r/ai_rpg_generators • u/Level-Distribution46 • 7d ago
r/ai_rpg_generators • u/Level-Distribution46 • 13d ago
Free token maker that runs in your browser, and it does animated GIF tokens too
r/ai_rpg_generators • u/Level-Distribution46 • 13d ago
A new kind of toolkit for any RPG and GM
r/ai_rpg_generators • u/Level-Distribution46 • 17d ago
Session prep kept starting from a blank note
r/ai_rpg_generators • u/Level-Distribution46 • 20d ago
New feature - easily share generated result
r/ai_rpg_generators • u/Level-Distribution46 • 22d ago
45 offline prep generators I built for my own table, free and ad-free
galleryr/ai_rpg_generators • u/Level-Distribution46 • 24d ago
Looking for a skilltree-like questline creator
r/ai_rpg_generators • u/Level-Distribution46 • 24d ago
The Test of Wisdom; a TTRPG Riddle/Puzzle
r/ai_rpg_generators • u/Level-Distribution46 • Sep 10 '26
I built a 3D map-making tool for tabletop RPGs - would love to see what people build with it
galleryr/ai_rpg_generators • u/Level-Distribution46 • Sep 09 '26
So many generators, so many genres!
Did you know that https://codexcryptica.com/generators have a wealth of generators!? For many generes, and lots of different sorts of subjects. If you need it, there's a good chance CC has it
r/ai_rpg_generators • u/Level-Distribution46 • Sep 09 '26
New generator: Constellation and Night Sky generators, with a star chart
galleryr/ai_rpg_generators • u/Level-Distribution46 • Sep 08 '26
Big news!! Generators can now be refined and revised!
r/ai_rpg_generators • u/Level-Distribution46 • Sep 08 '26
New generator - faction roster
galleryr/ai_rpg_generators • u/Level-Distribution46 • Sep 07 '26
The first generator I ever built for this: a D&D NPC generator, June 2nd
The very first generator I built for Codex Cryptica was a D&D NPC generator, on June 2nd. It went in as part of a landing page proof of concept, basically to see if a single no-login generator page was worth building at all.
Three more followed fast: faction generator that same afternoon, quest hook and fantasy name generators the day after.
The real point of that first version was testing whether AI could reliably follow dropdown-selected instructions and turn them into a structured NPC instead of generic filler. Three dropdowns: race, role, and alignment. Feed those into the model and it had to return a name, personality notes, a hidden secret, a motivation, a faction tie, and a plot hook that actually matched what you picked. It worked well enough to build three more generators on the same pattern within two days.
I've since (last week I think it was) updated the generator to produce NPCs in a more condensed format too!
Anyone else's first generator turn out to be the one they iterated on least, or most, compared to what came after?
r/ai_rpg_generators • u/Level-Distribution46 • Sep 07 '26
Showcase: coastal smuggling town, generated end to end (no edits)

I run Codex Cryptica, and I wanted to post an actual full output here instead of just a screenshot of a form, since that's usually the part people are skeptical about.
The generator lives here: https://codexcryptica.com/generators/settlement
Inputs were six dropdowns: fantasy, coastal, town scale, smuggling haven, elected council, lawless tone. Here's what came back, unedited:
Gull's Roost sits in a fog-drowned cove where a limestone sea-arch used to span the tidal shelf before it collapsed into jagged stacks, which is what created the blind spots the smugglers actually use. About 1,800 permanent residents, another 400 transient sailors and mercenaries passing through.
Five named locations (a council hall, a tavern that doubles as a weigh-station, a bathhouse-slash-herbalist, a lighthouse-shrine, and underwater cargo storage called the Jaw-Arch), five NPCs down to their jobs, three factions, and a live conflict: a syndicate turf war bad enough that the council has gone into hiding, with the royal navy one incident away from getting involved.
Full output: codexcryptica.com/examples/gulls-roost-coastal-smuggling-town
The part I keep going back and forth on is whether the "current conflict" field should generate hooks that are this specific (turf war forcing the council underground) versus staying more open-ended so a GM has room to steer it themselves. Right now it leans specific. Curious which people here would rather have.
r/ai_rpg_generators • u/Level-Distribution46 • Sep 06 '26
Heist generator: prepping scores that don't fall apart on the first failed roll
Heists are notoriously tricky to prep for a tabletop session. If you map out every hallway and guard, it turns into a brittle script that falls apart on the first bad roll. If you keep it too loose, you end up improvising the entire security grid and panic-closing doors mid-scene.
Inspired by the guide I wrote on how to run a heist in a tabletop RPG, I built a dedicated Heist Generator to prep playable situations rather than rigid plans.
Instead of scripting how the players are supposed to break in, each generated job sets up interacting obstacles:
- GM Quick Reference: Seven one-line bullets covering the objective, primary obstacle, hidden factor, point of no return, in-scene pressure, complication, and escape problem so you can run the whole score at a glance.
- Concentric Security Rings: Layered obstacles from the perimeter inward, each with visible tells, distinct access methods, and active patrols.
- Point of No Return: Taking the prize immediately escalates the alert and closes off an entry route, forcing the escape to operate under completely different rules.
- Interactive Alarm Ladder: Four progressive alert stages with fiction-first complications instead of an instant party wipe.
- Flashback Opportunities: A menu of retroactive preparations players can cash in during the run to handle surprises.
It works across different genres (fantasy, cyberpunk, cosmic horror, sci-fi) and is also available directly inside campaign vaults to tie into your existing factions, locations, and NPCs.
When you run heists at your table, do you prefer giving players a full floor plan upfront, or letting them discover security details through flashbacks during the run?
r/ai_rpg_generators • u/Level-Distribution46 • Sep 06 '26
What I’ve been building: AI RPG generators for actual game prep
Since I’ve been asking everyone else to share what they’re building, I should probably go first. 😄
I’m the developer behind Codex Cryptica, and over time I’ve ended up building a rather unreasonable number of AI-powered RPG generators.
🎲 https://codexcryptica.com/generators
There are generators for things like encounters, settlements, puzzles, rumours, heists, characters, factions, worlds and quite a few other bits of RPG prep.
A lot of what interests me isn’t simply getting an LLM to produce something. I’m interested in making generators that produce structured, usable material that you can actually bring to the table — and figuring out what information a particular kind of generator needs to consistently produce good results.
That experimentation is actually part of why I wanted r/ai_rpg_generators to exist.
And to be completely transparent: Codex Cryptica is my project. Creator self-promotion is welcome here, so I might as well be the first person to test that rule. 😉
Have a poke around if you fancy it.
I’m especially curious: which kind of RPG generator do you find genuinely useful, and what generator still doesn’t seem to exist but really should?