# Tabletop Roleplaying Games as Procedural Content Generators

arXiv: https://arxiv.org/abs/2007.06108 · HTML: https://mlsanity.com/paper/2007.06108/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 12 Jul 2020.

## Built on by (most cited first, 1 of 1)

- [Level Generation with Constrained Expressive Range](https://mlsanity.com/paper/2504.05334/) (2025)

## Abstract (arXiv)

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.
