Showing posts with label vtt. Show all posts
Showing posts with label vtt. Show all posts

Sunday, April 13, 2025

DF Felltower, Foundry, and Foundry Modules

Inspired by the same post for Arden Vul, here is what we run DF Felltower with.

Host: Forge

Pricing is quite reasonable - for a year, they charge less than I can make net in a couple hours of work, and hosting would take more than those hours. Win/win.

Core VTT software:

Foundry VTT version 12

Latest stable version; I upgrade as they come along. With the length of DF Felltower's play I need to keep updating to the current, stable release. It's $50 for the license.

System:

GURPS 4e Game Aid (GGA)

You need this to run GURPS. It's generally a very good package. It's free, but I'd pay for a better version. It just upgraded to 0.17.19.

Modules:

I will admit right out, I run a bunch of these because Vic suggested I do so based on his own use. I'm reluctant to just disable or change them because I don't want to mess up what's actually working, but I'd like to kick out what's not useful or helping anymore. I'll add details as I note what's actually helpful about each one.

About Face

Changelogs & Conflicts

CodeMirror

Covered Token Rescue HUD-GURPS

We need this for close combat, but I'll give Z Scatter a look.

Dungeon Draw

I put this one on to help me draw maps, but I honestly haven't found it sufficient to do the whole job.

Gaming Ballistic's GURPS Quick Reference Character Sheet

Hide GM Rolls

Illandril's Token HUD Scaler

libWrapper

Math.js

Monk's Bloodsplats

Monk's Combat Details

Monk's Combat Marker

Monk's Hotbar Expansion

Monk's Wall Enhancement

Nightmare Fuel Bestiaries

Ownership Viewer

PnP - Pointer and Pings! (BETA)

PopOut!

socketlib

SortableJS

Tidy UI - Game Settings

Token Actiob HUD Classic

Toen Border Supplements

Token Mold

Token Tooltip Alt

Universal Battlemap Importer


Wednesday, February 5, 2025

VTT Gripes & Praises

Comments on the VTT we use - Foundry, hosted on Forge, using the Unofficial GURPS module.

This is all for Session 204.


Praises

- the new GURPS module for Foundry has a die roll confirmation - you can now see the net roll, with your mods, before you roll it. It's very handy. It's an extra step on each roll, but it saves a lot of pre-roll double checking, or post-roll calculation.

- the damage dialog gives calculations for major wounds, shock, knockback . . . and you can roll for the victim and apply prone, stunning, shock, etc. with a button click. Very nice. If we can be sure the calculation is right, I can inflict knockdown and stun on PCs instead of having the dely of waiting for the player to pull up a sheet and roll.

- the numbering at the end of the NPCs was sufficient to differentiate them.

- there is an editable status effect I think we can use for Resistances and such.

- Overall, the experience is getting smoother.

Gripes

- drag-and-drop damage doesn't work well anymore. If there are multiple actors in one hex, the top one is selected for the damage dialog. This was literally just fixed.

- I still can't easily add new combatants to a fight without revealing them. If there is a way to add someone to combat as invisible on the turn tracker by default, I'd love to know. The gnolls weren't a surprise because someone saw them populate the turn order before I could make them invisible until they were within sight.

- Sometimes when I marked someone as fallen, they disappeared from the map for the players. Since bodies are bad footing for our purposes, that is bad. I had to leave everyone up and on the turn tracker, which isn't ideal.

- I still need a way to mark statuses on NPCs without revealing them. The PCs spotted a pair of disabled mechanical knights and no one even remarked on them . . . because they could see the disabled icons on them. They should have had to at least question if they were active for a second, not get the answer from icons I put down.

- Facing is still weird as you move your guy . . . and being able to draw a path and then click to move along it would clear up a lot of questions about how people moved around.

Saturday, January 25, 2025

Trying some new VTT settings

I put in some new settings for the VTT for tomorrow:

- auto-popout for the Combat Tracker

- larger font sizes to make it easier to read

- I think I managed to turn off the ability to take yourself out of combat

- turned off the auto-open on the modifier bucket - huge for me, since I use two screens and it's effective in the middle

- maybe made some other tweaks that will affect combat positively . . . but we'll see. Sometimes it's hard to parse out what it is I'm actually causing to happen.

Thursday, January 23, 2025

GURPS VTT Module Wish List

Here is a quick list of what I'd like to see in my VTT, especially for the GURPS module. I'll keep the updated as I go or as things change.

drag and drop damage onto the combat tracker. There are times I'd like to be able to drag and drop damage to the combat tracker. Or to an open character sheet, for that matter.

Ability to automatically assign a random 3-digit number after all NPCs. If I drop 10 orcs down on the board, giving them adjectives before their names just causes goofiness from my players. "Sleepy Orc" or "Angry Orc" is going to start a whole derailing series of time-wasting comments and annoy me. "Orc (175)" and "Orc (609)" are easy to tell apart and minimize the commentary.

Undo Damage. Look, sometimes people mess up their roll, or their target, or it gets on the wrong guy. One-click Undo would be awesome.

Assignable Mods. I'd like to be able to, on the fly, add changes to a figure. Give it Homogenous or additional DR or whatever and keep the change on the character.

GM-only visibility on statuses. I'd like to be able to put a status on an NPC that I know about, but that the PCs don't. They shouldn't know if someone is mentally stunned, or can fly (if they haven't flown yet), or have Armor 3 cast on them, or whatever. I'd like to mark it privately but visibly to me.

Monday, December 2, 2024

More VTT questions for Felltower

I've had a little more time, so I've been spending it on learning my VTT of choice more in order to enhance Felltower. I found a good source of tokens, so I'm largely good there. And for terrain, too, but that opens up a whole new set of issues.

I do have some things I need to learn:

- How to put down a tile as a texture on the ground, rather than as a moveable object.

- How to use images as terrain features without making them moveable tokens. Maybe that's the same as what I just noted.

- How to attach light sources to objects without having to make them actors/tokens.

- What the heck Region does.

- How to make light sources visibly working even when you can see without them. Right now, guys with Dark Vision can't tell you there is a torch lighting an area, which is odd.

That's about it for now. I'm working on these.

Wednesday, October 23, 2024

VTT Gripes

Foundry & Forge were a problem in our last game session.

We had some of the usual - slowdowns, occasional drops and hangups, etc. The usual network issues. That's typical.

- There has been a change since a few sessions back with dragging and dropping damage onto a token. The bounding boxes seem to be too large - if I drop damage onto a character, the nearby tokens also get put up as options. That's useless but not a problem when it's on, say, Hannari Ironhand, Chop, and Percy. It is when it is on Gnoll, Gnoll, or Gnoll.

In order to do damage to specific tokens with area-effect spells, I had to resort to dragging them one by one out of the fight, applying damage, and then putting them back - and then making sure their facing was correct.

This took a long time. It literally took 10 minutes (12:51 to 1:01 pm) to inflict damage from one explosive spell thrown into a packed field of about 8 foes. With better damage dropping, it could have taken 2 minutes, if not more like 1 (if I typed fast enough.)

- GCS/mook generator issues abound. DR doesn't always import well. Some stats are missing sometimes. I usually ffind out when I need them that, say, DR is 0 on the vitals of a golem. That slows me down because I have to generate a mook, then import it, then check it line by line. It would be vastly easier if I could just do the line by line in the first place because the mook generator imports poorly at best.

- I can't seem to figure out why the icon facing always chooses something inappropriate. You can drag your icon one by one by one along the map, and the facing it chooses will vary according to a pattern we can't discern. It would be much better if you moved hex by hex and had facing change as you faced into it by default, or not move at all by default, and then display the actual move when you click to end the movement.

- We can't have tokens cover more than one hex without just being bigger overall. I've had to essentially make falling prone a one-hex thing, and big monsters into one-hex foes. It's annoying at best - I've had to essentially change the rules so I don't have to deal with it.

Those things really slow us down in play.

Here are a few things I'd really like:

- Ability to put GM-view-only status effects down. I should be able to mark who has a Missile Shield or is poisoned or whatever without my players knowing automatically.

This is especially true with Reeling, which sometimes comes on for monsters that cannot suffer from Reeling. That's annoying. I need to figure out how to turn that off for certain NPCs without turning it off for everyone.

- droppable smoke or other vision-blocking effects.

- Actual item tokens I can put down.

- An actual, official, licenses, SJG-backed VTT package for GURPS. A person can dream, I guess.

Sunday, December 10, 2023

A Felltower shot clock?

In discussion of my post yesterday, Doug showed us these plug-ins for our VTT-based Felltower game:

https://github.com/MenesesPT/TimerVTT

https://foundryvtt.com/packages/combatready

Literal shot clocks, here - timers for your turn before it skips you.


I think we've all agreed that this wouldn't be fun, especially if the clock didn't allow for extension or pausing as you deal with interface issues and adding modifiers to the roll modifier bucket.

Maybe even then it wouldn't be too fun.

I actually think my players generally make pretty quick decisions, but the mechanics of the game slow things a bit. And yes, all too often (as in >0 times) people change their mind after the roll is calculated. I'd prefer people just commit and take the roll that comes.

I don't want to force everyone to just move along . . . I just it better when "**** it, I take the shot" beats out "Let me choose the maximally best option for this turn based on group consensus and math."

Wednesday, November 8, 2023

Weird VTT Glitch - fixed

I figured out the weird problem we were having:

Weird Foundry VTT Glitch

It was the Your Turn module. I went ahead and deleted it . . . and didn't see the glitch come up again. Hopefully all of the module swaps I did didn't mess up anyone's characters . . . I put them back after clearing out the problem module.

Wednesday, October 25, 2023

More VTT notes

The /mook generator in Foundry is pretty nice. It's also completely maddening.

I struggle to define some of the odder attacks my monsters use. Often, simple english is easy, say, "Flame touch. Does 1d-3 burning damage to everything it touches or which touches it." Fine. But /mook wants to know the skill level, doesn't recognize the syntax, etc. So I end up basically fumble around for a while trying to word and re-word every attack until something works. Or I just pull everything that isn't a basic attack out of the attacks, stick them in notes, and hope I remember to check the notes in play.

I have a similar issue with pictures and tokens. Token Stamp 2 is fine, but I do need to find a picture for everything, edit it, stamp it, download it, upload it, ensure the token actually shows up, etc. It's a lot of programming work, essentially, and grunt work, to get a monster in.

Meanwhile I get my players sending me their paper men, updated, now with a new piece of equipment, now revised with a new token to reflect their new armor, etc. etc. Those are easier to put in, but still takes work.

If I have time after all of that, I can do some actually maps to play on. I can't do as many as I'd like, so I have to find some more time.

It's the technical stuff - instead of drag-and-drop monsters, even a slightly odd power and a lack of a good image to upload turns it to 15-20 minutes per monster.

Fun, fun, fun. Not the good kind of fun, though.

Tuesday, October 24, 2023

Nothing much, just VTT work

Little to post today - I'm just loading up monsters in Forge for Felltower. It's kind of a pain, although I'm grateful for the GCS files for many monsters out there. I need to make pictures, tokens, etc. for everything. It's just a royal pain. I envy people who play a system that has official, thorough VTT support!

I have some PCs to upload, too, but I keep getting "revised" guys, so I'm going to put them all in the morning of the next game.

A one-roll hoard generator and VTT support would make my job so much easier; much of my work is not updating Felltower but ensuring I don't have to halt game to make tokens and monsters.

Sunday, July 16, 2023

DF Felltower & Hybrid Play

DF Felltower was a purely face-to-face game until March of 2020. We went virtual in response to the pandemic, and played online every session since.

We're well back to the time when we can all get back together in person. It's not going to be an easy drive - it never was for a few of our players who lived out of state. But it'll be better for a couple and harder for everyone else. But still, getting together in person to play would be a lot of fun.

The issue is we now have two more out-of-state people. One of them I think lives in the Great White North. The other lives not far from Frostbite Falls, MN. Maybe. I'm sketchy on their exact locations because I'm not driving to either of them.

What we're trying to figure out is how to do a hybrid session - remote in two-three players, while the rest of us are at the table. If we stay on the VTT but just bring our laptops with us, that's not so much of an issue. Yet it defeats part of the purpose - going back to rolling real dice, pushing real minis around on the table, etc.

Hybrid work conferences are a thing, but they rarely seem to involve battlemats, minis, and dice. Anyone have any experience with doing a partly-remote partly-in-person gaming session?

Saturday, December 17, 2022

I hate VTT game prep

Let's just say this right now, clearly:

I hate VTT game prep.

- I spent a good 2 1/2 hours of prep time putting in three monsters and one NPC. The NPC ended up with weird issues in the mook generator and I had to bail.

- I used to be able to just drop minis on a map or grab a box with the minis I own. That's not a think with VTT.

- I find all of this a frustrating version of what I used to do in IT, except I get paid $0 for it.

- my HP 8620 printer just died. Well, it's not dead, but it says, "Printer Failure" so I can't even use it as a scanner. None of the troubleshooting works. I need to take pictures of the maps I'll use and then upload them. I'm probably just going to junk the printer and not even try to fix the piece of junk. It was great for a while, and then bad ever since. I'm totally unimpressed with my experience with HP and Dell and Brother printers. So what's left? Nothing I can see.

I'm not fully read for game tomorrow but I'm ready to just stop now. It used to be that having the game in my head was the most important thing, and stuff written down second, and any props a useful way to make game better. Now it's the reverse. The most useless thing is having the game in my head, and everything I write has to be in the correct format for upload and on the VTT or it may as well not be done at all.

I don't miss driving home from game at night and carrying all of my minis, but it's a damn sight better than this.

Sunday, February 13, 2022

Forge/Foundry Tips & Tricks Post

This is a repost from my player Jon L, who has been messing around in Foundry in DF Felltower to try to learn the system.

Here is what he has so far. I had to change the format because I can't import the formats he uses in his emails.

1) Adding a mod to the Marco Bar from the Chat Log.

If you see a mod in the Chat Log that you want to keep, just L-click and drag it to the Macro Bar.

Example: the -2 Bad Footing I added at the end of last game in the Chat Log can be dragged right into the Macro Bar.

2) Saving a built up Mod Bucket.

You can save a bunch of repeating mods from your Bucket.

Once they are all entered L-click on the total mods amount shown and drag that to the Macro Bar.

Example: Wyatt kept using +1 SM, +3 DX Potion/Layered Armor, -2 Bad Footing, -10 Deceptive 5. I put all of this in my Bucket, then dragged the combined -8 into my Macro Bar. Now I just click that one item and get all those each time.

(Peter's note - that is +4 for DX, -1 to DX for layered armor)

FYI, when you do this it will initially show up in the chat log each time you click the new Macro. To remove this, edit the Macro and add an exclamation point (!) in front of each line of the Macro code.

Here is what the Macro code looks like once saved:

!/clearmb <-- this clears the Macro Bucket and overwrites whatever is in there with the code below.
!/r [+1 SM Bonus]
!/r [+3 Agility Potion/Layered Armor]
!/r [-2 Bad Footing]
!/r [-10 Deceptive 5]

3) Targeting Shortcut

Double R-click on the target and the targeting icons appear.
Double R-click on the target again and they disappear.

4) Facing

SHFT+arrow-keys - while a token is selected to face it in cardinal directions.
SHFT+scrollwheel - to do this with the mouse.

***

That's helpful to have, so I asked to put that on our blog.

Thursday, December 30, 2021

Foundry VTT GURPS Test

Spent a few hours with Vic today trying this out:



I ended up spending my holiday money on the Foundry VTT and a year's subscription to Forge hosting. It might be a rough go being ready for Foundry for Sunday's game, but it'll be the way to go for the games following.

So expect a lot of Foundry goofiness as I try to figure out how to play properly using it.

DF Felltower will run Sunday, either way . . . but not for long without Foundry I hope!

Saturday, December 4, 2021

Saturday VTT thoughts

I looked at some of this video of Doug's, showing Foundry VTT support for his new monsters. Pretty neat:



But I keep thinking . . . I play a number of things not by the book. I play a lot of monsters off of variants. I have rules that aren't in any books at all.

The more computer support I get, the more I need to fight with the computer to make it do what I want it to do.

What I really need for a VTT isn't really tight integrated rules support.

I need:

- easy dynamic lighting and Fog of War

- easy range managment

- easy movement of icons

- easy addition and scaling of maps

- a solid random rolling system that doesn't give Roll20 bullshit like these rolls from Aldwyn last session:



(Seriously, look at that. Three rolls with three dice all the same - just column shifted.)

. . . and maybe a few little things.

I don't really want a computer game where I'm the GM, so much as a set of tools that just let me execute what I'm doing.

More than anything, I miss playing on the tabletop. The tools that would let me do that while taking advantage of cut-and-past monster replication, map uploads, and fog of war would be awesome. And yet the things I see that do the job better than Roll20 also integrate the rules "better," which isn't really a big help.

I might be asking for too much by asking for less. But I'm not really sure. It's why I hate Roll20 at this point but I don't seem to be in a big hurry to spend time digging into a new VTT. I will look closer at Foundry . . . but my desires are for something that is probably not around to be found.

Friday, June 18, 2021

Links for Friday 6/18/21

- I have below zero interest in Harry Potter or English boarding school stuff that isn't that in Monty Python's The Meaning of Life, but I do have a lot of interest in the Foundry VTT. There is a useful description of what it's like to play GURPS with it here at DF Whiterock, and here, too.

- I like maps placing known locations on other maps, like this one for the Majestic Wilderlands.

- We're probably playing AD&D next, to let all of the crippled heroes heal up. We'll play the second half of A2. Here is how A1 went:

Part I
Part II

- I put in an inquiry about another book . . . but it's not looking like a summertime project after all at this stage. Or at least not early summer.

- This is miniature wargaming in a nutshell. Basically, "these tankettes are useless and obselete by the time they hit the field. But at least I have a lot of them."

Green Red Horde

- Wizardry: Proving Grounds of the Mad Overlord is just a brutal game. I loved it. I don't plan to play it again, though.
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