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).

Comments

Popular posts from this blog

Spaced Out Rides

(This is the kind of thing I'd have sent into Pyramid   back in the day, but that's not an option now, so here we are.)   The GURPS Action series is the gift that keeps on giving for a lot of modern-and-later gaming. GURPS Action 2: Exploits has rules for sneaking around, running away, and all kinds of other activities which can be easily transplanted to cyberpunk and other high-tech settings. GURPS Action 6: Tricked-Out Rides provides more of the same for its topic, giving an easy framework for describing and even designing common types of vehicles without all the math and paralysis-by-analysis of GURPS Vehicles. Pick a standardized vehicle type (van, compact car, etc.) and apply modifiers (rugged, tinted windows). But, of course, it’s limited. It’s just ten pages, after all, so it’s great for common passenger vehicles for the modern(ish) era. But higher-tech vehic...

G$ --> DND GP

A GURPS $ is worth 1.27 D&D 5e SP, which is interesting because in GURPS Dungeon Fantasy, the typical $1 coin is a silver piece. And a D&D GP is worth about $7.87 in GURPS. So, where does that come from? A while back, I cautioned someone considering using (among other things) GURPS Renaissance Venice: Merchants of Venice  in a non-GURPS game that prices listed in the extensive lists of trade goods were expressed in GURPS $, which might not have obvious conversions into other game systems. But if one wanted to convert GURPS prices into D&D or vice versa, how would that work? It crossed my mind to take a "basket of goods" approach. Economists measure inflation not by picking a single commodity, like the price of gold or oil or wheat, and seeing how that changes over time, but by taking the combined value of a set of common commodities. This provides a more comprehensive picture of the cost of living. Perhaps gas becomes less expensive while the price of whe...

2020 GURPS Challenge PDFs: Incense Trail prices

Over on the forum, somebody asked me how much frankincense and myrrh cost in antiquity. Well, we don't know. We never get as much price information as we like out of history. There's the occasional mention of this or that product being worth its weight in silver or gold, but we can reasonably believe that those are descriptions written by political, cultural, or philosophical commentators trying to give an idea of how expensive things are, not people who have actually done an economic analysis and discovered that the material in question is, by coincidence, exactly the same value as silver or gold and not, say, one and a half times the price of silver or three quarters of the price of gold. We know it was valuable, but not how valuable on the level of individual purchases. But for the convenience of the GM, we can use those comparisons to establish some ballpark figures. Mind you, this is based largely on GURPS rather than historical sources, so it's not something I would h...