Solo Tips and Advice #17 Little Generators

I see tables as flat, single roll lists. One entry per result on the dice.

Generators construct things from multiple rolls, each roll deciding one aspect of the entire thing.

This is a really powerful tool, but it can also be a massive time consumer. I am also not very good at creating random tables. I can often think of 4 things, but after that, it gets a bit sketchy. I am lucky if I make it to six items.

The idea of creating a d100 table is a nightmare for me. What I can do though is create a d6 table, followed by another one and a third and possibly more.

Here are two generators that serve the same purpose. In this case, they are for creating a very basic plot outline. The first gives 6x6x6 possibilities for 216 possible plots. The second is 10x10x10 for 1000 possible plots. I would never be able to create over 200 options if I were to try and come up with something unique on a linear, one after the other basis. The generators are quick and easy to create.

You don’t even have to make all options equal. You can create bias in your tables and generators by repeating options. My default quick and easy table looks like this

1-2 – Common Option
3-4 – Common Option
5 – Uncommon Option
6 – Uncommon Option

I use these for location-specific random encounter tables, random details in the environment, meals on a menu, just about anything where I just want to take the pressure off having to come up with specifics. I can also daisy chain them together to create a more sophisticated generator.

1 thought on “Solo Tips and Advice #17 Little Generators”

  1. You leave it unstated however you would need to roll 3 dice (d5 or d10 as applicable), preferably each one a different color as to identify with a specific column. In the alternative, you would roll 1 die 3 times to get the choice for each column.This example uses the 6x6x6 table and a red d6 for Who, a blue d6 for What, and a white d6 for Lore. Rolling the 3 dice, i received.red 3, blue 1 and white 4. Therefore, the plot is an artist, an ancestor, Carcosa. An artist cataloging the estate of his deceased maternal grandfather finds a painting by his great-great-great grandfather that he recognizes is really a disguised treasure map leading to Carcosa. Using the alternative method, I roll 1 die for Who and get 2 – a Cultist. I re-roll the die for What and get 4 – informant. I re-roll the die for Lore and get 6 – Rilyeh. The plot this time is a cultist receives information about a lost temple in Rilyeh.

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