Also, keep in mind that I have settled on the idea of using Grim's Roll All the Dice method, because it is elegant and a fun game-like way to involve players in a lot of these randomization discoveries. I don't want to stop during play and consult a book of charts, or at least if we must the book should have the fewest possible charts to work elegantly and still be fun.
So, the problem seems to be how granular do you make these spurs. If we would like a magic item generator do we separate out the "Item" part from the "Magical Effect" part?
I think so. An Item Spur can have lots of important info including Size, Function and Material in addition to item type that is hard to squeeze into a spur that is also concerned with Duration, Range, Charges etc. of magical effects.
But even there, how granular do we make the Item Type? Think of jewellery. We could have a spur that would determine item type solely by the location on the body it is worn:
- Head = Tiara
- Neck = Necklace
- Arm = Armlet
- Wrist = Bracelet
- Hand = Ring
I think one possible solution is to have a Function category, so, if a random roll indicates that an item Depicts, Commemorates, Hides, Stores something, the our spur might be able to produce something similar to real world examples.
Take a look at this cool object that I'd never heard of before yesterday:
It's a Golden Hat which, aside from the fact that it is shaped like no other hat I've seen, apparently has solar and lunar Calendar data recorded on it.
This is a kind of touchstone. I want any Spur I create to be of the right granularity to be able to produce a result such that we might say "Aha, it's like a Golden Hat."
That would be cool.