FAQ

Getting Started

What are generators?

Generators are programs that make dynamic content for you to use in your games and stories, or just for your entertainment.

How do I use these generators?

However you want! So long as you're not selling the content outright, you can use them how you see fit. Use them to spice up your campaign, enhance a fight scene, or even to give you inspiration for your next adventure. Most of them are built with pen and paper RPGs in mind, but that doesn't mean you can't use them for other things. We'd love to hear what you're using them for!

Where can I find existing generators?

You can find the public generators list here.

How do I make my own generators?

If you don't already have an account at Strolen's Citadel, you'll need to sign up for one. After that, make sure you're already logged into the Citadel website and go to the login page. You'll be automatically signed in and can get started building generators on your private generators page.

My question isn't answered, where can I get more help?

We have a Discord with plenty of Strolenites chatting away. Head to the #generators channel to ask your questions.

General Features

Editing and Saving Content

When editing a generator, your changes are saved locally but are not saved permanently until you click the "Save" button in the top-left corner of the editing interface. If you want to discard all of your unsaved changes, just refresh the page or navigate to a different one. When you come back, your generator will be in a pristine, unaltered state.

What is a widget?

A widget is a special type of generator that isn't intended to be standalone. Instead, they're intended to be used as subgenerators for dynamic content within other generators. See the section on variables for more information on how to include dynamic subgenerator content in your items. Widgets are not listed in the public generator listing, but they do show up in the dropdown for variables.

What are items?

Items are the individual templates that the generator chooses from when it is being used. Items can be as long or as short as you want them to be, and have basic styling allowed so you can provide the appropriate emphasis to the generated content.

Quick Edit vs Advanced Edit

The Quick Edit interface is the initial screen you see when editing a generator. You can switch between the Quick Edit and the Advanced Edit at any time by using the "Advanced Edit" toggle in the top-right corner of the editing interface.

There are a few differences between the two modes. Quick Edit is intended to let you very easily add items to your generator, whereas Advanced Edit is intended to give you very fine-grained control over each of your items and the content that it produces.

Quick Edit

When typing content into an item, if you press [Enter], you will move down to a new item. This allows you to rapidly add items to your generator, such as when you're creating a simple list generator. Pressing [Shift]+[Enter] will drop you to a new line in the current item.

When editing items in Quick Edit mode, the content of the items are immediately saved locally as you type (remember to save them permanently by using the Save button!).

Advanced Edit

In Advanced Edit mode, items require you to confirm the changes before they'll be saved locally (again, they won't be saved permanently until you click the Save button at the top of the editing interface!). This allows you to work on longer content items, tweaking phrasing and formatting, but not committing those changes until you're ready.

Advanced Edit mode also allows you to add and edit variables for each item. For more information on variables, see their section.

Multi-Item Pasting

In Quick Edit mode, if you paste text with mulitple lines into an empty item block, the editor will prompt you to either keep them all as one item or split each line into a separate item. This enables you to copy large lists of items into a generator quickly.

Dice Rolling

You can include random numbers and basic math in your items by using dice-rolling notation (e.g. "[d6]", "[3d4+1]", "[2d50]"). We use the Dice library for this, so you can look at their documentation for further details. Remember to wrap the dice roll specification in square brackets: [...].

Cloning Generators

The Citadel is all about sharing and collaboration. If you see a generator that you enjoy, but want to tweak slightly, you can clone it. This makes a complete copy of the generator, including all of the items and variables, which you can then edit to your liking.

Variables

What are variables?

Variables are placeholders for additional dynamic content that get inserted into your items. Currently, they can pull in the content from another generator. In the future, they will be able to accept more forms of dynamic content, such as dice rolls and external API calls.

How do I create a variable?

Variables are only available for editing in Advanced Edit mode. You can create one by clicking the "Add New Variable" button at the top of the item. The new variable will have a randomly-generated name, but you can edit that to be something more descriptive. This variable will only be available for use in that item; other items will need their own variables. Next to the variable name is a dropdown where you can select one of the available generators to pull the dynamic content from.

How do I use a variable?

Once you've created a variable for an item, you can add it to the item content by using the variable name inside curly brackets "{}". For example, if you have a variable named "random_color", you would insert the text "{random_color}" into your item content wherever you want the dynamic content value of that variable to be placed. Continuing the example, if your item content is "The box is {random_color}", and the dynamic content of the "random_color" variable is "red", then your final generated output will be "The box is red".

There is also a helpful green "+" button at the very left of every variable entry which inserts that variable into the item wherever your text cursor currently is located.

By using multiple variables and nesting subgenerators within other generators, you can produce some truly complicated content. A great example of this is Dozus' Temple Generator.

Attributes

What are attributes?

Attributes are additional pieces of content attached to your items, so that you can provide more granular content to other generators than just a single chunk of text.

How do I create an attribute?

Like variables, attributes are only available for editing in Advanced Edit mode. You can create one by clicking the "Add New Attribute" button at the bottom of the item. The new attribute will have a randomly-generated name, but you can edit that to be something more descriptive. This attribute will only be returned when this item is randomly selected; other items will need their own attributes.

To the right of the attribute name is a text box where you can insert content that will be returned for this attribute when the item is selected. This content area also allows you to use the content from variables just like your main item content can.

How do I use an attribute?

Attributes are not used within the item that defines them. They are returned along with the item content when another generator uses a variable that selects the item from the current generator, and can be used in that other generator's item content.

For example, the d100 Coins generator has items that provide two attributes in addition to their main content: amount and denomination. Given a variable coins that uses the "d100 Coins" generator, you can access those attributes in your item content like this:

Content: {coins}
Amount: {coins.attributes.amount}
Denomination: {coins.attributes.denomination}

This would result in generated item content like the following:

Content: 18 gp
Amount: 18
Denomination: gp