Skip to main content

Auto-treasure, now with motifs

It does decorative motifs now. The machinery checks to see if the item's embellishments are suitable to a motif (for example, yes for painting or inlay, no for tassels or high-quality materials), and adds one if so. Here's a $20,000 hoard.

  • Dueling Pollaxe. Painting/Enamel (minimal); decorated with Scene: Communal meal motif. $300.00, 8.00 lbs.
  • Grapnel. Relief (extensive), Fringe (cheap), Beads/Nails (minimal); decorated with Waterfall motif. $480.00, 2.00 lbs.
  • Lanyard, Leather. Painting/Enamel (extensive); decorated with Scene: Plowing/planting motif. $6.00, .10 lb.
  • Very Small Silver Button. Inlay (expensive, minimal); decorated with Bull motif. $665.00, .10 lb.
  • 19 x Dwarven Savory Fungus. $1,425.00, 1.19 lbs.
  • Bench. Beads/Nails (extensive), Fringe (expensive); decorated with Dragon motif. $560.00, 25.00 lbs.
  • Massive Bronze Ring. Silver Plating, Painting/Enamel (minimal); decorated with Scene: Speech/sermon motif. $187.50, .60 lb.
  • Saddlebags. Fringe (cheap). $200.00, 3.00 lbs.
  • Pistol, Heavy. Branding. $560.00, 8.00 lbs.
  • Gada. Silver-coated, Relief (minimal), Branding; decorated with Narrative: Magical battle motif. $550.00, 15.00 lbs.
  • Painting, Tempera/Watercolor. Painting/Enamel (minimal), Inlay (cheap, minimal); decorated with Ocean motif. $2,200.00, .75 lb.
  • Hand Cannon. Relief (minimal), Beads/Nails (extensive), Fine Material; decorated with Scene: Foot race motif. $2,762.50, 28.00 lbs.
  • Tabi, Stealthy. Beading (cheap, minimal), Lightly Frayed. $225.00, .50 lb.
  • Scarf. Fine Material, Exceptional Material, Dyed (expensive). $180.00, .10 lb.
  • Bottle/Jar, Small. Corroded, Gilding, Fringe (expensive). $40.50, .50 lb.
  • 4 x Leather, Ermine. $1,000.00, 300.00 lbs.
  • Padlock, Cheap. Gilding, Beads/Nails (minimal); decorated with Hexagonal grid motif. $415.00, 1.00 lb.
  • 8 x Leather, Ermine. $2,000.00, 600.00 lbs.
  • Cage, Small, Wooden. Fringe (cheap). $25.00, 2.00 lbs.
  • Sculpture, Bone. Corroded, Beads/Nails (extensive). $660.00, 38.00 lbs.
  • Harpoon. Relief (minimal), Balanced, Gilding; decorated with Scene: Musical performance motif. $1,530.00, 6.00 lbs.
  • Iron Spike. Gilding. $20.00, .50 lb.
  • Flamethrower. Relief (minimal); decorated with Bear motif. $1,000.00, 15.00 lbs.
  • Small Billon Bracelet. Painting/Enamel (minimal), Fringe (cheap); decorated with Weapon motif. $1,111.50, .50 lb.
  • $1,897.00 in coins.

I've also tweaked some of the internal machinery so that it doesn't try to apply not just duplicate embellishments (say, Relief twice) but very similar ones (minimal and extensive Relief).

Some technical notes, since there was a question in there somewhere: I'm doing this in Java mostly because I haven't been using it a lot and need to brush up my skills. Since it mostly just reads lists and picks individual items off of them rather than doing serious querying, I'm stuffing the data into XML files instead of a real database platform. Inefficient, but at a human level of resolution, acceptable so far. We'll see how I feel about it when I get all the desired features in.

Will it ever see any kind of release? The code proper, maybe. This is stuff I can do in my spare time, which means that it's not particularly deep code and I don't think anyone serious about rolling their own would have much trouble. The hard work is in the data. There's getting everything typed in in the first place (which, since I wrote the book the data is being drawn from, I already had) and then adding a bunch of stuff based on judgement calls. To prevent absurd results like poisonwood furniture and embroidered swords, I've added attributes to items and embellishments. When considering a randomly selected embellishment to an item, the machinery checks to see if attributes match up. That's stuff which a GM can judge on the fly and simply reroll, but the computer has to be taught, and in order to teach the computer, someone has to make those judgement calls in advance and type those in. That said, it might nevertheless be useful for people putting together their own game aids just to see the structure.

And a full release of machinery + data? Less likely. Not sure it's kosher with the on-line policy and in line with my interests as the author of the underlying material. However, I'm not grappling with that question now and don't intend to for quite some time (which is to say, don't offer suggestions or advice on that point; seriously, I'm not dealing with it now).


Popular posts from this blog

Writing GURPS Adventures

Someone over on the forum asked for advice on writing adventures for GURPS. Or more specifically, in context, writing GURPS adventures with an eye towards publication by SJ Games, which is a very different animal. Whatever method and structure you have for writing up adventures for your own use is, of course, the best and you should use it for your own purposes. But we're talking about commerce here, not just art, so this should be thought of as advice on how to do business with a particular publisher, not generally useful advice on how to write adventures.

I need to start by defining a term. SJ Games means something specific by "adventure." As the wish list uses the word, an adventure has a plot, or at least something plot-like in it. It presents a specific problem to solve through a progression of encounters. They are not sandboxes. Sandbox-style adventures, with their multiplicity of possible PC objectives, are, in the terminology of the wish list, locations. There ar…

Dungeon Fantasy RPG PDFs to Backers!

It is, at long last, out! Sort of! PDFs of the Dungeon Fantasy Roleplaying Game have been released to Kickstarter backers. I don't think it'll be generally available until next month, but since it's in the wild in at least a limited way, I feel I can talk about this a bit more like a customer than someone involved in the project.

The Dungeon Fantasy RPG is a complete fantasy tabletop roleplaying game. It's based on GURPS 4th edition rules, but it's a stand-alone game, requiring no other books, or even prior knowledge of GURPS. I've already made some general comments elsewhere (I got an advanced peek for a number of reasons, not the least of which is that I was called on to write some follow-up material coming out later). I'll expand on that here.

For those unfamiliar with GURPS, it's a point-buy system rather than randomly rolled, class-and-level, or life path, and pretty much everything in play boils down to "try to roll a target number or less o…

Doctor GURPS Author, Or How I Learned To Stop Worrying And Love The WYSIWYG Template

Something I see over at the forum from time to time is people saying that they're interested in writing for Pyramid or GURPS but are instantly driven off by the size and complexity of the style guide and the WYSIWYG template. And they can be intimidating documents. They're long and there are some really specific guidelines for certain kinds of material.

And that's necessary. Despite working almost entirely in the realm of the imagination, Steve Jackson Games is a technical publisher. They need to organize information in regular, predictable formats. It's like Safety Data Sheets, just of their own design.

But the thing I've noticed in several years of writing GURPS material is that you won't need most of it.

So if you want to write an article for Pyramid, here's what you do: Once you've gotten a thumb-up from Steven on your proposal, get the template, create a new document based on it (Don't use Microsoft Word? Me neither. I use LibreOffice. The temp…