Urgh. Something horrid happened to the audio from 8:14 onwards. No idea why it recorded like that - as it's the original footage, I can't "buff it out" - many apologies.
Really like your videos,very much reminds me as when I started with Foundry and got in the rabbithole of modules for automation and animation 😂 As a tip: you do not need to select a picture for a tile and then make it transparent,just right click on the tile and hide it.....that way you as GM still can see it,but your players can not ( but triggers still work) And as a way deeper into the rabbithole.theres a module called Levels which allows to create multistory buildings . I did the compassrose with that,so instead of teleporting to another part if the map that represents another floor when using stairs,you really switch just levels up or down ( which basically are tiles on top of each other)
Thank you. Somethings are so obvious, but I miss them entirely - of course you can just hide the token... Thanks for the tip. I'm aware of levels, but not really looked at it yet. Because of the map we're using for Compass Rose, the teleporting makes more sense, but I do want to move into more sophisticated tile levels, as you say. If only to ensure others know how to do it, if it fits their methods. Thank you for reminding me of it - I'll add it to the list 👍
This is an interesting work around, it'll be fun to see how many tiles you have on the maps once you done all the locations. One thing you could do is make a transparent image in gimp or photoshop (or there might be one online) and then you could use that instead of using an icon and turning the opacity down. There is also probably a way to macro it if you didn't want to do the transparent tile, but that's beyond me at the moment. I'm not sure how I'm going to do this sort of thing in my game. I like the idea of the popping to shops and allowing them to purchase stuff, but I'm also cognisant of it becoming too much like a 'video game' and less like a TTRPG. There will be some balance I'm sure. I'm toying with the idea of having a smaller map with locations marked with Journals/icons and then next to it a panel that will display a shop image like you have for the Barthen store. I'd probably have 'Trigger Buttons' in the padding I can click on to bring up that specific image and also the token for 'shopkeeper' at the same time. I think this will be a nice compromise for me and mean I don't need to keep switching from scene to scene if players are in different locales. However, triggers will still be used and I'm definitely going to use it for different level battle maps... also have this idea of have a trigger set up to cast a demonic ritual and a portal opens up, a few seconds later a demon pops out.
The macro it thing, probably beyond me too - but you're probably right. I totally agree with the "too much like a computer game" thing - I wanted to play with these mechanics, and I expect the players to spend quite a bit of time in Phandalin. Like with the automation stuff, I want to cut some admin, but not take away from the TTRPG experience (players WILL roll their own dice, etc.). You absolutely could just have the merchants directly on the main map - I'll do Sister Garaele like that - no building to enter. And I think most of the time that's how I'll do it. But it's been fun looking at this option (and learning some trick that are bound to be useful later on). I understand the module Warp Gate is useful for that? Not used it yet, but it ties in with summoning spells, so probably what you'd want. I want to do something like this also - trigger and you get light, sound, effect and a monster. Good for BBG encounters.
The teleporting between scenes are pretty buggy. Even if I have the Delete source token ticked, sometimes the token is deleted, but for the most time is still there in the source scene. Do I know why, no. This is so annoying that you don't know why it's intermittent and why it's happening.
In V12, the Regions behaviour of Teleport is much more reliable and smoother. When I made this video there was no core function to teleport, but Monk's was working just fine - obviously things move on so it's not a huge surprise this particular function is less than excellent now.
By the way. A interesting thing with v12 and teleporting is that the token is teleported to the next scene if you do it in this way, but it does not change the scene (for me). I have to add change scene and you have to teleport first and then change the scene or if you change scene and then teleport the token can erratically be duplicated in the scene you leaving and these tokens can only rotate but not move (really funny, it's a trap).
@@thomasedin764 Yes, it will change scene for the Player whose token has teleported, but won't change the DM scene. Useful if you want player going different directions to explore, or they visit different places in town, etc. That duplicating token thing is annoying - had that issue when doing shops and the player could go "into" the shop scene, but when they left their token remained. So another player visits the same shop and it looks like other people are there when they're not. In this case I was trying to be a little more clever with Foundry than I would actually use in game with live players.
Indeed, and this is what we tried. However, it leaves the player token behind - not usually a problem, but if the players split up you end up with a token in every scene (or most) for each player. So visiting a shop it looked like the others were there too. Worked? Yes. Elegant? Not so much. This is a nicer solution.
Urgh. Something horrid happened to the audio from 8:14 onwards. No idea why it recorded like that - as it's the original footage, I can't "buff it out" - many apologies.
Just added this to my game and it is awesome! Thanks for the video!
This is one of those I don't think I can live without now. Mostly for creating buttons.
Really like your videos,very much reminds me as when I started with Foundry and got in the rabbithole of modules for automation and animation 😂
As a tip: you do not need to select a picture for a tile and then make it transparent,just right click on the tile and hide it.....that way you as GM still can see it,but your players can not ( but triggers still work)
And as a way deeper into the rabbithole.theres a module called Levels which allows to create multistory buildings . I did the compassrose with that,so instead of teleporting to another part if the map that represents another floor when using stairs,you really switch just levels up or down ( which basically are tiles on top of each other)
Thank you. Somethings are so obvious, but I miss them entirely - of course you can just hide the token... Thanks for the tip.
I'm aware of levels, but not really looked at it yet. Because of the map we're using for Compass Rose, the teleporting makes more sense, but I do want to move into more sophisticated tile levels, as you say. If only to ensure others know how to do it, if it fits their methods. Thank you for reminding me of it - I'll add it to the list 👍
This is an interesting work around, it'll be fun to see how many tiles you have on the maps once you done all the locations. One thing you could do is make a transparent image in gimp or photoshop (or there might be one online) and then you could use that instead of using an icon and turning the opacity down. There is also probably a way to macro it if you didn't want to do the transparent tile, but that's beyond me at the moment.
I'm not sure how I'm going to do this sort of thing in my game. I like the idea of the popping to shops and allowing them to purchase stuff, but I'm also cognisant of it becoming too much like a 'video game' and less like a TTRPG. There will be some balance I'm sure.
I'm toying with the idea of having a smaller map with locations marked with Journals/icons and then next to it a panel that will display a shop image like you have for the Barthen store. I'd probably have 'Trigger Buttons' in the padding I can click on to bring up that specific image and also the token for 'shopkeeper' at the same time. I think this will be a nice compromise for me and mean I don't need to keep switching from scene to scene if players are in different locales.
However, triggers will still be used and I'm definitely going to use it for different level battle maps... also have this idea of have a trigger set up to cast a demonic ritual and a portal opens up, a few seconds later a demon pops out.
The macro it thing, probably beyond me too - but you're probably right.
I totally agree with the "too much like a computer game" thing - I wanted to play with these mechanics, and I expect the players to spend quite a bit of time in Phandalin. Like with the automation stuff, I want to cut some admin, but not take away from the TTRPG experience (players WILL roll their own dice, etc.).
You absolutely could just have the merchants directly on the main map - I'll do Sister Garaele like that - no building to enter. And I think most of the time that's how I'll do it. But it's been fun looking at this option (and learning some trick that are bound to be useful later on).
I understand the module Warp Gate is useful for that? Not used it yet, but it ties in with summoning spells, so probably what you'd want. I want to do something like this also - trigger and you get light, sound, effect and a monster. Good for BBG encounters.
The teleporting between scenes are pretty buggy. Even if I have the Delete source token ticked, sometimes the token is deleted, but for the most time is still there in the source scene. Do I know why, no. This is so annoying that you don't know why it's intermittent and why it's happening.
In V12, the Regions behaviour of Teleport is much more reliable and smoother. When I made this video there was no core function to teleport, but Monk's was working just fine - obviously things move on so it's not a huge surprise this particular function is less than excellent now.
@@clay_golem I will test that, thank you.
By the way. A interesting thing with v12 and teleporting is that the token is teleported to the next scene if you do it in this way, but it does not change the scene (for me). I have to add change scene and you have to teleport first and then change the scene or if you change scene and then teleport the token can erratically be duplicated in the scene you leaving and these tokens can only rotate but not move (really funny, it's a trap).
@@thomasedin764 Yes, it will change scene for the Player whose token has teleported, but won't change the DM scene. Useful if you want player going different directions to explore, or they visit different places in town, etc.
That duplicating token thing is annoying - had that issue when doing shops and the player could go "into" the shop scene, but when they left their token remained. So another player visits the same shop and it looks like other people are there when they're not. In this case I was trying to be a little more clever with Foundry than I would actually use in game with live players.
Why not use change scene? I havben't watched all the videos....
Indeed, and this is what we tried. However, it leaves the player token behind - not usually a problem, but if the players split up you end up with a token in every scene (or most) for each player. So visiting a shop it looked like the others were there too. Worked? Yes. Elegant? Not so much. This is a nicer solution.
Great video. Something happened with your audio half way through.
WTH? Just checked, and you are indeed correct. It's on the original audio too - so not an editor or TH-cam problem. How strange! Many apologies.
@@clay_golem All good! It's how we know you're real and not AI hahaha.
Haha. No AI could be this bad, right? ;)