What generators are available in Super Swift mode?
What generators are available in Super Swift mode?
This page provides detailed information on all eight Super Swift generators - what they create, when to use them, and how to get the best results.
Common Options
All generators share these options:
Tone Presets
| Preset | Style | Best For |
|---|---|---|
| Dark Fantasy | Grim, serious, morally grey | Villains, horror, difficult choices |
| Heroic | Brave, optimistic, larger than life | Allies, mentors, classic adventure |
| Comedic | Light, funny, absurd | Comic relief, humorous campaigns |
| Mysterious | Enigmatic, secretive, uncertain | Intrigue, investigation, the unknown |
| Epic | Grand scale, legendary, sweeping | Climactic moments, world events |
| Gritty | Realistic, harsh, down to earth | Low fantasy, survival, consequences |
| Whimsical | Playful, magical, fantastical | Fey encounters, lighthearted magic |
Campaign Context (Companion/Power tiers)
When enabled, the generator considers your existing campaign content:
- References your NPCs, locations, and factions by name
- Maintains consistency with established tone and themes
- Suggests connections to existing story threads
Always enable this when available. It is the difference between generic fantasy output and content that fits your world.
NPC NOW!
Purpose: Generate a complete NPC instantly - with or without combat stats.
What It Creates
- Name and role
- Personality traits and behavior
- Voice and mannerisms (how to roleplay them)
- Goals and motivations
- Physical appearance
- Combat stats (if combat-ready type selected)
Options
| Option | Choices |
|---|---|
| NPC Type | Combat-ready, Social, Any |
| Tone Preset | All 7 presets |
| Campaign Context | On/Off (Companion/Power) |
| Guidance | Optional text prompt |
Guidance Examples
| Guidance | What You Get |
|---|---|
| "suspicious merchant" | A trader with something to hide |
| "reluctant informant" | Someone who knows things but does not want to share |
| "jovial but dangerous" | Friendly exterior, capable of violence |
| (empty) | Surprise me - the AI picks based on tone |
When to Use
- Players approach an NPC you did not prepare
- You need a villain lieutenant on the spot
- Combat breaks out and you need stat blocks
- You want to populate a location with interesting characters
Can Promote To: NPC entity
Quick Encounter
Purpose: Generate a complete encounter setup - combat or social.
What It Creates
- Encounter description and setup
- Involved creatures or NPCs
- Environmental factors (terrain, hazards, conditions)
- Suggested difficulty and challenge elements
- Possible rewards
- Resolution options (for social encounters)
Options
| Option | Choices |
|---|---|
| Encounter Type | Combat, Social, Puzzle, Exploration, Any |
| Difficulty | Trivial, Easy, Medium, Hard, Deadly |
| Tone Preset | All 7 presets |
| Campaign Context | On/Off (Companion/Power) |
| Guidance | Optional text prompt |
Encounter Types Explained
| Type | What You Get |
|---|---|
| Combat | Fight with creatures, tactical setup, terrain features |
| Social | Negotiation, persuasion, or roleplay scene with stakes |
| Puzzle | Mental challenge requiring player cleverness |
| Exploration | Discovery, investigation, environmental challenge |
| Any | AI chooses based on tone and guidance |
When to Use
- You need something for players to do right now
- Filling gaps in your session plan
- Random encounter on the road
- Players picked a fight you did not expect
Can Promote To: Encounter entity
Location Generator
Purpose: Generate a place with atmosphere and sensory details.
What It Creates
- Location name and type
- Atmosphere and mood description
- Sensory details:
- Sights - What players see when they arrive
- Sounds - What they hear
- Smells - What they smell
- Notable features (things to interact with)
- Dangers or hazards
- Plot hook seeds (optional story connections)
Options
| Option | Choices |
|---|---|
| Location Type | Any, Indoor, Outdoor, Urban, Wilderness, Dungeon |
| Tone Preset | All 7 presets |
| Campaign Context | On/Off (Companion/Power) |
| Guidance | Optional text prompt |
Reading Sensory Details Aloud
The sensory details are designed to be read aloud when the party enters:
"You push open the tavern door. The air hits you first - wood smoke, cheap ale, and something that might be fish stew. The room is dim, lit by guttering candles and a low fire. Sailors crowd the tables, their voices a low rumble punctuated by the occasional bark of laughter. Above the bar, a massive whale harpoon hangs from the rafters, its barbs still dark with old stains."
This instantly grounds players in the space.
When to Use
- Players explore somewhere you did not prepare
- You need a setting for an encounter
- Building out your world during prep
- The party decided that throwaway tavern is now their home base
Can Promote To: Location entity
Plot Hook
Purpose: Generate a story starter with stakes and urgency.
What It Creates
- Hook name and description
- Type (mystery, quest, conflict, etc.)
- Stakes - what happens if players ignore it
- Urgency level
- Related NPCs or factions (with campaign context)
- Possible complications
- Entry points - how players might discover this hook
Options
| Option | Choices |
|---|---|
| Hook Type | Mystery, Quest, Conflict, Discovery, Rumor, Event, Any |
| Urgency | None, Low, Medium, High, Critical |
| Tone Preset | All 7 presets |
| Campaign Context | On/Off (Companion/Power) |
| Guidance | Optional text prompt |
Hook Types Explained
| Type | What You Get |
|---|---|
| Mystery | Something to investigate - who, what, why |
| Quest | A task or mission with clear objectives |
| Conflict | Ongoing struggle the party can engage with |
| Discovery | Information or places to find |
| Rumor | Something the party might hear (true or false) |
| Event | Something happening in the world they can respond to |
When to Use
- Players need direction or motivation
- Seeding future story threads during prep
- Answering "what happens next?" when a plot concludes
- Giving players choices about what to pursue
Can Promote To: Plot Hook entity
Treasure/Loot
Purpose: Generate items with properties, rarity, and lore.
What It Creates
- Item name and description
- Category (weapon, armor, wondrous item, etc.)
- Rarity (common through legendary)
- Magical or mundane properties
- Value estimate in gold pieces
- Lore or history (where it came from, who made it)
- Attunement requirements (if magical)
Options
| Option | Choices |
|---|---|
| Item Type | Any, Weapon, Armor, Potion, Wondrous, Treasure |
| Rarity | Common, Uncommon, Rare, Very Rare, Legendary |
| Tone Preset | All 7 presets |
| Campaign Context | On/Off (Companion/Power) |
| Guidance | Optional text prompt |
Rarity Guidelines
| Rarity | Appropriate For |
|---|---|
| Common | Everyday finds, minor rewards |
| Uncommon | Standard dungeon loot, quest rewards |
| Rare | Significant finds, mid-campaign rewards |
| Very Rare | Major treasures, important story items |
| Legendary | Campaign-defining items, end-game rewards |
When to Use
- Stocking treasure hoards you forgot to prepare
- Quest rewards
- Shop inventory when players go shopping
- Interesting finds during exploration
Can Promote To: Item entity
Random Event
Purpose: Generate an unexpected occurrence to shake things up.
What It Creates
- Event description
- Immediate consequences
- Possible player responses
- Long-term implications
- Hooks for follow-up
Options
| Option | Choices |
|---|---|
| Event Scope | Personal, Local, Regional |
| Tone Preset | All 7 presets |
| Campaign Context | On/Off (Companion/Power) |
| Guidance | Optional text prompt |
Event Scope Explained
| Scope | Scale | Example |
|---|---|---|
| Personal | Affects one character or small group | A PC's old rival appears |
| Local | Affects the immediate area | Fire breaks out in the marketplace |
| Regional | Affects the broader region | A dragon is spotted flying east |
When to Use
- The session is dragging and needs energy
- You want to add complications to a plan
- Creating a sense that the world moves without the party
- Breaking up travel or downtime
Cannot Be Promoted
Random events are designed for immediate use. If an event becomes significant, create relevant entities manually.
Session Outline
Purpose: Generate a complete session package with structure.
What It Creates
- Session overview and theme
- Opening scene (how to start)
- Key encounters (2-3 depending on length)
- Supporting NPCs for the session
- Relevant locations
- Possible endings
- Fallback plans (if players go off-script)
Options
| Option | Choices |
|---|---|
| Session Length | Short (2 hr), Medium (3-4 hr), Long (5+ hr) |
| Primary Focus | Combat, Roleplay, Exploration, Mystery |
| Tone Preset | All 7 presets |
| Campaign Context | On/Off (Companion/Power) |
| Guidance | Optional text prompt |
When to Use
- You need to prep an entire session fast
- Running a one-shot with minimal prep
- Looking for structure and inspiration
- Building a session around a specific theme
Cannot Be Promoted
Session outlines are planning tools. Promote individual NPCs, locations, and encounters from the outline as needed.
Dialogue Starter
Purpose: Generate opening lines and conversation directions for NPCs.
What It Creates
- Opening line or greeting
- Personality hints expressed through speech
- Potential conversation topics
- Things the NPC might ask the party
- Information the NPC might share
- Speech patterns and verbal quirks
Options
| Option | Choices |
|---|---|
| NPC Demeanor | Friendly, Neutral, Hostile, Nervous, Secretive |
| Tone Preset | All 7 presets |
| Campaign Context | On/Off (Companion/Power) |
| Select Existing NPC | Optional - generate for an NPC you have already created |
When to Use
- You need to voice an NPC on the spot
- Starting a conversation and drawing a blank
- Getting into character for an important NPC
- Overcoming "what does this NPC say?" moments
Cannot Be Promoted
Dialogue is ephemeral by nature. Copy useful lines to an NPC's notes if you want to remember them.
Generator Combinations
Chain generators for complete scenes:
The Tavern Scene
- Location Generator - The tavern itself
- NPC NOW! (social) - The bartender
- NPC NOW! (social) - An interesting patron
- Plot Hook - Something to overhear or discover
The Ambush
- Location Generator - The ambush site
- Quick Encounter (combat) - The ambush itself
- NPC NOW! (combat-ready) - The ambush leader
- Treasure/Loot - What they are carrying
The Investigation
- Location Generator - The crime scene
- NPC NOW! (social) - A witness
- Plot Hook (mystery) - What actually happened
- Random Event - A complication mid-investigation
Tips for All Generators
Be specific in guidance "Suspicious merchant with a secret" beats "an NPC" every time.
Match tone to content Villains can use Dark Fantasy even in a Heroic campaign.
Enable campaign context On Companion/Power, this transforms output from generic to relevant.
Generate multiples If one result does not click, generate again. It is fast.
Edit rather than perfect A decent result you tweak is better than burning credits chasing perfect.
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