Thursday, August 27, 2020

Looking back at my Fact Generator: comparison of 1e and 2e



The fact generator is actually a perception or sensory-based keyword generators.

Before making it, I had not seen anything exactly like it.

What might of seemed similar was too specific to be useful for continuous story creation.

It came from some of the novel writing advice that I received about keeping fiction scene description sensory-based. Doing so keeps the reader in immersed in-character better. This fundamental fiction writing advice felt very applicable to tabletop RPG gaming.

It is also only one of many ideas from fiction writing that I brought into my gaming tools, especially solo gaming tools.

So, I came up with a creative and innovative idea unlike the other setting generator RPG Tools.
Sure, there were many dungeon, room, and town generators based on physical features. But there was very little that was based on the character's first-person point of view. I figured that one cool way to build a more story-like setting would be based on the most important features that a character might focus on.

It also allows a player to stay in character further.

The 2nd edition version allowed my to expand further than 144 keywords.

ABS12 Fact Generator (1e)


ABS12 Fact Generator Flexible Dice v 1.0

https://www.drivethrurpg.com/product/191261/ABS12-Fact-Generator-Flexible-Dice-v-10

This is a flexible fact generator that is meant to aid or take the place of a Gamemaster (GM) for answering questions or finding the clues, information, or describing situations. A chart with results for 2D6, 1D12, 1D20, and 3D6 systems is included. It makes it a versatile fact generating engine. A 1D100 can use the 1D20 if they divide and round their 1D100 by five.

This system is meant to give keywords, that when put together help to generate story ideas, objects, people, places, and events. The keywords are meant to help trigger thoughtful and inspirational ideas.

This system works well for adding random ideas into story writing, solo gaming, or to aid a GM in creating

For the first edition (1e), I limited my words to 144 keywords categorized by senses or thought process.

ABS12 Fact Generator (2e)

ABS12 Fact Generator 2e


musky (odor), sweet (flavor), face (social perception), learning (perceptive force), awe-slows down time (time).

This sounds like a good tavern setting. But it isn’t just a plain tavern setting. Something tastes sweet. A musky scent is in the room. Someone has a face that stands out. Something in the room is unfamiliar and requires learning. Something in the room makes time slow down causing an awe-stricken state.

Procrastinate and build a sandbox-setting quickly randomly based on 4 levels of setting significance. Generate the recommended number of keywords and follow 4 principles of good sensory information.

This system could even be used for impromptu perception, search, investigate, or spot checks.
This is a fact generator that is meant to aid or take the place of a Gamemaster (GM) for answering questions or finding the clues, information, or describing situations & settings. Eight charts with results for 1D20, 3D6, and d100 systems is included.

This system is meant to give keywords, that when put together help to generate story places and situations. The keywords are meant to help trigger thoughtful and inspirational ideas.
This system works well for adding random ideas a settings for story writing, solo gaming, or to aid a GM.

This 2nd edition expands and includes the 1st edition. 30 pages, 8 charts, 23 types of facts, 10 pages of Senses from Roget's Thesaurus. Compared to the original which was 1pg chart & instructions.

ABS12 Fact Generator

This is a sensory based fact generator that is meant to take the place of a Gamemaster (GM) for describing settings from a character’s point of view with keyword results from rolls. A chart with results for 3D6, 1D20, and 1D100 systems is included.

Types of Setting Facts
If using selectively, the type of setting facts that you want will determine which table and column you consult.
Perceptual Process – Characters form opinions of the unfamiliar to familiar through sensory information.
Elements of Perceiving – Three ingredients are important in the perceiving process.
Perceptual Forces – Three forces influence in the perceiving process.
Perception Features – Three features are important in the perceiving process.
Perception Errors – Two types of errors might hinder proper perception.
Social Perception – Characters recognize and understand people and groups within the world.
Black and White; Dark and Light; Shades of Gray – This is the most basic of visual information.
Colors – Colors range from a single color, to groupings such as primary, secondary, and expanded colors.
Nouns – Characters see people, places, things, or ideas.
Basic Flavors – Things have a general taste.
Basic Sounds – Sounds can be used to find find out what a character hears.
Basic Textures – Many words describe how things feel by touch.
Temperature – Some things might feel to the touch hot or cold.
Solidity – Some things might feel soft or hard.
Basic Odors – Many words describe how things smell.
Mental Processes – Mind processes are remembering, learning, choosing, realizing, observing, and creating ideas.
Stuff Changes – Things change and characters sense these changes.
Time – Things can have relative timing such as quickness, speed, newness, age, and date.
Movement – Things move, act, and react.
Movement Sense – Things help determine life-form movement.
Emotions & Motivation – Intuitive and internal influences help determine character focus.
Connections – Things connect to, are valued, and relate to other things in different ways.
Dimensions – Forms observed have lengths, width, size, shape, and direction.

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