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The randomly generated dungeons, on the other hand, I don't know if they have in the system, nor how you would set things up to do that. There are a lot of variables that you'd need to account for, including what tiles the GM has available, how the walls and doors match up between tiles, how you would mix and match tiles from various sets together, and what tiles has the GM manually created. It's a lot of planning and coding to get even a simple generator to work properly, and while it is a feature I could see them taking on down the road, I don't think it's one they've looked at quite yet (what with all the work that's going in to the Line of Sight and Dynamic Lighting updates up to this point).
I feel ya. but so far the system looks like a gold mine. I have not been able to buy it just yet<waiting on some pay>. BUT i do and will be getting it at some point.
I see your point on the generator thing, but o man it would make this system sooo much more <no more prep work> free lol.
Outside of that... Yeah, this program is definitely a godsend for keeping things organized and streamlining running a game - especially if you're using a strong story or map-based campaign. The automation on most systems is really snazzy, and being able to quickly apply the appropriate effects for something like a well-placed Sleep spell can definitely save a lot of time while playing.
I'm reasonably skilled at using map making tools like Campaign Cartographer though, so I'm admittedly a bit picky about my maps. I can create a decent dungeon in about 1 hour with CC3 and export as a JPG to my FG images folder in less than a minute. So auto generated maps aren't a FGU feature I'd be looking for. Personal preferences aside, the new FGU painting and tile tools for maps are IME so weak, that I'd be surprised if it was possible to code a map auto-gen feature.
I prep a lot of my dungeons ahead of time by generating one in donjon, importing the player map then creating a new story entry and copy & pasting the room descriptions into the story tab and adding pins to the map. I add things and modify some room descriptions and encounters to make it more interesting since a pure random dungeon can be a bit plain or incoherent.
The ability to import a donjon TSV directly into FG would be a cool feature.
adding on what Xector said - there is also One Page Dungeon by Watabous[watabou.itch.io] which generates random dungeons as well.
While I've always thought that was a potentially cool feature, it's never worked for me. It does auto create a blank encounter with a title that matches the name of the table, but the result of the roll is never posted to the encounter. Which IMO pretty much makes it a useless feature for tables. It does work for story pages, just not encounters.
Using a story isn't such a bad thing though, as you can drag & drop encounters and map images on a story page to create convenient, clickable links. The problem though, is that each table roll creates a new story page. IMO what would be more useful, is if you could have an open story page be a target/receptacle for a series of random rolls. That way you could have a random table for number of dungeon rooms, and other tables for say traps, significant room feature, number of NPCs, etc., with the result of each roll becoming line items on that story page.
Were that possible, I'd use it frequently to generate a random dungeon outline and then quickly bang out a map in Campaign Cartographer based on it. Then export it as a JPG or PNG to the FGU image folder and link it to the story page once it was imported.
1) You can link the result directly to the monsters associated with the roll. Each Column relates to a single NPC, and will add 1 of that creature to the table.
2) You can link each entry to a pre-defined Encounter with the creatures that you want in it. This is useful if you have groups of enemies that you want the players to potentially encounter, or if you have a pre-defined number of enemies that you want to include.
You can also link to other tables, which can then link to the above options, if you want something more complex. You can use this to kludge in multiple creatures, but it's not quite as simple as just having the system roll and add that number to the encounter (which SHOULD just be as simple as passing the Number of Creatures to the Encounter table alongside the creature type). At least, that's what I've found with my short time tinkering with this today.
I was aware of the ability to create table rows that consisted of multiple columns with a different NPC in each. Which in and of itself is quite powerful if you have monsters &/or NPCs in your setting that have some kind of synergy when grouped together. I didn't know about linking an encounter in a table row, but I'm not surprised. Something I've also done is to link story objects to table rows, which contain NPCs, Parcels and possibly even items. Which can be quite useful when output to a new story.
Ultimately though, it always comes down to the fact that the table roll results always generate a new encounter, parcel or story, and don't allow for an exiting one to be appended to. Which for me, really limits how useful a tool it can be.