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Design Guide for New Features
Rhys edited this page Nov 14, 2020
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This is a brief write-up of the design philosophy of Eigengrau's Generator. Hopefully it will help you understand both how to get the best use out of it, and write content for it in a cohesive manner.
- An entire scene should be set with the first paragraph, ideally described with E.A.S.E (the Event being left to the DM's discretion)
- Tone and layout should be consistent with the PHB and adventure modules.
- Interactivity should be self-evident.
- Information hierarchy should always be present.
- A neutral, time-independent stance should be used wherever possible.
- The only dynamic things that should be able to change on navigation are events that would realistically change (i.e. rather than noticing a fly in the tavern, something else is going on.)
- There should be no difference in text upon revisit (i.e. no "Welcome back!" or "You remember how the road curves as you return back")
The Generator is purely a tool that a DM can use. It should not be used as a replacement for a brain, and is merely used to offload the gruntwork of street names, taverns, and other common fantasy tropes to give DMs more time for actual creative work.
- The DM's word is law, and all aspects of the Generator should be written in such a way that the DM can omit the detail without impact.
- The Generator excels at "little" creative moments; facets of towns that are unique and unexpected, that a Player would mistake for being pre-determined and created by the DM. "Big" creative things (like plot) should be left to the DM.
- It is okay to omit details.
- Assume the DM reads at least one sentence ahead.
Use of the Generator should not lead a DM into painting their players into any sort of corner, nor result in the PCs leading the DM into a game-breaking imbalance. This is a contingency policy to avoid DMs inadvertently including content that they do not want to include.
- Magic items are to only be presented in tables, rolls, and other formats that the DM can easily gloss over without any issue; there are no Legendary Battleaxes of +3 Awesomeness hanging above bars, and no wizards slinging scrolls for free buried in paragraphs.
- Items should cost too much rather than too little, except in the case of food and board.