Thread: Blades in the Dark - One Shots
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November 5th, 2017, 00:18 #11
I watched a video of some live play and these scenes dont move fast so I think that will work fine and look good visually.
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November 5th, 2017, 00:24 #12
- Join Date
- Aug 2015
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- 348
Well, the background clocks there are part of the image, not tokens. I can't think of a way to generate custom content in-client that's faster than denoting progress with tokens and adding labels with that extension. Just scribbling a little circle on scrap paper and naming it is quick and easy, but that's the sort of record keeping that doesn't transfer easily into FG, unless I somehow design an entire window from the ground up for the purpose of displaying this stuff.
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November 5th, 2017, 00:30 #13
Coding it will require something new and specific so Id do what you are doing.
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November 5th, 2017, 00:43 #14
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- Aug 2015
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Yeah. I think this covers the needed bases. Same reason I'm not worried about automating rolls; the /rolld function could be used to roll several d6 and drop all but the highest, but rolls and most other actions in this game are something you discuss at length before doing, as opposed to more mechanically focused games. In D&D, everyone is constantly rolling predefined pools and modifiers against predefined targets, whereas every roll in BitD has to have its action rating, position, effect level, and bonuses determined before dice are picked up.
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November 9th, 2017, 15:05 #15
Ok... so... I spent some time on this but before I go further in the direction I am...
Can you test this out - is it better to have all the clocks on one page or have each one in its own window (like I have now)?
If they are all on one page what is an average number of clocks/threats/challenges one might need to track?
What would the rough ratio of clocks be?
3 extreme clocks
6 difficult clocks
6 standard clocks
Would that be enough clocks to see you through?.
Instructions for current beta extension.
GM click Library and tick Clocks
Create new Clock and name it and click the complexity (at the moment you need to close and open to save the name)
Right click and share.
Click the clock to advance it.
If you shared the clock on the wrong complexity right click and close for all, open and click the correct complexity and right click and share.
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November 9th, 2017, 16:25 #16
Ok Ive fixed this bit:
If you shared the clock on the wrong complexity right click and close for all, open and click the correct complexity and right click and share.
but will wait on your direction for single vs many clocks before I upload and go further.
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November 9th, 2017, 17:45 #17
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- Aug 2015
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I don't really know yet. Haven't run enough sessions to have a concrete idea of what I want yet, to be honest.
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November 26th, 2017, 09:59 #18
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- Dec 2015
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March 2nd, 2018, 02:36 #19
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- Jul 2014
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- 160
I see it has been awhile since a post has been made in here. Have you all released an extension for this? I recently played a one-shot of this game on Roll20. I wondered if anything had been done on FG. I am loving this system!
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March 2nd, 2018, 03:14 #20
I havent played the game so I need others to guide me...
I have a basic clock working - once 3.3.5 comes out the clock slices can go forward and backward (not sure if that is required - it will be for City of Mist if I get around to adding interactive spectrums)...
Clocks can have 4/6/8 slices (though I think we may actually require 10 slices too?).
Clocks are shared by GM and players can view but not alter them.
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