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Random Generators

A generator produces text on demand — a character name, a tavern, a "what if" prompt — so you never have to stall on naming a minor NPC. Generators live in the project, sync to your collaborators, and travel with project exports.

What you start with​

Projects created from either worldbuilding template ship with five generators, ready to roll:

GeneratorRollsBound to
Character namesA given name plus a surname or a bynameCharacter
Settlement namesVillages, towns and citiesSettlement
Tavern & inn namesPainted signs for inns and other premisesBuilding
Wilds & landmarksMountains, marshes and other named placesGeographic Feature
Story promptsA premise, a turn and a complication—

The four bound ones give you a dice beside the name field as soon as you create an element of that type, and beside the matching text field in the editor. Story prompts is unbound — roll it from any dice button's generator picker.

They are ordinary generators, not fixed content: edit their word lists, rebind them, or delete the ones you do not want.

Creating a generator​

  1. Open the project Settings tab
  2. Choose Generators in the sidebar
  3. Click Create generator

A generator has a template and a set of rules. Rolling expands the template, replacing every #rule# with a random entry from that rule:

Template: #first# #last#

Rule "first": Aldric
Brynn
Cera

Rule "last": Stonehelm
of #place#

Rule "place": Riverwyn
Ashford

That rolls names like Brynn Stonehelm and Cera of Riverwyn. Rules can reference other rules, as last does above, nested as deeply as the expansion limit allows — a reference that would recurse past it is left as plain text instead.

A plain word list is just a generator with one rule — set the template to #word# and put your list in a rule named word.

The Preview panel re-rolls as you type, so you can see the effect of every change immediately. Press Roll again for a fresh set.

Weighting entries​

Add | <number> to an entry to make it more likely than its neighbours:

Aldric | 5
Brynn
Cera

Here Aldric comes up five times as often as the other two. Entries without a weight count as 1.

Modifiers​

A reference can transform what it expands to, with one or more dot-separated modifiers:

ModifierEffectExample
.capitalizeUpper-cases the first letter#word.capitalize# → Tower
.upperUpper-cases everything#word.upper# → TOWER
.lowerLower-cases everything#word.lower# → tower
.titleUpper-cases each word#phrase.title# → The Grey Tower
.aPrefixes a or an as the word needs#word.a# → an inn
.sPluralises#word.s# → towers
.trimCollapses runs of whitespace

Modifiers chain left to right: #word.a.capitalize# gives An inn.

When something is wrong​

The editor flags problems as you type and blocks saving until they are fixed:

  • a #reference# that matches no rule
  • a rule with no entries
  • two rules with the same name
  • a rule that can only ever refer back to itself, so it would never finish expanding

Unknown modifiers are only a warning — they are ignored when rolling.

Rolling from a generator​

Anywhere a dice button appears, clicking it opens a menu of suggestions. Pick one to fill the field, or press the refresh icon to roll a fresh set. Nothing is written until you choose a suggestion, so you can browse freely.

If the field is not bound to a particular generator, the menu lists every generator in the project and rolls whichever one you hover.

Binding a generator to a template​

Generators are most useful attached to the worldbuilding templates that need them.

For element names — open the template in the Templates settings section, and under Schema Details pick a Name generator. A dice button then appears beside the name field whenever you create an element of that type, and it skips names already used in the project.

For a field — edit any text or multi-line text field in the template and choose a Generator. That field gets its own dice button in the element editor.

Deleting a generator that a template points at is safe: the dice button simply stops appearing.

Sharing generators​

Generators are stored per project, alongside your templates and tags:

  • collaborators see your generators in real time
  • they work offline and sync when you reconnect
  • they are included in project exports and imports

To reuse a generator in another project, export the project and import it there, or copy the rules across by hand.