Today, I posted a major update to the
expanded encounter generator. The major effort here is behind the scenes - I've phased in some architectural changes to make future expansions and maintenance easier on myself. However, there are plenty of new encounter types and details for referees and solo players:
- Added motorized infantry, communications, and intelligence as large military unit sub-types.
- Some villages have medical providers.
- Some villages have skilled tradespeople.
- Some villages have surplus goods for trade.
- Some villages have religious leaders.
- Some villages have fortifications.
- Some villages have live entertainment in their taverns and inns.
- All types of large military units may be found embarked on barges during river travel.
- All types of large military units have a variety of current agendas.
- Ruined villages have a much wider range of reasons for being abandoned.
- Chemical cargos may contain compressed gas cylinders with various contents.
- Patrols have a small chance to have two vehicles.
- Patrols may be escorting prisoners, villages' defense forces may be holding prisoners, and infantry and cavalry units may be escorting POW columns.
- A new item class of encounters, points of interest, is available in all territory types. Points of interest are static locations which may serve as landmarks, adventure hooks, or settings for scenes. The initial list includes construction sites, the scenes of recent gunfights, and prewar monuments.
- A new group class of encounters, events, is available in all territory types. Events are interactions between two groups that are in progress when the player characters sight them. The initial list includes combat, pursuit, commerce, shakedown/robbery, and peaceful meeting, as well as some low-probability rare sightings.
As always, please PM me with any bugs or odd behavior.
- C.