While I work my way through our long list of submitted cats ( we have 83 the last time I checked) I started thinking about how our random generators may change due to the change in our story.
It would make sense to have a different set of generators for each scenario and have them be nested in each other, for example:
Location is… The Cliffs. We would roll for a change in season to see if it’s a rainy, dry, or moderate season. Then for each option the Cliffs would have a certain likely hood for different things to take place, like rainy season in the cliffs, means less chance of salt poisoning but higher chance for cats to fall. And those percentages would be the rolls done each day.
There would of course be generators for each individual situation, like patrols, new cats, sicknesses, etc. but I’m hesitant to do that until we have a clear idea of where all the cats will be located. If there are more cats located near the two-places then Quarry Cats will be more likely to run into new cats then the The Cliff cats and vice versa.
Here’s a generator I’ve been working on for the last few days. It’s not complete, of course, it doesn’t include the Cliff Fall roll but I think it allows everyone to get the idea I’m going for.
Let me know what you guys think of the factors included.