Misc Tips and Tricks
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Revision as of 11:16, 30 April 2021 by Andreas J. (Talk | contribs)
Contents |
Character Sheets
- To allow all players to see each others character sheets, but not to see "through each other's eyes" for dynamic lighting, make a copy of each character sheet and give edit privileges to all players(Forum).
- use a separate character sheet for tracking shared inventory, or the content of a magical Bag of Holding (that doesn't count against total weight)
NPCs, Monsters and Mobs
- A quick and dirty way to add NPCs: Create a token macro to output the text of the red bar:
@{selected|Bar3}
and put their attack roll in the red bubble. eg:
[[1d20+5]] to hit [[2d6]] damage
- To let players write & share notes on NPCs they encounter among themselves, the GM can create a "Camapign Notes"-folder, where they can add Handouts with the NPCs name, that the players can then update themselves. Alternatively, create these as characters, and just have players used the "notes" section of the character.
Maps
- Invisible Tokens - variety of use, such as displaying text over C Fog of War, letting players track position of invisible character so other players can't see them, extending player's vision in Dynamic Lighting...
Annotating Maps
- Map Pins
- An easy way to add notes to a map is by placing tokens on the GM layer
- Grab free tokens from game-icons.net. Use the title for essential info and the notes for detailed info.
- create Landing Page that players can view between sessions. It can contain stuff like a campaign map, info on the player, important NPCs, and the latest events from the game.
Dynamic Lighting
- Use a bright color for your dynamic lighting lines. They'll be much easier to see.
- To simulate the glint of light off reflective surfaces, like metal, or animal eyes, give your monster tokens 1' of light with *all players see light*
- To allow players to see doors, pillars or rooftops while still blocking vision past the object, use the dynamic lighting polygon tool to draw an X through the object instead of going around it.
- To make sure you can select doors later, draw their dynamic lighting line in a different color. Also, include a handle (shaped like a hockey stick) extending outside of the map.
- To make it easy to adjust later, make separate dynamic lighting segments for each room. (ie: Don't try and make one super long polygon shape around everything.)
- (UDL) you can create areas that blocks movement, while letting people see without restrictions, useful for windows, magical barriers, and elevation differences(such as looking down a steep cliffside). The UDL Windows trick.
Pages vs Handouts
There are many strategies for organizing information in your game. Here's a few ideas from the forums:
- A page can be much bigger than the current battlemap. You can put two or three maps on one page, and still have room to store notes and thematic imagery.
- For theatre of the mind, use the page as a theatrical set, with evocative imagery. One page can hold multiple "sets". You can use shift-click to ping the map and forcibly direct your players' view.
- For keeping personal campaign notes, give every player their own handout with view & edit privileges.
- Make liberal use of shift-z on page graphics to present an enlarged image to your players.
- Use dynamic lighting walls to construct enclosed light-boxes for thematic imagery. When you want to light one up, drop in a group token with permissions set to controlled by "all players", plus has sight, casts light, etc.
- If you have a lot of handouts, organize them into folders
Handout | Image on Page |
---|---|
Anything a character could hold | Anyone a character can meet |
Anything a character should know | Anywhere a character can go |
Anything a character can refer to | Anything a character can attend |
Players control when they see it | GM Controls when players see it |
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