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  #1  
Old 11-21-2020, 12:54 PM
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Default v2.2 Encounter Generator (JavaScript/JQuery)

I was tinkering with rules and got frustrated with the amount of page-flipping involved in rolling up a bunch of encounters. The only logical course of action was to write a random encounter generator:

http://www.de-fenestra.com/t2k/encou...or_strict.html

This should be fully aligned with v2.2 rules as published. Please report any bugs. Idiosyncratic phrasing will not be considered a bug - I'm not obsessive enough to write conditional grammar-parsing code for a project like this.

Permission is granted to download and use locally, mirror/re-host, and tweak the code as you see fit. Please provide credit.

- C.
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Find my Twilight: 2000 fan material and Twilight: 2013 unofficial support here, and my published T2k sourcebook, The Pacific Northwest, here.

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Old 11-21-2020, 01:03 PM
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That's pretty awesome!
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Old 11-21-2020, 11:46 PM
wolffhound79 wolffhound79 is offline
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ive played around with it a bit and it seems pretty good. thank you.
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Old 11-22-2020, 05:17 AM
Silent Hunter UK Silent Hunter UK is offline
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Excellent work!
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Old 11-22-2020, 05:56 AM
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Generated this encounter.

independent > wood > animal > dogs > 80 meters

A pack of 13 wild dogs.

If the notice the PCs and outnumber them, they attack. If they lack superior numbers, they flee.

I think it should read "If they notice the PCs"
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Old 11-22-2020, 06:30 AM
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Quote:
Originally Posted by nuke11 View Post
Generated this encounter.

independent > wood > animal > dogs > 80 meters

A pack of 13 wild dogs.

If the notice the PCs and outnumber them, they attack. If they lack superior numbers, they flee.

I think it should read "If they notice the PCs"
Thanks! Good catch. This should be fixed now for both dogs and wolves.

I also fixed a missing "a(n)" in the text for a patrol's heavy weapon (if present) and added clarification that a specific artillery result can be either self-propelled artillery or air defense artillery.

- C.
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Clayton A. Oliver Occasional RPG Freelancer Since 1996

Find my Twilight: 2000 fan material and Twilight: 2013 unofficial support here, and my published T2k sourcebook, The Pacific Northwest, here.

Enhance your enjoyment of the forum here.

If you dislike change, you're going to dislike irrelevance even more.
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Old 11-22-2020, 06:44 AM
The Zappster The Zappster is offline
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Fantastic job. A real time saver
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Old 11-22-2020, 09:04 AM
Nyrond24 Nyrond24 is offline
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Brilliant, will save me a load of time in adventures, many thanks.
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  #9  
Old 11-26-2020, 09:08 PM
swaghauler swaghauler is offline
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Nice Work man.
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  #10  
Old 11-27-2020, 08:26 PM
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Thank you, gentlemen.

I decided to do a bit more tinkering and built another simple generator for the book's settlement and urban encounter tables:

http://www.de-fenestra.com/t2k/settl...or_strict.html

I'm also playing around with various ways to add more depth and detail to the basic encounter generator. This is a work in progress, and likely shall remain so for some time. Results may vary. Not intended for use by children over 40. Front toward enemy. Apply directly to the forehead.

http://www.de-fenestra.com/t2k/encou..._expanded.html

- C.
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Clayton A. Oliver Occasional RPG Freelancer Since 1996

Find my Twilight: 2000 fan material and Twilight: 2013 unofficial support here, and my published T2k sourcebook, The Pacific Northwest, here.

Enhance your enjoyment of the forum here.

If you dislike change, you're going to dislike irrelevance even more.
- General Eric Shinseki
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  #11  
Old 11-28-2020, 07:12 AM
The Zappster The Zappster is offline
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Keep them coming, they are fantastic. Many thanks, your work is appreciated
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  #12  
Old 12-07-2020, 06:41 PM
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Fantastic! These are great.

Do you have a landing page pointing to all of these (and, perhaps any other tools you made)?

*** EDIT ***
I found your landing page.
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  #13  
Old 12-07-2020, 06:44 PM
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First link in my sig file, for any others who may be curious. It's all a work in progress.

I added more material to the expanded encounter generator last weekend, including a bunch of adapted encounters specific to river travel and a lot more detail in villages.

- C.
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Clayton A. Oliver Occasional RPG Freelancer Since 1996

Find my Twilight: 2000 fan material and Twilight: 2013 unofficial support here, and my published T2k sourcebook, The Pacific Northwest, here.

Enhance your enjoyment of the forum here.

If you dislike change, you're going to dislike irrelevance even more.
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  #14  
Old 12-07-2020, 06:52 PM
wolffhound79 wolffhound79 is offline
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looks great
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  #15  
Old 12-07-2020, 07:01 PM
wolffhound79 wolffhound79 is offline
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Thank you for sharing this , this is awesome. I see the potential here for helping to map out areas ahead of where my players are moving to help speed up the game.
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  #16  
Old 12-07-2020, 08:41 PM
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Quote:
Originally Posted by wolffhound79 View Post
Thank you for sharing this , this is awesome. I see the potential here for helping to map out areas ahead of where my players are moving to help speed up the game.
Excellent! I hope it turns out to be useful. If any of the added material yields cool stories, I'd love to hear about it.

- C.
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Clayton A. Oliver Occasional RPG Freelancer Since 1996

Find my Twilight: 2000 fan material and Twilight: 2013 unofficial support here, and my published T2k sourcebook, The Pacific Northwest, here.

Enhance your enjoyment of the forum here.

If you dislike change, you're going to dislike irrelevance even more.
- General Eric Shinseki
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  #17  
Old 08-28-2021, 02:24 PM
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Updates to the expanded encounter generator since last post in this thread:

Cargo tables:
- Added national origin to appropriate smugglers' goods and other cargos.
- Added various products of post-apocalyptic chemistry.
- Cleaned up, expanded, and rationalized merchant cargos.
- Added livestock of various types to merchant cargos.
- Expanded trailer types and their corresponding cargo types.

Villages:
- Added villages' prewar economies for flavor and story seeds.
- Added warlord's personal troops to the defense forces of villages with the appropriate government model.
- Expanded list of trouble plot hooks in villages.
- Smugglers, stragglers, merchant convoys, patrols, military convoys, and large units may also be encountered passing through villages.

Farms:
- Farm encounters in cantonment territory may involve military agriculture.
- Ruined farms may instead be marauder-occupied farms.

Military convoys and large units:
- Some large units will be regimental/brigade/division command units.
- Expanded and rationalized engineering units' vehicles.
- Artillery units usually will be organized around a single gun or MLR type.
- Some military convoys will be repair/maintenance units or fueling units in motion.

Patrols:
- In cantonment and organized territory, some patrols will be training units.
- Added couriers as a variant patrol encounter, as well as possible additions to merchant convoys and villages.
- In independent and organized territory, some patrol encounters will be community militias rather than regular troops.

River encounters:
- Incidental additions to list of boat and gunboat hull types.
- Added river-specific military engineering unit as a sub-variant of military rover convoys.
- Added river-specific variants of refugee, roadblock, and marauder camp encounters.
- Encounters on rivers that flow through woods and swamps have greater (i.e., more plausible for navigable waterways) encounter ranges.

Merchant encounters:
- Added table of subtypes for traveling religious figures.
- Added table of subtypes for traveling entertainers.

Derelict trains:
- Cargo may now appear in intermodal containers atop flatcars.
- Added various special railcar types.
- There is a low probability that locomotives will be damaged but salvageable.

Miscellaneous:
- Pintle-mounted weapons may have gun shields of varying AV.
- Civilian vehicles are possible in some encounters.
- Some roadblocks (and, less frequently, some marauder camps) are fortified to varying levels.
- Removed Wear values from non-derelict vehicles, as it's not immediately relevant to the encounter.
- Added battlefield full of wrecks as another crater encounter variant.
- Chance of a dog encounter being a single friendly dog.

Software architecture and UI:
- Many under-the-hood changes for efficiency and ease of maintenance.
- Reworked architecture. Many functions are now in external JavaScript files rather than in the main HTML document to make debugging and future additions easier.
- Moved buttons to force-generate/debug specific encounter types to a floating sidebar.

- C.
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Clayton A. Oliver Occasional RPG Freelancer Since 1996

Find my Twilight: 2000 fan material and Twilight: 2013 unofficial support here, and my published T2k sourcebook, The Pacific Northwest, here.

Enhance your enjoyment of the forum here.

If you dislike change, you're going to dislike irrelevance even more.
- General Eric Shinseki
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  #18  
Old 09-01-2021, 09:13 PM
wolffhound79 wolffhound79 is offline
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im excited to give this try when I final get home.
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  #19  
Old 09-02-2021, 03:31 PM
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what no bridging section?
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Old 09-03-2021, 02:14 AM
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I love this, thanks!
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  #21  
Old 09-03-2021, 04:17 PM
unipus unipus is offline
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Excellent update, thanks! I've used this a few times in the prior version and it's often very handy.

One recommendation/formatting request? Maybe bolding some of the type would be useful for skimming an encounter on the fly? For instance:

>>
This is a patrol of 7 troops. They are Experienced NPCs with military small arms and a(n) light mortar. They are moving by semi-tractor w/ tanker semi-trailer.

Leader motivations: somewhat greedy (diamond 3), wise (heart jack).
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  #22  
Old 09-03-2021, 05:48 PM
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Thank you, gentlemen.

Unipus - good point. I'll look at more text formatting as an eventual enhancement. I am hesitant to talk too much about the roadmap for this thing because it competes with many other projects (and my wife) for my attention, but it's rapidly becoming unmaintainable due to its organic growth. I need to rearchitect it for ease of maintenance first and foremost, and then I have a couple of major sets of additions I want to make to it. Tuesday was probably my last push of content updates until I'm done with the architectural issues:

- Large unit encounters may now yield homogenous infantry or cavalry units.
- Resolved a bug which was preventing low-probability special primitives encounters from appearing.
- Cleaned up code for navigation hazards encountered during river travel.
- Added several new navigation hazards and fleshed out text for existing ones.
- Some ruined villages have been depopulated by disease.
- Fleeing embassy delegations are now a subtype of straggler encounters, not patrol encounters.
- Couriers have more options for their cargo.

- C.
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Clayton A. Oliver Occasional RPG Freelancer Since 1996

Find my Twilight: 2000 fan material and Twilight: 2013 unofficial support here, and my published T2k sourcebook, The Pacific Northwest, here.

Enhance your enjoyment of the forum here.

If you dislike change, you're going to dislike irrelevance even more.
- General Eric Shinseki
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  #23  
Old 09-05-2021, 05:08 PM
unipus unipus is offline
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Well, not to throw more workload on your feet, then, but I had another idea feature that would be super nice! The ability to re-roll individual aspects within an encounter. Hardly necessary but a cool improvement.


IE, this encounter:

Code:
This is a military convoy of 3 squads, each with 6 troops. They are Experienced NPCs. All are armed with military small arms. Heavy weapons, transport, and cargo may vary by squad:

Squad	Heavy Weapon	Transport	Cargo
1	rocket launcher	wagon	methanol
2	flamethrower	wagon	obsolete technology parts and civilian vehicle parts
3	rocket launcher	wagon	biodiesel
(4)	5/4-ton pickup w/ dual 25mm autocannon (AV3 gun shield)	n/a - escort vehicle with Veteran crew
(5)	5/4-ton pickup w/ dual 25mm autocannon (AV2 gun shield)	n/a - escort vehicle with Experienced crew

Leader motivations: somewhat violent (club 3), coward (diamond jack).
Well, say I don't like those wagons, or that flamethrower, or whatever. It would be rad if I could hit a little recycle icon next to each element and get a new result specific to just that element.
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  #24  
Old 09-19-2021, 06:11 PM
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Yeah, that would take a massive amount of rework. I'd have to go think about how to do it and then rewrite... a bunch of... ugh.. hm... let me consider it.

In the meantime, I wrote a character generator utility for those times when you're having trouble building a new PC.

- C.
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Clayton A. Oliver Occasional RPG Freelancer Since 1996

Find my Twilight: 2000 fan material and Twilight: 2013 unofficial support here, and my published T2k sourcebook, The Pacific Northwest, here.

Enhance your enjoyment of the forum here.

If you dislike change, you're going to dislike irrelevance even more.
- General Eric Shinseki
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