**************************************************
***   EXTRA  EXTRA  RANDOM  PLOT  GENERATION   ***
**************************************************

First there was random plot generation. Then there was extra-random plot generation.
So, what do I name the improved plot generator for GH2? Extra-extra-random plot
generation, of course.


The plot components are selected based on a context string provided by the governing
story. This string contains the xxran descriptors; a label telling whether the component
is to be a complication, resolution or failure; a label telling the difficulcy level;
descriptions for the xxran palette; and the PC's job.

A label preceded by a ~ is optional. It will increase the chance of this component
being selected, but doesn't have to be present.

A label preceded by a - must not be present in the story context. If it is, this
component cannot be selected.

A group of labels surrounded by parenthesis and separated by |s is an or-block. One
of the individual labels must be present and it will increase the chance of this
component being selected.

If the label "COMMON" is included in the list, this component is more likely to
be selected.



COMPLICATION, RESOLUTION, FAILURE
  #a, #w, #l

DIFFICULCY LEVEL: EXTREME, HIGH, MEDIUM, LOW, NEGLIGIBLE
  !Ex, !Hi, !Md, !Lo, !Ne


***************************
***   COMPONENT  SIZE   ***
***************************

Core story components typically have a SIZE attribute defined. This attribute describes
the relative importance of the component; it's used to determine the length of each
episode. Once a certain number of SIZE points are passed, the episode ends.


*************************************
***   NON-XXRAN  PLOT  CONTEXTS   ***
*************************************

The core story will have the descriptors below. A non-core story can have its own
label defined in a context SAtt. This may be used to limit certain persona fragments
and random scene content to a particular story or plot.

This label must start with a "=", may be as long as you want (as long as it's unique),
and may have several sections divided by underscores. For instance, the label "=MIL_DEFAULT"
can be used by the MILitary story DEFAULT or any of its plots.


**************************
***   XXRAN  PALETTE   ***
**************************

Every story that uses the xxran commands should have a standard set of elements. This
is so components can share elements between them, and also so that components can be
selected quickly without doing full element searches. The standard palette entries are:

1. Enemy Character (E:)
2. Enemy Faction (F:)
3. Target Faction (P:)*
4. Partner (R:)
5. Target NPC (T:)
6. Scene for next component (S:)
	S:meta for metascene, S:perm for perminant scene
7. Root location of current episode (L:)
8. Target Item (I:)
9. Amore NPC (A:)
10. Hanging Thread NPC (H:)

These labels are followed by "++" if the element exists, or "--" if the element doesn't.
In addition, the desig and context strings for each element are included. For instance,
the tag "P:cor" would indicate that the PC's faction (P:) is corporate. The tag F:AEGIS
would indicate that the enemy faction is Aegis Overlord.

In addition, the designation of the element's faction is included if appropriate.

If the element is an enemy of the PC, an "ENEMY" tag is included. If the element is
an ally of the PC, an "ALLY" tag is included.

If the element has the same faction as the PC, "PCFAC" is included.
If the element has no faction, "NOFAC" is included.

If the element is a NPC, the relationship is also included. This may be one of "FAMILY",
"LOVER", or "FRIEND". If the element is a lancemate and currently in the party, "LANCE" will
be included.

If the element is a scene, its terrain SAtt will also be included: "SPACE", "WATER", "GROUND"

The job group of the PC is included as C:<job>. The available job designations are:
%%   ACADE: Academic
%%   ADVEN: Adventurer
%%   CORPO: Merchant, Corporate, White Collar
%%   CRAFT: Craftsman
%%   FAITH: Monk, Priest, etc
%%   LABOR: Skilled or unskilled labor
%%   MEDIA: Media, Performance, etc
%%   MEDIC: Medical
%%   MILIT: Military
%%   POLIT: Politician
%%   POLIC: Police
%%   THIEF: Criminal
See series\CG_JOBS_* for a complete and up-to-date list.


****************************
***   PLOT  DESCRIPTORS  ***
****************************

The first two characters of a plot descriptor are its type. Only one label
of a given type may be used in a single description. If a second label of
the same type is added, the original label is deleted.

In plot description, optional traits ("the flavor elements") are preceded
by a ~. These are not nessecary but will increase the likelihood of this
component being selected if they're present.

The story is made up of episodes. Each episode takes place in a single city.
Each episode is made up of several components.

GLOBAL DESCRIPTORS
	These describe the arc of the plot between plots
	+P??	Propp State
	+C??	Personal Story
	+H??	Hanging Thread
LOCAL DESCRIPTORS
	These describe the arc of the plot within a plot
	+T??	PC's Task
	+F??	Task Flavor
BACKGROUND DESCRIPTORS
	These describe the PC's background and motivation
	+B??	Background State
	+G??	PC's Goal


+P??	Propp State
	Describes the overall course of the story. The Advancement descriptor describes which
	stage of this propp state the player is currently at.
	+P--	Peaceful life

	*** THE SETUP ***
	+Pme	PC meets an enemy pilot
	+Pun	Under Attack
	+Psh	PC is shanghaied into working for faction
	+P	A stalemate between the PC and the enemy
	+Pla	PC learns of the existence of an artifact

	+P	EF attempting to subvert PF
	+P	PC obtains the target item
	+P	Enemy obtains the target item
	+Pew	Enemy working on new weapon program		Can enter at !Lo

	*** THE REACTION ***
	+Ppw	Player faction working on new weapon program
	+P	PF begins defensive program
	+P	PF begins offensive program
	+P	PC switches sides
	+P	Attempting Diplomacy

	*** THE COUNTER-REACTION ***

	+P	Under open attack by EF
	+P	Bring the fight to EF
	+P	EF reveals E is renegade; will help PC oppose him
	+P	Peace negotiations with enemy
	+P	PC is branded as a traitor
	+P	There are traitors within PF
	+P	You've been a pawn, manipulated so far
	+P	EF unveils new superweapons

+C??	Character State
	Describes the current state of the PC's life
	+C--	Just going along with the flow

	+Cro	PC is a rookie member of faction

	+Clk	Love interest has been kidnapped
	+Cre	PC attempts to reform enemy
	+Cfa	The PC has to live down a failure
	+Csu	PC has achieved minor personal success

	+C	Searching for lost friend/lover/family
	+C	Investigating mystery of past (+B)
	+C	PC is falsely accused of something (+B)
	+C	Love interest works for the enemy
	+C	Love triangle with enemy
	+C	Collaborating with enemy to end conflict
	+C	Actively seeking revenge (+B)

+B??	PC Background/Motivation
	Describes the situation of the PC's life so far.
	+B--	Nothing special.
	+Bor	PC was an orphan/raised communaly
	+Bpd	PC's parents died

	+Bad	PC responsible for ally/partner/friend's death
	+Bld	PC's love interest died
	+Bam	PC has amnesia

+G??	PC Goal
	The stated goal of the PC.
	+G--	Nothing special.
	+Gre	Revenge
	+Gmo	Money
	+Gfa	Fame
	+Gpe	Peace
	+Gpo	Power
	+Gkn	Knowledge
	+Glo	Love

+H??	Hanging Thread
	Describes an event which the PC has hanging over his head
	+H--	How's it hanging? It isn't.
	+Hed	Enemy has defected (H:++)
	+Hrt	Have rescued someone (H:++)
	+Hmi	Someone will offer you a mission (H:++)
	+Hre	Someone will try to get revenge (H:++)
	+Hra	Have rescued Amore NPC

	+Has	Assassination attempt will be made against the PC.

+T??	Task
	Describes the PC's current short-term goal.
	+T--	No task.
	+T01	Introduction. The first task given.
	+Tgt	Goto target for conversation
	+Tgs	PC will go to a certain scene - often to gather information or something

	+Tga	PC will go to the Amore NPC for conversation/date/whatever

+F??	Task Flavor
	Describes the PC's task in greater detail.
	+F--	No flavor.
	+Fmi	To get mission.
	+Fin	To find information
	+Ffi	Fight! probably...
	+Frt	PC has Rescued Target
	+Fch	PC will challenge NPC to a duel
	+Fpa	It's going to be a party (+Tgs)
	+Fcc	It's a company conference (+Tgs)
	+Far	To arrest the target (+Tht)
	+Fpr	To protect the target

	+Fap	To apologize to the target (+Tgt,+Tga)

Character Arc Descriptors

[c]:M.???	NPC Character Arc/Motivation
	[c]:M.---	Unknown quantity
	[c]:M.mer	Mercenary. NPC is in it for the money.
	[c]:M.pro	Professional. NPC seeks his personal best.
	[c]:M.com	Competitor. NPC seeks to be better than others.
	[c]:M.ggd	Greater Good. NPC believers self to be working for greater good.
	[c]:M.see	Seeker. The NPC still hasn't found what they're looking for.
	[c]:M.rev	Revenge.
	[c]:M.cha	Change. The NPC seeks to change his current situation.
	[c]:M.nih	Nihilism. The NPC seeks destruction.

[c]:A.???	Attitude towards PC
	[c]:A.---	Unknown quantity
	[c]:A.nme	NPC hasn't met the PC yet
	[c]:A.jr_	NPC is PC's junior/subordinate/student
	[c]:A.sr_	NPC is PC's senior/superior/mentor
	[c]:A.ant	NPC feels antagonistic towards the PC
	[c]:A.tha	NPC feels thankful to the PC
	[c]:A.sec	NPC is keeping a secret from the PC
	[c]:A.equ	NPC respects the PC as an equal
	[c]:A.env	NPC envies the PC
	[c]:A.pch	PC has a reason to hate the NPC
	[c]:A.hat	NPC has a reason to hate the PC
	[c]:A.mut	The PC and NPC have reasons to hate one another mutually
	[c]:A.obs	NPC obsessed with the PC




