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IMPROVisr v3.4.1

When you’ve got a table full of players hanging on your every word but you haven’t got the next scene set up yet, what do you do? Do you distract them with new XP and treasures so that they spend the rest of the game session leveling up and trading loot?

What if your players aren’t so easily distracted or they wandered off of what you’ve prepared for today? Well, in that case you have to do the dreaded deed.

 

Improvising.

That’s where IMPROVisr comes in. With a few clicks, you can generate an expanding number of encounters, NPC’s, locations, and adventure hooks to help you necromantically raise a skeletal outline of a game instantly.

Spend your time on the meat of your game sessions rather than trying to tie a skeleton together.

If you like what I do here, consider supporting this blog by sharing your favorite posts with people who might enjoy them, leave a comment, give me some feedback, tell me how stupid IMPROVisr is for a name for a program, or buy some of my writing stuff at dmsguild.

v3.4.1 Changenotes

A new button for generating an NPC has been added, utilizing a new randomized method of generating a name based on the selected races.

-Human names are based on a wide variety of languages and time periods, and usually the default case if you need something to fall back on. Note, these may be less of a great fit for a purely medieval European game.

-Dwarven names are pulled from Germanic, Dutch, Swiss, Scottish, and Chinese names. These strike me as giving the right feel for an exotic but fundamentally industrious fantasy race.

-Halfling names are pulled from northern African, Spanish, Middle Eastern, Hindu, islander, and Romanian names. Halflings in my games are wide-reaching but sparsely populated wanderers that take up residence and borrow words from many cultures.

-Gnomish names are pulled from Greek, Turkish, south eastern European languages, Jewish, and Korean. These people are supposed to be a sort of halfway point between dwarven hierarchy and industry plus the natural curiosity and wanderlust of halflings. I wanted exotic, overly complicated, and intellectual sounding names.

 

-Elvish names are pulled from Gaelic, ancient Celtic, French, and Japanese. I wanted my elves to have names that reflected a conservative, nature-friendly, and well-rooted culture. (Tree pun intentional)

-Half-orcish names are pulled from languages that represented a fierce borderland people or those with a spiritual connection with nature: native american, south African, and the whole Russian family.

-Extraplanar names are gibberish names, nonsensical words, weird phrases, biblical, mythological, or historical names. Extraplanars should have a warped view of the material plane, including the concept of a name so they would naturally pick odd cultural references like things no one still alive was there to know about, pick a random word, or mash words together however they feel.

-Professional are purely English surnames derived from medieval occupations and would be perfectly suited in a historical game, but can be mixed in with other names to balance out some of the weirder human names.

4 thoughts on “IMPROVisr v3.4.1

  1. I like it so far, but under MISC the two options with pulldown menus (Random Magic Items and Weapons) don’t seem to work. I can switch but not make it generate anything.

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  2. AH nevermind my last comment… the action button is the one above the pulldowns.. kind of makes sense.. kinda… 😀

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  3. Ok, so the value in ( ) is in silver pieces? since 230 CP is listed as (23.0). Is that right? Also not sure about what the monster level is? In 5ed I’m thinking CR? Maybe a little help or info button on the next release?

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    1. As to the MISC items and pulldown menus, I’d been thinking about switching that up but figured if it ain’t broke… I’ll add that to my list of changes to make for the next release, probably move both of those down a bit and put the pulldown menus to the right of their buttons.

      I should clarify somewhere in the program that I do use a SP standard, but that should only affect entries like coinage or low value goods (things valued in CP in the 5e books) as I shift all my pricing down a category.

      For the level of monsters, I am going for that “monster level” is basically that this monster or group of monsters is an even challenge for four adventurers of that level, however the DM decides to stock the encounter. This is a combination of the way I run monsters without stat blocks and a real difficulty in figuring out a good way to generate monster encounters without massive program bloat by writing in the XP values of hundred of monster variants. Spicing up my monster encounters is on the list, so at the very least I’ll add a help text. Do you prefer things more on the vague side or do you like specific monsters even if you end up discarding the random results in favor of your own ideas?

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