Jump to content
celofett

Tool: Online SWRPG Shop Generator

Recommended Posts

Hey everyone

My SWRPG group loves using the SWRPG Shop Generator tool made by MacKenzieHnC but needing to have a computer with Java around to generate shops is kind of a bummer. So, we started working on a web version!

We've got a pretty simple version up and running that lets you pick a shop type, world, and number of items. After the shop is generated, the link can be shared with the rest of the group. I wanted to share this version and get some feedback from the community if this as useful to other GM's as it is for us.

For the future we're planning on putting in user accounts, ability to save shops, select sourcebooks, and create custom worlds with a GM's own modifiers.

Any feedback is greatly appreciated! Thanks!

http://www.swrpg-shop.com

 

Update 10/05/18:

Want to contribute to v2? Check here

Edited by celofett

Share this post


Link to post
Share on other sites

@Matt Skywalker Glad you've found it useful!

@Nightone Good question. Depending on who's rolling, is there a difference in mechanics? You could have the entire group roll and use the groups highest presence/negotiation to build the shop for everyone. I would say it's mostly up to you. We're planning on putting in some sort of permanent NPC shops so that roll would be the shopkeepers.

Share this post


Link to post
Share on other sites

This is awesome. Love it and will definitely use it. My only suggestion is to have the ability to narrow the selection of items for broad categories. For example a shop that only deals in guns, or a supply merchant who carries only survival and medical gear or a black market dealer who sells  starship attachments/weapons.

Simply, the ability to narrow down what the shop potentially could sell would be great

Share this post


Link to post
Share on other sites
1 hour ago, warchild1x said:

This is awesome. Love it and will definitely use it. My only suggestion is to have the ability to narrow the selection of items for broad categories. For example a shop that only deals in guns, or a supply merchant who carries only survival and medical gear or a black market dealer who sells  starship attachments/weapons.

Simply, the ability to narrow down what the shop potentially could sell would be great

Great suggestion! We'll have to put this at the top of the list

Share this post


Link to post
Share on other sites
On ‎9‎/‎6‎/‎2017 at 9:44 AM, celofett said:

@Matt Skywalker Glad you've found it useful!

@Nightone Good question. Depending on who's rolling, is there a difference in mechanics? You could have the entire group roll and use the groups highest presence/negotiation to build the shop for everyone. I would say it's mostly up to you. We're planning on putting in some sort of permanent NPC shops so that roll would be the shopkeepers.

I am still not sure if you answered Nightone's question. Is the pool intended to be the shop keepers pool to roll against the players? If this does not matter, what is the intent of choosing the dice pool? What does it do mechanically with the algorithm?

Edited by Legami

Share this post


Link to post
Share on other sites
8 hours ago, Legami said:

I am still not sure if you answered Nightone's question. Is the pool intended to be the shop keepers pool to roll against the players? If this does not matter, what is the intent of choosing the dice pool? What does it do mechanically with the algorithm?

Talked it over with the group and they agree that the pool would belong to the player. The dice pool is built from the values and then is rolled against every item. I used MacKenzieHnC's formula to determine if an item is available in the shop which we're thinking of changing. Normally just one uncanceled success means the item is available. In this tool it takes into account the number of advantages and triumphs (which could be a negative number because of negative effects) and if it's greater than 0, the item is added. So really it's a bit harder to roll for an item since other factors can come into play.

Share this post


Link to post
Share on other sites

It is very nice. Have to ask about the price... It seems all the prices are not comparable to the book's listings... Some as much as double or even more and I can't say I saw any for less. Is this related to triumphs and advantage / threat and despair?... 

And the missing books? Any idea when you will be expanding to cover the rest of the books?

Share this post


Link to post
Share on other sites

Hi there

32 minutes ago, jayc007 said:

It seems all the prices are not comparable to the book's listings... Some as much as double or even more and I can't say I saw any for less. Is this related to triumphs and advantage / threat and despair?

Currently price is marked up based on the type of shop (Black Market is more expensive than On The Level) and the type of World (each world has it's own modifier)

32 minutes ago, jayc007 said:

And the missing books? Any idea when you will be expanding to cover the rest of the books?

I went back to double check some sourcebooks and noticed there's actually some missing that are available! I'll work on adding those and getting everything up to date.

Share this post


Link to post
Share on other sites
On 9/6/2017 at 10:22 AM, warchild1x said:

This is awesome. Love it and will definitely use it. My only suggestion is to have the ability to narrow the selection of items for broad categories. For example a shop that only deals in guns, or a supply merchant who carries only survival and medical gear or a black market dealer who sells  starship attachments/weapons.

Simply, the ability to narrow down what the shop potentially could sell would be great

Good news! I've added shop specializations and removed some interesting items! The first specialized shops are from the old tool. We'll be working on coming up with some more and refining the categories.

Edited by celofett

Share this post


Link to post
Share on other sites

This is a really great resource!  

One question, though...  Are the random tables weighted in any way?  For example, are mundane items more likely to be generated than rare items?  If not, I would strongly suggest implementing a checkbox, so there is an option of adding in this "realism".  At the moment, I seem to get stores with more rare items than common, which isn't necessarily what I would expect to see in an average back-water place.

Another feature request would be a "Generate Again" button on the results page, with maybe the option of changing only the shop type, but keeping all the other options the same,  so you can roll up additional shops without having to go back to the main menu every time (since the dice pools, source books, etc are unlikely to change).

Share this post


Link to post
Share on other sites
On 9/9/2017 at 2:09 AM, celofett said:

Currently price is marked up based on the type of shop (Black Market is more expensive than On The Level) and the type of World (each world has it's own modifier)

Isn't that double dipping? The prices in the books for Black Market items already reflect their type (in other words, they are already marked up). The Adventure modules don't have you increase prices of black market items to my knowledge. I could be wrong though. Think about it this way, a holocron is really rare, but the price already reflects that rarity. Same with Black Market items, the price listed reflects the situation of the item already. I'm not saying you shouldn't do it, just letting you know what I've noticed.

Share this post


Link to post
Share on other sites
On 9/14/2017 at 4:18 AM, 9littlebees said:

This is a really great resource!  

One question, though...  Are the random tables weighted in any way?  For example, are mundane items more likely to be generated than rare items?  If not, I would strongly suggest implementing a checkbox, so there is an option of adding in this "realism".  At the moment, I seem to get stores with more rare items than common, which isn't necessarily what I would expect to see in an average back-water place.

Another feature request would be a "Generate Again" button on the results page, with maybe the option of changing only the shop type, but keeping all the other options the same,  so you can roll up additional shops without having to go back to the main menu every time (since the dice pools, source books, etc are unlikely to change).

Adding a weight for items would be a great idea! I agree there are some things that you would see a whole lot more of depending on where you're at.

The generate again button is definitely something we've thought of but couldn't decide if it would generate a new store or just recycle the same store ID and regenerate that. Either way it would be pretty helpful.

On 9/14/2017 at 5:15 AM, Darth Poopdeck said:

Isn't that double dipping? The prices in the books for Black Market items already reflect their type (in other words, they are already marked up). The Adventure modules don't have you increase prices of black market items to my knowledge. I could be wrong though. Think about it this way, a holocron is really rare, but the price already reflects that rarity. Same with Black Market items, the price listed reflects the situation of the item already. I'm not saying you shouldn't do it, just letting you know what I've noticed.

We took a gander at the sourcebook and it mentions that the price of an item on the black market "could be double the list price depending on their scarcity in the world". I believe that a roll would still be made for the price of that item. One thing we noticed that we overlooked is that black markets use Streetwise to determine if the item is available or not. I'll need to come up with a way to make that switch.

Share this post


Link to post
Share on other sites

It would also be nice if advantage / success / triumph / threat could alter the price rather than a standard generic markup... I believe the crb has those rules already in place to some degree... maybe barring that then a display of the outcome per item so the gm and player can decide how to spend them. 

As well the core worlds vs outer rim rarity modifiers rather than price moddifiers would be more inline with the RAW I think although I could understand say 5 or 10% + or - per change from... what is the base again?... a mid rim world I think?

Not really a big deal though since a gm could just base the price off of the book and the availability off your store generator.

Still love it and showed it to my gms who love it too.

Thanks for all the hard work!!!

Share this post


Link to post
Share on other sites
On 9/25/2017 at 11:21 PM, jayc007 said:

It would also be nice if advantage / success / triumph / threat could alter the price rather than a standard generic markup... I believe the crb has those rules already in place to some degree... maybe barring that then a display of the outcome per item so the gm and player can decide how to spend them. 

As well the core worlds vs outer rim rarity modifiers rather than price moddifiers would be more inline with the RAW I think although I could understand say 5 or 10% + or - per change from... what is the base again?... a mid rim world I think?

Not really a big deal though since a gm could just base the price off of the book and the availability off your store generator.

Still love it and showed it to my gms who love it too.

Thanks for all the hard work!!!

Good thoughts here. I can definitely show the roll result for each item. In the future I want markup values (and when the app should markup) to be a lot more customizable for GM's.

Thanks!!

Share this post


Link to post
Share on other sites
On 10/6/2017 at 7:30 PM, celofett said:

Good thoughts here. I can definitely show the roll result for each item. In the future I want markup values (and when the app should markup) to be a lot more customizable for GM's.

Thanks!!

No! No! No!

Many thanks to you and those like you who have put so much work and effort then went ahead and shared with the rest of us!

Share this post


Link to post
Share on other sites
On 10/10/2017 at 11:45 AM, Lukey84 said:

@celofett will you be adding in the option to upgrade X# difficulty dice to challenge dice?

@Lukey84 Hey there. This is way way way late but I've been tinkering with some new stuff on the site and remembered this question. I can add Challenge dice pretty easily but what's your thoughts on how it would effect the shop? Would rolling a despair cause the price to be marked up way high? Would a despair just throw out the item? Or possibly we show that a despair was rolled and it's up to the GM to decide. Maybe it was broken or stolen. Thoughts?

Edited by celofett
submitted too early

Share this post


Link to post
Share on other sites

Despair, threat, advantage and triumphs...  plus net success.... All are required. Some can be used in various ways. So I'd say they should all be displayed... at least the net result plus tri and despairs. Then it's up to the gm and players to narrate the results.

Share this post


Link to post
Share on other sites
8 hours ago, jayc007 said:

Despair, threat, advantage and triumphs...  plus net success.... All are required. Some can be used in various ways. So I'd say they should all be displayed... at least the net result plus tri and despairs. Then it's up to the gm and players to narrate the results.

@jayc007 Good thoughts. I've added the challenge dice so that's ready to go! Thanks!

Share this post


Link to post
Share on other sites

Recently I've had the itch to work on this tool some more. There are things I like and definitely some things I don't. I thought I'd reach out here and ask whoever uses it for some suggestions either on how to make the site easier to use or what features you'd like to see. I've thought of a lot of different ideas from mobile apps to Discord bots. 

So, if you're a user (or even if you're not!) what are your thoughts on this?

Share this post


Link to post
Share on other sites

I noticed an issue with the armour store... It seems to generate attachments but no armour.

Not sure if there are similar issues with the other stores but hey.

Otherwise the only other thing I can say is to reiterate that the pricing is so drastically off from that laid out in the books, but we've discussed this already and that was how you decided to go so hey. It's your store.  ?

Ok and twist my arm... I'd like to see some more colour... it's rather bland and drab to look at.

And having the entries maybe a little more like swrpg.viluppo.net entries with a hyperlink to that item to clean up and make it easier to find what you are looking for.

Oh and ships / ship weapons / ship attachments stores would be awesome too.

I sure hope that came out as positive suggestions and not negative complaints. I really do like the stores but I view it on my phone and some entries are so long because the columns are full of info that would be better off on the items own page. JMHO.

Share this post


Link to post
Share on other sites

Hey @jayc007! This is exactly the type of feedback I was looking for!

11 minutes ago, jayc007 said:

I noticed an issue with the armour store... It seems to generate attachments but no armour.

This may just be the luck of the draw. I tried it on my side and ended up with both armor and attachments. I'll look into it and double check

12 minutes ago, jayc007 said:

Otherwise the only other thing I can say is to reiterate that the pricing is so drastically off from that laid out in the books, but we've discussed this already and that was how you decided to go so hey. It's your store.  ?

So recently I discovered that I was applying advantage/triumph discounts wrong. For advantage discount I was looking at the triumph values and vice versa for triumph discount. Some insight, the price is calculated as

advantage_discount = 5
triumph_discount   = 10
advantage_discount = -1 * advantage_count * advantage_discount
triumph_discount   = -1 * triumph_count * triumph_discount

# Shop Modifiers are: 'On The Level' (10/30), 'Shady' (50/80), 'Black Market' (80/100)
markup = (shop_modifiers['max'] - shop_modifiers['min'] + 1) + shop_modifiers['min']

new_price = (world_price_modifier * item_price) * (1 + ((markup + advantage_discount + triumph_discount) / 100.0))

This is mostly how it's set up in @MacKenzieHnC's original tool. I'm open to ideas on a better way to apply the markup or have it closer to something that isn't such a huge markup. Thoughts?

23 minutes ago, jayc007 said:

I'd like to see some more colour... it's rather bland and drab to look at.

I feel the same way! I mess with a bunch of different colors all the time and can never decide on anything. Believe me, it's something I've been wanting to fix up for a while lol

24 minutes ago, jayc007 said:

And having the entries maybe a little more like swrpg.viluppo.net entries with a hyperlink to that item to clean up and make it easier to find what you are looking for.

I'll check this out. Adding the images to the tables definitely causes the page to be much longer than it needs to be and most of the images don't even exist. Maybe showing the important info in a row and having it expandable to show everything else is a good start.

25 minutes ago, jayc007 said:

Oh and ships / ship weapons / ship attachments stores would be awesome too.

This is do-able! 

Thanks for taking the time! This has definitely been helpful.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...