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Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing
content. In this paper, we argue that TTRPG design can usefully be
viewed as procedural content generator design. We present several
case studies linking key concepts from PCG research – including possibility spaces, expressive range analysis, and generative
pipelines – to key concepts in TTRPG design. We then discuss the
implications of these relationships and suggest directions for future
work uniting research in TTRPGs and PCG.peer-reviewe
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