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    Adventureaweek.com FantasyGroundsmodulecreationguidelines

    Version Date UpdatedBy Notes

    1

    26thMarch

    2013

    Martin

    Blake

    Initial

    release

    2 31stMarch2013 MartinBlake Addedsectionsbased

    onforumdiscussions

    Thisdocumentprovidesanumberofguidelines/recommendationsonwhatshouldbeincludedina

    FantasyGrounds(FG)adventuremodule. ItisspecificallyaimedatcreatingFGmodulesfor

    Adventureaweek.com(AaW)scenarios. ThemaingoalofthisdocumentistoaidincreatingFG

    modulesthatincludethekeyfeaturesneededtorunagameontheFGVTTandalsotoensurethat

    allmoduleshaveauniformfeel evenifdifferentpeoplehaveproducedthem.

    ThisdocumentassumesthatthemodulebeingcreatedisforthePathfinderroleplayinggame

    rulesetitcanapplyequallyto3.5,exceptthereisno3.5ecreatureparser.

    ThemainstepstocreatingFGmodulesare:

    1.

    Startabrandnewmodulemakingcampaignusethestandard3.5erulesetanddonot

    includeanyextensionsinthiscampaign. Itneedstobeensuredthatthemodulewillwork

    withthebaseFantasyGroundsinstallation. SelectthePFRPGmodewhenthecampaign

    loads.

    2. Extractanymapsandartfromthescenarioandplacetheseinthecampaign\images

    directorygivethemrelevantnamesasthesewillbethenamesusedbydefaultwithinthe

    campaign. Iftherearebattlemaps,applya5footgridtothemapsothisisreadytogoand

    theGM

    doesnt

    have

    to

    mess

    around

    during

    the

    game.

    3. Enterthevariousdataneededstoryentries,NPCs(usetheparserseebelow),items,

    encounter,etc..

    4.

    Buildupalayered,linkbasedmenuandsubmenusystemwithlocationstoryentries

    containinglinkstomaps,NPCs,encounters,etc.. Usetheimagepushpinstolinkstory

    entriestolocationsonthemaps.

    5.

    DonotlinktolibrarymodulesthatwillnotbeavailabletothebaseFGinstallationuse

    copiesofinformationinthenewmodulemakingcampaignitself(ifcopyrightallows)or

    createAaWspecificmodulesifneeded.

    6.

    UsetokensforNPCs/creatureswhereveryoucan. FGcomeswithsomeamazingtopdown

    and

    pog

    tokens

    for

    animals,

    adventurers

    and

    monsters.

    Link

    to

    these

    tokens

    if

    there

    are

    appropriatetokens,ifnotusealettertokenforcreatures. AttachthesetotheNPCentriesin

    thecampaign.

    7.

    Createencounterentriesforeachpossibleencounter. IncludetheNPCs(withtheirtokens

    alreadyattached)andpreplacethecreaturetokensontherelevantmap. Doingallofthis

    willaidtheGMgreatlyininitiatingcombatastheencounterentrywill:putallNPCentrieson

    thecombattracker(CT),rollforinitiativefortheNPCs(ifthissettingisenabled)andplace

    thetokensonthemapbutkeeptheminitiallyinvisible. Also,includethetotalXPforthe

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    encounterasthiswillallowtheGMtodragtheencountertothepartysheettotrackand

    distributeXPautomatically.

    8. Traps:CreateTrapentriesasNPCsincludeeffectentriestoenableFGautomationbeit

    attackeffectsorspells. Addattackeffectstothetrapeffectsection/sandaddanyspell

    effectstotheSpellstab. Createanencounterforthetrap,withatokenforplacementon

    themap(easyfortheGMtoseewherethetrapis)thentheGMcaneasilyputthetrap

    intotheCT,targetplayers,etc.. Oncethetrapisdefeated,theencountercanbedraggedto

    theXPsectionofthepartysheettodistributeXP. Seelatersectioninthisdocumentforfull

    detailsoncreatingatrap.

    9.

    CreatetreasureparcelstofacilitatesharingofthelistoflootfoundbythePCS(rightclick>

    sharetoshowthetreasureparceltotheplayers)andalsodistributionofcoinsviatheparty

    sheet.

    10.

    Exportthecampaigntoahostdatamodule,includeathumbnailofthescenariofront

    page.

    11.

    Closethemodulemakingcampaignandstartanewmoduletestcampaign. Openyour

    newlymademoduleandtestitout. Ifthereisneedforanychanges,gobackintoyour

    modulemaking

    campaign,

    make

    changes

    there,

    export

    again

    and

    test

    in

    the

    module

    test

    campaign. Doingitthiswaywillhelptoensurethatyourbase,modulemakingcampaignis

    clean(nostraydatafromtesting).

    12.

    Makebackupsofyourmodulemakingcampaignalongthewaymakeazipcopyofthe

    campaignfolder. Thiswillallowyoutogobacktopreviousversionsifyouhaveissuesand

    willalsoallowyoutokeepyourworkincaseofissues. Irecommendstoringthesebackups

    onacloudstorage(e.g.DropBox,orsimilar)soevenifyourcomputercrashes,setsonfire,

    laptopisstolen,etc.youwillbeabletogetyourworkback.

    ImgoingtousethetwoexamplemoduleswenowhavetoshowwhatwerelookingforA0

    convertedbyCJandA1convertedbyKeith. Thanksfordoingtheseconversionspleasedonttake

    anycomments

    regarding

    them

    as

    negative,

    they

    are

    both

    excellent

    conversions

    and

    Im

    just

    pointing

    outafewlittleimprovements.

    Storyentrylayout

    Ideally,thetoplevelofthestoryentryshouldbeanorderedlistofallofthemainentriesinthe

    scenarioitself(takenfromthescenariowebpage/PDF). AnexampleofthisisA1:

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    Usenumbers

    at

    the

    beginning

    of

    each

    story

    entry

    to

    order

    the

    entries.

    AlwaysincludeacreditssectionandOGLstatementatthetopofthelist!

    Iddebateastowhetherweneedatableofcontentsinthislistthistoplevellistshould

    reallybethetableofcontents. Anothercouldbeconfusing.

    Ordertheentriesastheyappearinthepublishedscenario.

    Withineachentry,includelinkstothepreviousandnextsection. ThismakesiteasyforGMs

    tonavigatetootherstoryentrieswithoutgoingbackandforwardsbetweenthetoplevel

    list. Heresanexample:

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    Then,eachentrytodowithalocationshouldhaveanumberoflinks:maps/images,NPCs,

    encounters,treasureparcels,items,etc.todowiththatlocation. Includeboxtexttoread

    (dragtothechatwindow)andeverythingneededatthislocationandlinkstootherrelated

    items. HereisagoodexamplefromA0theCombatEncounterlinkbringsupthe

    KoboldsAttackwindow,justclickthedownarrowbuttonatthebottomtoputthekobolds

    onthecombattrackerandthemap,theCombatMaplinksbringsupthemap. Thiswill

    really

    save

    the

    GM

    lots

    of

    time

    and

    keep

    the

    game

    moving

    by

    allowing

    a

    quick

    transition

    to

    combat.

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    Shortcuts!

    ThisissomethingthathasntbeendoneineitheroftheA0orA1modulesunlessIvemissedthem.

    Shortcutsarelinksdirectlyonanimage/map,theyaregreatforallowingtheGMtotrackareasof

    interestonamapandquicklybringupthestoryentryrelatedtothatlocation. Thesearenotvisible

    totheplayersatall,andsoitmakesitpossiblefortheGMtorunmostofadungeoncrawljustoff

    theplayersmapwiththeshortcutlinksprovidingtheequivalentoftraditionallocationnumber

    references.

    Touseshortcutstheyneedtobeenabledoneachmapyouwanttousethemon. Rightclickand

    selectLayers>EnableShortcuts. Nowyoucandragstoryentriesontothemapandtheywill

    appearasredpushpins. HereisanexampleofoneaddedtotheplayermapinA1andshowingthe

    relatedstoryentrythatisdisplayedwhenthepushpinispressed. Note:thetextshownonthe

    pushpinisnotnormallyvisible;itisshownwhentheGMhoversthemouseoverthepushpin.

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    NPCs

    IfcreaturesareusedfromotherOGLmodules(Bestiaries13,forexample)openthatmoduleand

    dragtheentriesneededintotheNPCslistinyourmodulemakecampaignthiswillallowyouto

    unlocktheNPCandaddtokens,etc.. ItalsomakessurethatalloftheNPCstatsareintheFG

    module

    and

    the

    scenario

    is

    not

    relying

    on

    the

    GM

    having

    other

    library

    modules

    to

    display

    the

    data.

    Ifthecreatures/NPCsarecustom,usethecreatureparsertocreateacustommodule:

    http://www.fantasygrounds.com/forums/showthread.php?t=15475 Then,openNPCmodule

    createdanddragtheNPCsintothecampaign. ThisisabigtimesaverontheGMsside.

    AlwayscheckthatanyNPCsimportedfromanothermoduleorviatheparserhavecorrectdatain

    theFGNPCwindow.

    AlwaysaddatokentotheNPCyouneedtohavetheNPCinthecampaignlistandunlocktheNPC

    tobeabletoaddatoken. Attheleastusealettertokenfromthelettertokenmodulebut,ideally,

    findasuitabletokeninthenewlyavailabletokenmodulesfromShockbolt. Dontincludetheactual

    physicaltokens

    in

    the

    module

    export

    as

    this

    is

    aviolation

    of

    their

    use

    just

    leave

    them

    as

    alink

    into

    thereferencemodule;thisisdoneautomaticallybythesystemwhenyoudragthetokentotheNPC.

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    Traps

    TrapsshouldbecreatedsimilartoanNPC:

    CreateanewNPCentryoftypetrap.

    GiveitatokenperhapsaTlettertoken(forTrap).

    Enteralloftherequiredinformation.

    HeresanexamplefromB1:

    ThisshouldbeenteredinFGasfollows:

    MainTab:

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    SpellTab:

    Toaddthespelleffect(EarPiercingScreamspell),makeanewSpellClassandgiveitaCLof4this

    istheminimumCLneededtogive2d6sonicdamage(thespelldamageis1d6per2casterlevels).

    Enter1inthe1stlevelspellbox(thisenablestheLevel1headingbelow). Then,openthe

    communityPFSRDCompletePaizoSpellsmoduleinthelibrary(availablefromhere:

    http://www.fantasygrounds.com/forums/attachment.php?attachmentid=2197&d=1323069168).

    Searchforearpiercingintheallspellsentry:

    DragthisspelltotheLevel1heading:

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    Thenexpandthespellentrybyclickingonthegreydieiconontherightofthedescriptiontoshow

    thedetails:

    NoteinitiallythesaveDCis1toolow,soclickthedownarrowafterthesaveentryandmanually

    add1tothesavetomakeitDC12. ThedamageandeffecthavebeenparsedbyFantasyGrounds

    thiswontalwayshappensoyoumayneedtochangethisyourself.

    IftheGMneedstoseefulldetailsofthespell,theycanclickthelinkbuttontotherightofthespell

    descriptiontosee:

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    Finally,enterprepmodesothatthisspellcanbepreparedandsousablebythetrap. Clickthe

    prepcheckboxandthenenablethespellbyclickingthegreyedoutroundcheckboxtotheright

    ofthespellname:

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    OncethespellispreparedthecircularcheckboxwillbedarkerandyoullseePrepared:1for

    level1:

    Nowyourefinished,lockthetrap(clickthepadlockiconinthebottomleft)andthespellentrywill

    beshownreadytouseincombat:

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    Ifyouhadntpreparedthespellthisentrywouldappearempty.

    Now,youcanusethetrapspelleffecteasilytargetthePCwhosetsthetrapoff(thetrapneedsto

    beintheCTtodothisIllshowthisnext),clickthedieicontocastthespellandthesavewillbe

    rolled,thenclickthedamageandeffecticonstoapplythedamageand/ordazeeffectasnecessary.

    Nonmagictraps

    Theseare

    alot

    quicker

    to

    enter

    than

    spell

    effect

    traps.

    Put

    the

    attacks/damage

    in

    the

    Effect

    and

    Effect2sectionjustlikeyouwouldanattack:

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    Then,theGMcantargetPCslikehewouldausualNPCattack,doubleclickontheAtk+15entryto

    rolltheattackandifithitsdoubleclickonthe1d6+6damageentrytoapplydamagetotargetedPCs.

    TrapEncounter

    AddingthetrapNPCtoanencounterentryhasanumberofbenefits:

    ThetrapcanbeaddedtotheCombatTrackerwiththepressofthedownarrowwhichthen

    allowstheGMtoeasilytargetaPCandapplythetrapeffects.

    Ifthetokenhasbeenplacedonamapduringencounterdesign,thetokenwillappearonthe

    map(hiddenfromtheplayers)sotheGMknowsexactlywherethetrapis.

    IfthetrapisdefeatedtheGMcaneasilyapplyXPtothepartybydraggingtheencounter

    totheXPsectionofthePartySheet.

    CreatingatrapencounterentertheCRandXPofthetrap(XPisbasedoffCRandisdetailedinthe

    ExperiencePointAwardtablehere:http://paizo.com/pathfinderRPG/prd/gamemastering.html

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    Placethetraptokenonthemapifneededbydraggingthetokentotherelevantmapthe

    placementlistwillshowacheckmark:

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    WhentheGMpressestheAddNPCstoCombatTrackerdownarrowthetrapwillappearintheCT

    andtheGMcantargetthePC/swhotriggeredthetrap:

    Ifthetrapisdefeated,theencounterlinkcanbedraggedtotheXPsectionofthepartysheetto

    allowtrackinganddistributionofXPwhentheGMdecides:

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