Really Random Game Generator Idea

Alright so here it goes, just an idea on a sort of dice-based generator since I have no clue about programming; constructive critique would be awesome!



I know there are already plenty of generator things for a variety of things. A lot of them are great looking but I have an idea for one which presents a "skeleton" of a game, and then leaves it up to you to apply the meat (or use other generators; such as NPC generators, building generators, etc). The inspiration for this comes from looking at some tables in Spycraft 2.0 and thinking "Hey, its 20, and therefore can be rolled for".



I tried to make it usable for as many game types as possible, though do feel free to be like "Eh, I already want so and so, I'll skip to the stuff lower down" or "I don't want to have such and such as an option; I'll take it off both the option list and from the total amount", for obviously, it's hard for a guy to get from Norway to South Africa on horse just to do a single mission, and lvl 40 in some systems are more powerful then DnD's lvl 40.



-World Information-



Our World and History, Fictional World, or Our World and Alternative History; roll 1d3: 1 = Our World, 2 = Imagined World, 3= Alternative History. If Alternative History is rolled, then flip a coin; head means technological level is still the same, tails means its a ___punk setting. If ___-punk, then roll the time period section twice; once for which the time appears, and once for the technological level of the time period. Yes, it is possible to have a Fusion Era time but the technology of the Middle Ages.



Progress Level: Roll 1d10, before consulting the table below, which includes example technological advances for the fusion age and beyond.

-1: Stone Age:

-2: Bronze/Iron Age:

-3: Middle Ages:

-4: Age of Reason:

-5: Industrial Age:

-6: Information Age: The era we're in currently

-7: Fusion Age: Fusion power, artificial evolution, clones, first spaceships.

-8: Gravity Age: Hover-cars, gravity induction technology, crude energy weapons, powered armor

-9: Energy Age: Miniaturized sensors, shields, practical starfighters, marble-sized power plants, cities in space

-10: Beyond Comprehension: Time Travel, control of subatomic particles, power to fold space, etc.



Magic: Flip a coin. Head means it exists in the world, tails means it doesn't exist in the world.

Psionics: Flip a coin. Head means it exists in the world, tails means it doesn't exist in the world.

Mutations: Flip a coin. Head means it exists in the world, tails means it doesn't exist in the world.



For example: It is our world and history in the Bronze/Iron age. Out in the ancient world, there is no magic, psionics, mutations, or cybernetics



-Stuff for Player Creation-



Level Range: Roll 1d10, divide by 2, and round it up. This number indicates your level range.

Level Rolls:

-Range 1: 1d10

-Range 2: 1d10+10

-Range 3: 1d10+20

-Range 4: 1d10+30

-Range 5: 1d10+40



Faction, Freelance , or Hybrid: Roll 1d3. 1= Faction(Players work for an organization), 2= Freelance (The players are their own bosses), 3= Hybrid (Players can be either Faction or Freelance)

If faction: 1: Criminal Organization (Yakuza, Crips) 2: Intelligence Agency (FBI, CIA), 3: Military (U.S. Army, Blackwater) 4: Religious Organization (People Temple, the vatican, etc) 5: Revolutionary Organization 6: Private Company (Massive Dynamics, AT&T), 7: Media (MSNBC, The New York Times) 8: Law Enforcement Organization (LAPD) 9: Aid Organization (Peace Corps, FEMA) 10: Roll twice. Players have a choice between the 2 chosen.



Magic: Flip a coin. Head means it's allowed for the players, tails means it's banned from the players.

Psionics: Flip a coin. Head means it's allowed for the players, tails means it's banned from the players.

Mutations: Flip a coin. Head means it's allowed for the players, tails means it's banned from the players.



General Origin Region: Roll 1d10. The result indicates the general region they are from, or cultural/geological equivalents thereof . 1: Eastern Asia (including China), 2: Eastern Europe (including Russia), 3: Northern Africa, 4: Northern America (including Greenland), 5: Oceania (including Australia), 6: South America, 7: Southern Africa, 8: Southern Asia (including Southeast Asia), 9: Western Asia (including the Middle East), 10:Western Europe



Continuing from the previous example; The party are level 2 people from a religious organization in Southern Asia (Including Southeast Asia)



-The Campaign's Skeleton-

Regions of Season: Roll 1d4.

1: All of the seasons take place in the same region the characters are from

2: All the seasons take place in a region that is randomly selected

3: All the seasons take place in separate regions that are randomly selected.

4: All the missions take place in separate regions.



Region randomizer: Roll 1d11. The result indicates the general region they are from, or cultural/geological equivalents thereof . 1: Eastern Asia (including China), 2: Eastern Europe (including Russia), 3: Northern Africa, 4: Northern America (including Greenland), 5: Oceania (including Australia), 6: South America, 7: Southern Africa, 8: Southern Asia (including Southeast Asia), 9: Western Asia (including the Middle East), 10:Western Europe 11: Artic and Antartica



Number of Seasons: Roll 1d3. This is the number of seasons; linked series of missions

For each season: Roll 1d6. This determines the number of missions within the season.

For each mission, roll 1d6. This determines the amount of objectives within each mission.

For each objective, roll 1d20. This determines what the objectives are. See table below

For each objective, roll 1d5. This determines the grade of difficulty each objective is. See table below.





Objectives and Difficulty Ratings Table (Includes example of what the grade means.)



1: Crucial Skill Check

-1 Standard skill check (DC 10 + Threat Level); opposed skill check (skill bonus up to 1/2 highest in team)

-2 Standard skill check (DC 15 + Threat Level); opposed skill check (skill bonus more than 1/2 highest, up to highest in team)

-3 Standard skill check (DC 20 + Threat Level); Complex Task (24 Challenges, DC 10 + Threat Level); opposed skill check (skill bonus more than highest in team)

-4 Standard skill check (DC 25 + Threat Level); Complex Task (57 Challenges, DC 15 + Threat Level); Dramatic Conflict (Lead 26, opposing skill bonus up to highest in team)

-5 Complex Task (810 Challenges, DC 20 + Threat Level); Dramatic Conflict (Lead 710, opposing skill bonus more than highest in team)



2: Aid/Advise

-1 Ensure a character completes a delicate (but not particularly dangerous) transaction; ensure a government or organization successfully mediates a warmly contested point with a shaky ally

-2 Ensure a character completes a delicate and dangerous transaction; ensure a government or organization successfully mediates a hotly contested point with a bitter enemy

-3 Ensure a character clears his name (minor crimes or mildly damaging slander); Ensure a government or organization successfully roots out a single well-placed mole

-4 Ensure a character clears his name (single felony charge or extremely damaging slander); Ensure a government or organization successfully roots out new or unstable mole network

-5 Ensure a character clears his name (multiple felony charges); Ensure a government or organization successfully roots out deeply entrenched and well-informed mole network



3: Acquire

-1 Collect/recover a single obscure artifact; hijack a poorly armed civilian transport; steal a poorly defended object from someone whose interest in it is mild

-2 Collect/recover several obscure artifacts lost for less than a year; hijack a well-armed private transport; steal a well-defended object from someone whose interest in it is moderate

-3 Collect/recover many obscure artifacts lost for up to a decade;hijack a well-armed government transport; steal an intensely defended object from someone whose interest in it is moderate

-4 Collect/recover many obscure artifacts lost for up to a century; hijack a well-armed villain transport; steal a well-defended object from someone whose interest in it is fanatic

-5 Collect/recover many obscure artifacts lost for millennia; hijack several well-armed transports; steal an intensely defended object from someone whose interest in it is fanatic



4:Capture

-1 Arrest an unarmed (but cagy or elusive) minor criminal;abduct a civilian authority supporting the enemy

-2 Arrest an armed minor criminal; abduct a trained non-military authority supporting the enemy

-3 Arrest an armed felon; abduct a trained military authority supporting the enemy

-4 Arrest several armed felons; abduct a trained military combatant supporting the enemy

-5 Arrest a criminal mastermind; abduct several trained military combatants supporting the enemy



5:Confirm

-1 Confirm the veracity of one defined piece of information, or the motives of one unwitting character

-2 Confirm the veracity of several obviously associated (though defined) pieces of information, or the motives of several obviously associated, unwitting characters

-3 Confirm the veracity of several seemingly associated and poorly researched pieces of information, or the motives of several seemingly associated, unwitting characters

-4 Confirm the veracity of several seemingly unassociated and poorly researched pieces of information, or the motives of several seemingly unassociated unwitting characters

-5 Confirm the veracity of several seemingly unassociated and unresearched pieces of information, or the motives of several seemingly unassociated characters aware theyre being evaluated



6: Contain

-1 Contain single minor secret amongst small group; cover up minor mission botch in sparsely populated area

-2 Contain several minor secrets amongst small group; cover up minor mission botch in well-populated area

-3 Contain several minor secrets amongst large group; cover up moderate mission botch in well-populated area

-4 Contain several moderate secrets amongst large group; cover up major mission botch in well-populated area

-5 Contain one or more major secrets amongst large group; cover up publicized major mission botch



7: Defend

-1 Defend single easily protected location or a single attentive NPC against enemies with lower than recommended statistics

-2 Defend single hard-to-protect location or a single inattentive NPC against enemies with lower than recommended statistics

-3 Defend single hard-to-protect location or a single inattentive NPC against enemies with recommended statistics

-4 Defend single easily-protected location or a single attentive NPC against enemies with higher than recommended statistics

-5 Defend single hard-to-protect location or a single inattentive NPC against enemies with higher than recommended statistics



8: Destroy

-1 Destroy an undefended civilian location or sabotage an undefended civilian vehicle or piece of gear

-2 Destroy a poorly defended civilian location or sabotage a poorly defended civilian vehicle or piece of gear

-3 Destroy a well-defended civilian location or sabotage a well-defended civilian vehicle or piece of gear

-4 Destroy a well-defended military location or sabotage a well-defended military vehicle or piece of gear

-5 Destroy a well-defended villain location or sabotage a well-defended villain vehicle or piece of gear



9: Distract

-1 Keep 1 person from noticing a quiet incident

-2 Keep 1 person from noticing a noisy incident

-3 Keep several people from noticing a quiet incident

-4 Keep several people from noticing a noisy incident

-5 Keep everyone from noticing an obvious incident



10: Evade

-1 Escape or avoid capture by inferior opposing force in familiar territory

-2 Escape or avoid capture by inferior opposing force in unfamiliar territory

-3 Escape or avoid capture by equal opposing force in unfamiliar territory

-4 Escape or avoid capture by superior opposing force in unfamiliar territory

-5 Escape or avoid capture by superior opposing force in enemy territory



11:Infiltrate

-1 Infiltrate an undefended civilian location

-2 Infiltrate a poorly defended civilian location

-3 Infiltrate a well-defended civilian location

-4 Infiltrate a well-defended military location

-5 Infiltrate a well-defended villain location



12: Investigate

-1 Investigation involves 1 clue, minor research, or minutes-long search or scouting mission

-2 Investigation involves 24 clues, 1 simple puzzle, moderate research, or an hour-long search or scouting mission

-3 Investigation involves 56 clues, 1 tricky puzzle, extensive research, or an hours-long search or scouting mission

-4 Investigation involves 79 clues, 1 complicated puzzle, exhaustive research, or a day-long search or scouting mission

-5 Investigation involves 10 clues, 1 nearly impossible puzzle, impeccable research, or a days-long search or scouting mission



13: Neutralize

-1 Liquidate or force-retire a civilian authority

-2 Liquidate or force-retire a trained non-military authority or several civilian authorities

-3 Liquidate or force-retire a trained military authority or several trained non-military authorities

-4 Liquidate or force-retire a trained military combatant or several trained military authorities

-5 Liquidate or force-retire several trained military combatants



14: Observe

-1 Detect 1 activity at a busy or easy-to-navigate location with heavy concealment

-2 Detect 1 activity at a quiet or hard-to-navigate location with moderate concealment; detect 2 or more activities at a busy or easy-to-navigate location with heavy concealment

-3 Detect 1 activity at a silent or near impossible-to-navigate location with little or no concealment; detect 2 or more activities at a quiet or hard-to-navigate location with moderate concealment

-4 Detect 1 activity while evading enemy surveillance or guards; detect 2 or more activities at a silent or near impossible-to-navigate location with little or no concealment

-5 Detect 2 or more activities while evading enemy surveillance or guards



15:Recruit

-1 Convince an uninvolved, reticent NPC to join a cause with no obvious risk

-2 Convince an uninvolved, opposed NPC to join a cause with no obvious risk

-3 Convince an uninvolved NPC to join a cause with minor risk; convince an enemy to betray his weak masters

-4 Convince an uninvolved NPC to join a cause with moderate risk; convince an enemy to betray his strong masters

-5 Convince an uninvolved NPC to join a cause with major risk; convince an enemy to betray his fearsome masters



16: Repair

-1 Fix a simple object with short time frame or under enemy fire

-2 Fix a simple object with short time frame and under enemy fire

-3 Fix a complex object with short time frame or under enemy fire

-4 Fix a complex object with short time frame and under enemy fire

-5 Fix several complex objects with short time frame and under threatening enemy fire



17: Rescue

-1 Rescue 1 uninjured character or salvage 1 undamaged vehicle or item from minor environmental danger or enemies with lower than recommended statistics

-2 Rescue 1 slightly injured character or salvage 1 slightly damaged vehicle or item from minor environmental danger or enemies with lower than recommended statistics

-3 Rescue 1 moderately injured character or salvage 1 moderately damaged vehicle or item from moderate environmental danger or enemies with recommended statistics

-4 Rescue 1 moderately injured character or salvage 1 moderately damaged vehicle or item from moderate environmental danger or enemies with higher than recommended statistics

-5 Rescue 1 severely injured character or salvage 1 highly damaged vehicle or item from major environmental danger or enemies with higher than recommended statistics



18: Sting

-1 Execute thorough, pre-planned operation targeting 1 mark

-2 Execute shaky pre-planned operation targeting 1 mark; concoct and execute original plan targeting 1 mark

-3 Execute crazy pre-planned operation targeting 1 mark; concoct and execute original plan targeting 2 or more marks

-4 Concoct and execute original plan targeting 2 or more marks in short time or with few resources

-5 Concoct and execute original plan targeting 2 or more marks in short time and with few resources



19: Test

-1 Intentionally test gear with unexpected (but not threatening) side effects

-2 Intentionally test gear with side effects that threaten user

-3 Intentionally test gear with side effects that threaten users entire team; unwittingly test gear with unexpected (but not threatening) side effects

-4 Unwittingly test gear with side effects that threaten user

-5 Unwittingly test gear with side effects that threaten users entire team



20:Transport

-1 Publicly transport an easily carried item or piece of information a short distance with little danger

-2 Publicly transport an easily carried item or piece of information a moderate distance with mild danger; -secretly transport an easily carried item or piece of information a short distance with little danger

-3 Publicly transport a difficult-to-carry item or piece of information a moderate distance with mild d anger; secretly transport an easily carried item or piece of information a moderate distance with mild danger

-4 Publicly transport an easily carried item or piece of information a great distance with substantial danger; secretly transport a difficult-to-carry item or piece of information a moderate distance with mild danger

-5 Publicly transport a difficult-to-carry item or piece of information a great distance with substantial danger; secretly transport any item or piece of information a great distance with substantial danger





Continuing from previous examples: Somehow, for each mission within the single-season 3-mission game, the players will be changing region to region.



Season 1:

-Mission 1: Takes place in Eastern Asia and comprises of the following objective.

--Sting; Grade 5 sting operation.

-Mission 2: Takes place in Eastern Europe (Includes Russia) and comprises of the following objective

 Grade 2 Rescue

 Grade 2 Infiltrate

 Grade 5 Test

 Grade 4 Crucial Skill Check

-Mission 3: Also takes place in Eastern Europe (Includes Russia) and comprises of the following objectives

 Grade 4 Crucial Skill Check

 Grade 4 Repair

 Grade 4 Infiltrate

 Grade 2 Confirm



So in the end I was surprisingly able to make a realistic short game which is tempting for even myself to run~! I infact did use the system to create the example.



Note however that game creations using this can get a bit off the track of realism.. 27th century lvl 30 humanitarian aid workers in a world thats opposite of steam punk (Like, they only have the technology of 1867), but has cybernetics and mutants, dealing with missions that primarily have to due with neutralization, destruction, and capturing.



Pretty long, I know. It's due to me not knowing anything about programming software programs and junk.