable? You should here’s a quick re-write of that entry:

1,
#VARIABLE ASSIGNMENTS:
_|TownName=[~Fantasy Names.Start]| |RoadName=[~RoadName]| |RoadType=[~RoadType]| |AmountWords=[~AmountWords]| |Direction=[~Direction]|
_|CityName=[~Fantasy Names.Start]| |Population={Dice~1d400+100}| |TotalPop={Dice~1d600+%Population}| |Ruler=[~Ruler]|
_|RulerShortTitle=[~ShortTitle]| |RulerProperty=[~RulerProperty]| |RulerHome=[~RulerHome]| |RulerLegend=[~RulerLegend]|
#OUTPUT:
_The village of %TownName% lies on the %RoadName%, a %RoadType% %AmountWords% days' ride %Direction% of the city of
_%CityName%. About %Population% folk call %TownName% home (%TotalPop%, if the population of outlying farms is
_included). Most are humans, but there are half-elves and a smattering of dwarves and halflings. %TownName% is named for
_one of %CityName%'s early %Ruler%, %TownName% %RulerShortTitle%, who had %RulerProperty% here. Though all traces of
_his %RulerHome% are long gone, %RulerLegend%.

Group Calls and Grammar Rules:

It should be noted here that when you build a Mad Lib table, your groups should follow a couple of rules:
1 – No leading space!____ 1,entry ________ not ________ 1, entry
2 – No Ending!__________1,entry ________ not ________ 1,entry?
3 – Don’t capitalize! _____1,entry ________ not ________ 1, Entry
Following these simple rules will help you control your grammar. When you are building a complex table. While you may have developed the table with specific grammar rules, you are always going to run into a problem somewhere. For example with the {Cap~} function call, I can capitalize when I want in my output and display. I don’t need Fantasy Names.tab to Capitalize my Characters names.

Further down in Volo.tab JB, did another great thing! In the :VillageProduce he made the WHOLE entry a set of variables!

:VillageProduce
1,horses
_|ProduceType=horse breeders| |ProduceSite=stables| |E=the noses of those who like horse manure|
_|ProduceVerb=breeding and training | |G=fresh|
_|ProduceDesc=skilled animal tenders, maintains a farm where sick animals are nursed, and a shop where tack of the finest sort is made and sold The Eagleshield harness is made for the lone rider's mount. It is of black leather, adorned with silver-plated studs bearing the spread-winged eagle that is the heart of the family blazon|
_|K=tough and versitile|
_|L=the Great Shalarn, a famous war stallion bred in %TownName% 39 winters ago. Gelded long ago by a prankster, the rearing horse image is often painted various hues by high-spirited locals. There is a local rule that allows children to use slings, flung stones, or hand crossbows to bring down birds perching on the statue, so it remains free of the usual bird-droppings. The children often climb it themselves, and perch precariously in the high, tilted saddle, waving their arms and commanding imaginary armies into battle.|
_|S=The statue is a popular place to leave cryptic messages, either tucked under the hind hooves, or slid between the sculpted curls of the tail. It's also a common place for arranged signals, which are usually a bit of colored cloth tied to a particular part of the horse|
_|T=Local lore holds that if the grim, ghostly figure of the [HeroRace] [Hero]%M% %N%, a long-ago hero of %TownName%, is ever seen in the saddle, war will soon come to the town|

It looks like, the table went through a Valminder Revision. [CC~] was what [LN~] used to be before it was all [~], and Val, without having a guiding #Comments from JB, had to piecemeal some things together to make the table more readable: If you investigate the table you’ll see #Comment tags that Remove sections of a display, and there are variable declarations that aren’t actually used. But if I were to apply my thought process to what I see here, it looks like JB was setting up his to have different stories which he could have a random group that would call L,S,T to give a different flavor to each Horse Town.

So to wrap up this week, MAD Lib tables are great, they are the foundation of TableSmith, and the majority of the tables. Remember to use a couple of very important elements:
Grammar Rules, Variable Assignments, #Comments, and the Re-Roll tag, and your table will become infinitely more useable, readable, and interesting.

Tell me more about that broken hilt sitting in the corner, would you?

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Swords are a cornerstone of the “swords and sorcery” campaign types. But have you ever seen a well detailed, descriptive sword? A stat block that tells you that the pear-shaped pommel is inset with a piece of jade. The cross-guard is tapered towards the end. Harrumph, I saw to that. Let’s give our swords some flavor. Today, we spend some time just describing our hilt. Sometime in the future we will get somewhere with the rest of the sword. Most of the research is based on the: Ewart Oakeshott Sword Categorization. You can find more information about it over at myArmoury.com And with a quick glance and clicks you can find images that match many of the options described here.

1d6 Describe Hilt
1 has three pieces to it;
[Describe Upper Guard], [Describe Pommel], and [Describe Grip]
2 has two pieces to it, an [Describe Upper Guard] and [Describe Grip]
3 has two Pieces to it, [Describe Pommel] and [Describe Grip]
4 has no guards and only has [Describe Grip]
5 has [Describe Basket Guard] and [Describe Grip]
6 has [Describe Basket Guard], [Describe Grip], and [Describe Pommel]
1d10 Describe Cross Guard
1 straight bar tapered towards the end
2 straight bar “waisted” and flared back to original width
3 straight bar
4 straight bar with terminals bent towards the blade
5 bowtie – straight bar, with widened and flattened terminals
6 curved bowtie
7 broad flat section, curved torward the blade
8 broad flat section, curved torward the blade, terminals a rolled over
9 straight bar tapered towards the blade
10 curved bar, with knobbed terminals
1d3 Describe Grip
1 the grip which is made from [Metal]
2 the grip which is made from [Wood]
3 the grip is wrapped in [Animal Skin]
1d6 Describe Basket Guard
1 a woven full basket guard
2 a woven half basket guard
3 a full basket guard
4 a half basket guard
5 a fold down half guard
6 tree bar guard
1d4 Length
1 much shorter
2 slightly shorter
3 slightly longer
4 much longer
1d4 Width
1 much wider
2 slightly wider
3 slightly slimmer
4 much slimmer
1d4 Weight
1 much lighter
2 slightly lighter
3 slightly heavier
4 much heavier
1d20 Pommel Forms
1 brazil-nut form
2 mushroom or “tea-cozy” form
3 “cocked hat” form
4 diamond form
5 disc-shaped form
6 disc-shaped form with chamfered edges
7 disc-shaped form with concave faces
8 disc-shaped form with smaller broad chamfers that widen to pommel
9 disc-shaped form with two discs, flatter outer and raised inner disc
10 “boat” shaped
11 “crescent” shaped
12 spherical
13 cube form
14 “scent stopper”
15 “key-shaped”
16 “fish tail”
17 Flared bottom, concave to pommel
18 stretched “wheel” form
19 “cat’s head”
20 “pear” shaped

TableSmith Tuesdays – Part 3: The Importance of #Comments

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Let’s talk about something that is of vital importance if you are someone like me: I get started on a Project, get deep into it, and then leave it dead for months if not years. Recently while doing some things for work, I was in need of a Flashdrive. So I pulled it out and went through it to see if there was anything important on it. I did! I found two unfinished Tablesmith tables, I couldn’t believe it. These were being developed in ’07! So I threw it in the table folder structure and fired it up, sadly to say they were incomplete. I unfortunately was too excited about my discovery that I sent a note to the Yahoo! Group saying I had found these tables. When I was pestered to share I was embarrassed that I had not completed the tables. So I began to find out what wasn’t done.

Upon first investigation every referenced table had some sort of data but wasn’t being displayed. So I slapped the [Reference] on to the tables and what happened? I crashed TS! This couldn’t be a good sign. After some debugging I got it to work. But then I ended up not knowing what I was trying to accomplish.

Here’s What I had:

:Activities
1,[Meetings]
1,[Performance=%iTypeOfCollege%]
1,[Educational Activities]
1,[Activities=%iTypeOfStudy%]
1,[Activities=6]

;Meetings
1,Roundtable Discussions
1,%sRankTwo% Meeting
1,%sRankThree% Meeting
1,%sRankFour% Meeting
1,%sRankFive% Meeting
1,%sRankSix% Meeting
1,General Members Meeting

;!Research Activities
1, Magical Research into:
1, Historical Research into:
1, [Timing] [Educational Activities]

#Performance Education
#Theoretical Education
;Education Activities
1, [Timing] %sRankThree% Lecture
1, [Educational Activities]
1, Graduation

#Performance Composition
#Theoretical Composition
;!Composition Activities
1, [Timing] %sRankThree% Performance
1, {if~%iOrganizationType% = 1 ? Graduation Performance / [General Activities]}
1, [Educational Activities]

;!Performance Activities
1, [Timing] %sRankThree% Performance
1, Galas

;!Social Activities
1, [Timing] Dinner
1, Roundtable Meetings

;!General Activities
1,[Timing] General Membership Meeting
1,[Timing] %sRankThree% Meeting

;!Rare Activities
1,Ritual Suicides!!

;!Social Activities
1, Dances
1, Charity Fund Raisers
1, Potluck Dinner

;Educational Activities
1,[Lectures].
# [symposium]. [Research Projects].

UGH! How could I do this to myself? It’s so frustrating to come back to a table in this condition, and let’s not even mention the guy who didn’t write this table, that has an awesome idea that the creator didn’t have and wants to quickly add it.

Fortunately for myself, I tend to write my tables in sections. This so happens to be the Activities Section (creative, right?) By breaking the table into smaller sections we could treat it almost as if it was its own table. So let’s start with the Activities Table:

:Activities
1,[Meetings]
1,[Performance=%iTypeOfCollege%]
1,[Educational Activities]
1,[Activities=%iTypeOfStudy%]
1,[Activities=6]

First things first we need to define that this is a separate section of the table. And then we can move on.

#------------------ [Activities Subsection] -------------------

Moving on from there, let’s take a look at this table a little more in-depth. [Meetings] calls a Meeting Table, great. Pretty self-explanatory, and no need to add any comments. As we can see from the code above it does use some variables.

Let’s talk a little about the way that I use my variables (at least in this table, and in the way that I mean to use variables.) each variable has, or should have a letter in front of it: i or s. i means that it is going to be an integer (A number). s stands for string, which is going to be your text. Back to that table.

The [Meetings] table works because I am using string variables that I set at the very beginning of the table. And, because of the way I am very descriptive with my variables I know that RankOne is the first rank of these guild members.

[Performance=%iTypeOfCollege%] Seems to be trying to do a performance based on the Integer Number of the TypeOfCollege. Ok, well in a table that already spans almost 400 lines, scrolling up and finding the variable assignment can be difficult. So because I am lazy what I should’ve done would’ve been this:

#------------------ [Activities Subsection] -------------------
#;Type of Study
#1, |sTypeOfStudy=Research| |iTypeOfStudy=1|
#2, |sTypeOfStudy=Education| |iTypeOfStudy=2|
#3, |sTypeOfStudy=Composition| |iTypeOfStudy=3|
#4, |sTypeOfStudy=Performance| |iTypeOfStudy=4|
#5, |sTypeOfStudy=Social Club| |iTypeOfStudy=5|

Excellent! Now with a quick look at the top of the screen I can see that a Research Study is going to be 1, and so forth and so on. At this point I know that I am going to have to keep referring to this comment as I continue to flesh out and finish this section of the of the table. Before we go on, [Performance] is its own subsection. Which actually has been kicked into its own table. A Bard Song.tab

[Educational Activities] is real helpful to me. So see how the table is actually at the end of the original text? That tells me that all those tables in-between are supposed to be doing something. And the following two table entries: [Activities=%iTypeOfStudy%], [Activities=6] are of no use to me in determining what all those groups between [Research Activities] and [Educational Activities] are for! Now I am wishing I had made comments. I’m also to the place that keeps crashing TS! I can tell by not using the “;” relative probability that the entries in that group are supposed to be numbered. And trying to call [Activities=5] is gonna crash TS! Not my smartest moment.

What I should’ve done is make a comment here about what my intention was going to be with these two tables that have no support underneath it.

#------------------ [Activities Subsection] -------------------
#;Type of Study
#1, |sTypeOfStudy=Research| |iTypeOfStudy=1|
#2, |sTypeOfStudy=Education| |iTypeOfStudy=2|
#3, |sTypeOfStudy=Composition| |iTypeOfStudy=3|
#4, |sTypeOfStudy=Performance| |iTypeOfStudy=4|
#5, |sTypeOfStudy=Social Club| |iTypeOfStudy=5|



:Activities
1,[Meetings]
1,[Performance=%iTypeOfCollege%]
1,[Educational Activities]
#Study Specific Activities
1,[Activities=%iTypeOfStudy%]
#This is completely batty, and I was probably drunk when I wrote this code
#that will always crash this table. Make it go away.
1,[Activities=6]

In case you are wondering yes, you can put comments in the center of your group calls. It does no harm and can be quite useful. Before I get too repetitive let me point out the last reason why comments are very important, and should be made as you go along.

;!Research Activities
1, Magical Research into:
1, Historical Research into:
1, [Timing] [Educational Activities]

Magical and Historical Research into: into WHAT!?! Why the heck wouldn’t I leave myself a note onto where I was going with this table? The rest of the table is pretty fleshed out, except for this one little section that leaves no hint on what I was thinking.

Let me rectify the subsection:

#------------------ [Activities Subsection] -------------------
#;Type of Study
#1, |sTypeOfStudy=Research| |iTypeOfStudy=1|
#2, |sTypeOfStudy=Education| |iTypeOfStudy=2|
#3, |sTypeOfStudy=Composition| |iTypeOfStudy=3|
#4, |sTypeOfStudy=Performance| |iTypeOfStudy=4|
#5, |sTypeOfStudy=Social Club| |iTypeOfStudy=5|

;Activities
1,[Meetings]
1,[Performance=%iTypeOfCollege%]
1,[Educational Activities]
#Study Specific Activities
1,[Study Specific Activities=%iTypeOfStudy%]

:Study Specific Activities
1,[Research Activities]
2,[Education Activities]
3,[Composition Activities]
4,[Performance Activities]
5,[Social Activities]

;!Meetings
1,Roundtable Discussions
1,[Rank Display={Dice~1d5+1}] Meeting
1,General Members Meeting
1,[Timing][Meetings]

;!Research Activities
1, Magical Research into:
1, Historical Research into:
1, [Timing] [Educational Activities]

#Performance Education
#Theoretical Education
;Education Activities
1, [Timing] [Rank Display={Dice~1d5+1}] Lecture
1, [Educational Activities]
1, Graduation

#Performance Composition
#Theoretical Composition
;!Composition Activities
1, [Timing] [Rank Display={Dice~1d5+1}] Performance
1, {if~%iOrganizationType% = 1 ? Graduation Performance / [General Activities]}
1, [Educational Activities]

;!Performance Activities
1, [Timing] [Rank Display={Dice~1d5+1}] Performance
1, Galas

;!Social Activities
1, [Timing] Dinner
1, Roundtable Meetings
1, Dances
1, Charity Fund Raisers
1, Potluck Dinner

;Educational Activities
1,[Lectures].
# [symposium]. [Research Projects].

Let’s recap, and put all this in perspective. Comment your table. Comment so that others can follow your logic and quickly add improvements to your code. Comment so that when a new version of TS comes out you can follow your logic if something breaks. Comment so that when you confuse yourself with your logic you can remember why you did something. Comment so that life is good. Comments so that when you come back to your table 4 years later you don’t spend hours saying, WTF? to yourself.

You see that Fungus there? It causes a Random Disease!

Posted on Updated on

In honor of the disease that I seem to have contracted lately (It by no means conforms with this table and is not fatal, Work-aholism!)  If perhaps you notice that it looks and feels a lot like the poison table, I swear it’s not by coincidence!  It’s the way that Pathfinder does these things!  I mean they don’t have Psychological Diseases; Gambling, the host of not real ‘oholisms, addictive personalities, and all those other less pleasant ones.  But here at the RandomDM we wonder what a Psychological Disease that causes Stat Damage Once a Month actually is and how it is contracted.

2d3-1 Source
1 Fungus
2 Parasite
3 virus
4 bacteria
5 psychologic**
1d8 Transmission DC
1 physical contact +3
Infliction Type: Contact
2 contaminated food +1
Infliction Type: Ingestion
3 body fluids +1
Infliction Type: Contact
4 airborne inhalation +4
Infliction Type: Inhaled
5 organisms +1
Infliction Type: Contact
6 objects +3
Infliction Type: Contact
7 sexual contact +4
Infliction Type: Contact
8 injury
Infliction Type: Injury +3
1d12 Damage Type DC
1 Dex +1
2 Con +4
3 Str +1
4 Int +1
5 Wis +1
6 Cha +1
7 Bleed +2
8 Blindness +3
9 Deafened +3
10 Exhausted +0
11 Nauseated +1
12 Sickened +1
1d4 Amount of Damage DC
1 1 -2
2 1d +0
3 2d +1
4 3d +2
1d6 Type of Dice DC
1 d3 -2
2 d4 -1
3 d6 +0
4 d8 +1
5 d10 +2
6 d12 +3
1d4 Onset* DC
1 rounds -1
2 minutes +0
3 hours +3
4 days +5
1d4 Frequency* DC
1 daily +0
2 12 hours +2
3 weekly -1
4 monthly -2
1d4 Cure DC
1 1 Save 0
2 2 Saves +2
3 3 Saves +4
4 Consecutive (1d3 Cure) *1.5
* Use (Amt of Damage/Type of Dice) (Table) , do not add DC
** Does not have a Transmission/Infliction Type