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Cover of The Complete Adventure Generator

The Complete Adventure Generator

Solo RPG · by Adventure Generator · in English
On Quisicosas since 26 February 2025
Featured in the newsletter of 26 February 2025 (on Substack)

What it is about

The Complete Adventure Generator is a comprehensive manual that employs random generation, basic statistics, and emergent complexity to build adventures for the 5th Edition of Dungeons and Dragons. By simply rolling a few dice and following the procedures outlined in this text, much of the work in adventure creation can be offloaded to fate. The stories that result will still be uniquely yours though, as every roll will be subject to your discretion, their output a merger between chance and choice. Ultimately, the goal of The Complete Adventure Generator is to facilitate and accelerate session prep, turning an often arduous process into one that is both quick, and hopefully fun. Nearly every aspect of adventure creation is touched upon in this text. By design these rules are modular and may be used in isolation if desired, but collectively they will allow you to do all of the following: Randomly generate the building blocks of your story. These building blocks are simple words, known as elements, which can be pieced together to create your plot. Over four thousand of these elements are listed within the tables in this text. Through the use of logic and creativity you will mentally connect these elements, and in so doing, create the narrative structure of your tale. Randomly generate adventure locations. Like your storyline, adventure settings are created by combining elements, and through their fusion anything from rotting forests, to subterranean cities and flooded crypts may result from your rolls. Randomly generate NPCs and monsters. Whether a hulking ogre or a humble barmaid, every character your players interact with will be born from a roll of the dice and the subsequent integration of their elements. Some of these cast members will be nameless monsters or forgettable extras, while others will be the villains and allies that challenge and aid your players throughout their adventure. Randomly generate dungeons. The floor plans for caves, buildings, vaults, catacombs, and sewers can all be generated by following the rules contained within their respective dungeon templates. Dungeon creation is procedural and deterministic, with billions of possible layouts resulting from a single roll of the dice. Randomly generate monster encounters. Instead of spending thirty minutes balancing monster encounters, you can instead rely on a careful combination of tables and die rolls to generate every pre-determined encounter in your adventure in just thirty seconds. Wandering encounters can also be randomly generated, and like the pre-determined ones, all will be tailored to the level of your players. Randomly generate treasure. The base game offers numerous treasure tables for generating treasure, but by following the rules in this text you will be able to replicate the results of those tables by rolling a handful of dice just once. Learn a new notation system. Rather than having a dozen pages of notes, the notation system described in this text condenses everything down to just a few sheets of paper, each of which has its own form-fillable pdf. All of the above, as well as dozens of tips, tricks, and snippets of advice, are contained within The Complete Adventure Generator. If this sounds interesting to you, please read the preview pages of the pdf. 5th Edition may be coming to an end, but with this text you’ll never need another premade adventure. “I'm finding it really good! The ideas that I've generated from the tables have been really fun to draw connections between and integrate into the story.” — Jake Laurence (play tester) Warning: In order to use this system you will need at least twelve d6’s in three different colors; six dice must be of a single color, another four dice in a second color, and the last two dice in a third color. Owning six to twelve d6’s of each color is optimal.
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