Hey gang! I've rebalanced the patreon tiers again. I've shifted custom NPCs to the $5/month mark, as I feel like it's a reasonable sort of price point (and let's face it, more likely to nab more people). I've tried to shift the lower tiers to more 'one off' things to keep things manageable for me. I'll be doing more polls, though, so hopefully engagement and patronage will still feel meaningful.
Notably, the $10/month tier now includes being able to add a race, background, or c...
2019-04-15 23:43:18 +0000 UTC
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Hooray! At long last, I've pushed the next update to live. Big thanks to everyone that helped out with the town squares and ships, will be doing a lot more with them in the coming months.
Changelog:
- Added docks
- Added town squares
- Added plot hooks
- Added poster based plothooks
- Fixed weather playing up, and added option to not have weather at all.
- Lots of behind the scenes code cleanup, making it easier for con...
2019-04-15 11:28:26 +0000 UTC
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Hi everyone! This is the first of the Patreon-only polls for the community generated stuff, which will be included in not-this-update-but-the-next. I'll be contacting Benign-Benefactors about their one-off as well, so don't feel like you've been forgotten!
Anyways, there's a couple options for further expansion; I can direct the community's efforts towards descriptions of towers (suitable for wizards, lighthouses, etc.), libraries (and the books that go in them), or town squares (...
2019-02-21 03:00:05 +0000 UTC
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Hey guys,
I've done some slight rebalancing of the rewards for the Patreon. This is still very much up for changing- I want to give value to you guys, but don't want to make any promises that I can't keep. I personally feel better about keeping the monthly contributions relatively low, as I'm sure it could be frustrating to have a large contribution, and have a whole month go by without any updates to the Generator. If you have any thoughts on the matter, I'd love to hear them, as I wan...
2019-02-20 03:18:32 +0000 UTC
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- Total rewrite of code, from the top to the bottom. No stone left unturned.
- Added support for editing NPCs. No more renaming the bartender on the fly because he had a weird name that sounded vaguely phallic!
- Added support for multiple buildings. I've opted to only generate one of each type of building (even if it's a huge city) to avoid bogging down the user with unnecessary clutter.
- Fixed relationships. No more weird menage-a-trois. Not that there's anything w...
2019-01-17 05:06:36 +0000 UTC
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The man sitting at the bar is on his fifth, maybe sixth drink. There's not a lot of activity in the tavern, so as you sit at your table, discussing your next move with your comrades, you can overhear his ramblings, which are primarily concerning some doomsday device which he heard was being made; his drunken slurs are a little bit difficult to parse, but you manage to piece together that there's something big comin'- the likes of which will render the entire continent totally uninhab...
2019-01-03 03:00:22 +0000 UTC
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Hey guys. Sorry for the lack of any apparent development- IRL, I'm a composer, and have had a major commission which I've had to focus on completely, since it's a rather hefty commission. Like a fermata, the music of development pauses until the conductor says you can go. Will share the work with you once it's done- it's a twenty minute chamber work about the element Krypton. There's a dubstep bass drop ;) Lots of fun!
In other news, /r/DnDBehindTheScreen is having a vote for the best o...
2018-12-21 00:14:45 +0000 UTC
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So, I've officially moved into the bug-squashing phase of 2.0! I had a change of heart with the naming; I was initially going to name this 1.5, but there's been such a drastic overhaul of the code that it's virtually unrecognisable. So 2.0 it is.
Changelog is as follows:
- Total rewrite of code. No stone left unturned, and the project should now be much more open to people that would like to contribute to the project. This was a mammoth task, but the technical debt has paid off...
2018-11-25 05:05:23 +0000 UTC
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Hey guys! Many apologies for the long period of silence. I've been hard at work on the latest update, which has involved a *lot* of refactoring of code. But it hasn't been a fool's errand, and you shall soon see the fruits of my labour- multiple taverns! Not just multiple taverns, but as many as you'd like, on demand!
This is going to be a pretty large update in terms of the code that's being changed; I'd hazard a guess that I've left less than twenty percent of the thou...
2018-11-14 23:08:01 +0000 UTC
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Many apologies for the month of no-contact, I've had to actually *work* for a living, which has well and truly sucked (I kid, I've just been playing in musicals, which is fun, but totally draining). I've got some thoughts about where I want to go with the Generator, and am planning on doing a bit of a re-build to optimise bits that aren't working so well, and make it a little bit more flexible- top priority is getting multiple towns as a compatibility, which means that I'll have to do a fair bit...
2018-09-08 08:18:17 +0000 UTC
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Woohoo! Finally pushed out 1.4, the 'Tiptoe Bandits' update, named so because it includes factions, and tooltips, and because I'm terrible at names. Thanks to the [Discord crew](https://discord.gg/TXUa4WY) who have helped out. Many hands make light work!
**Changelog:**
- Added factions
- Added popups. These should make things a lot easier for the quick dissemination of information.
- Added a navigation bar wh...
2018-08-01 09:51:28 +0000 UTC
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So I realised that some of the options in the generator are a little uh... confusing. This isn't by design, as such, but I've been optimising for the features that I need; I'm self-admittedly terribly selfish, and have been writing the stuff that I want to use. So this is a small QoL improvement for those that aren't entirely sure what each slider does, and other things.
It also notably will include quick physical summaries of NPCs upon mouseover, so you will no longer need to clic...
2018-07-10 08:01:43 +0000 UTC
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Named because the big two features in this are a bunch of things added to the toolbox, plus racial last names! Also: the excellent murder mystery adapted from Assassin's Creed has been implemented as a test of an adventure module system running inside the generator!
Full changelog:
- Added racial last names (at long last! No more dragonborns with the last name "Johnston"!)
- Added pub rumours, rogue missions, nightmares, raiders, and weather generation to the [[Toolbox]].
...
2018-07-01 09:04:37 +0000 UTC
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Just thought that I'd show you some of the behind the scenes of the Google Analytics stuff- as the hype from my post on /r/DnDBehindTheScreen died down, I've seen it taper down to a rather consistent 120 or so users per day.
Due to these people likely purposely clicking through to the generator (rather than just browsing Reddit), the session duration has gone wayy up, and the bounce rate (which ...
2018-06-16 13:00:59 +0000 UTC
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Just wanted to give you guys a quick update; using the Patreon money, I've purchased the excellent Pocket Primers bundle from Humble Bundle (https://www.humblebundle.com/books/pocket-primers-books), which has resources on CSS, HTML, HTML for mobile, and the incredible d3 library, which I plan on using for map generation (which is going to be like... 3.0. Or 4.0. Don't hold your breath for it, I'll b...
2018-06-14 00:48:49 +0000 UTC
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So, I just thought that this was too funny a bug to not share...
I'm currently working on generating the entire population of the town, complete with occupations, which is a tricky bit of code that I haven't yet written, which would have it expand and contract, altering occupations as the population changes.
This is necessary because large cities can afford to have more specialised occupations (why would a hamlet need a bookbinder, when all fifty six of them are illiterate?), so I ...
2018-06-11 06:43:43 +0000 UTC
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V.1.3 has been pushed to live! Changelog is as follows...
- Added town sociopolitics- now you can have an anarcho-syndicalist commune! Will integrate this further into the engine in future versions (i.e. communist societies having fixed prices for food, etc!)
- Added tutorial
- Added popups to remind people of the settings page
- Added guards
- Added tavern brawls
- Shifted town descriptions into its own page
- Added town free trade, welfare, magi...
2018-06-06 09:31:37 +0000 UTC
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Q. "Gee, I sure love this town, but wouldn't it be great if there was an overview about the town's political system, and policies on free trade, welfare, magic control, militarism, and punitive/reform based punishment?"
A. Yes. Yes it would be cool.
Users with a socio-political bent will be pleased to hear that their definitely-not-made-up-speculation is now a reality!
Choose f...
2018-06-04 10:10:33 +0000 UTC
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We now have a custom domain! No longer do you need to remember an unsightly GitHub link- you can just type in www.eigengrausgenerator.com and you'll be golden.
q. "But why?"
a. Because it's slightly more professional looking.
q. "But what if I like typing in unsightly GitHub links?"
a. No matter! Forwarding is enabled, so either will work just fine.
q. "But I liked following the project on GitHub?"
a. Well, good news, it's still there, at 2018-05-29 22:24:22 +0000 UTC
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Working on a potted campaign generator (sourced from the DMG shhhh)... Should be pushing it out in a couple hours!
2018-05-25 08:28:51 +0000 UTC
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So uh... My post on Reddit went absolutely wild. Chances are that you, dear reader, came across the generator from the post!
I have a lot of exciting stuff in store, and am so flattered at the incredibly positive attention that it has received!
Here's a looksie in the Google analytics... Guess when I posted on Reddit? :)
2018-05-24 08:02:33 +0000 UTC
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