STAR TREK 2d20
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  1. #11
    I started out as a noob myself then learned the software and went on to converting modules and making reference manuals. I can tell you that once you get the hang of it it really is easy to use. If you have any questions outside of the videos that have been provided you can comment here or pm me and I will walk you through whatever problems you are having.

  2. #12
    Trenloe's Avatar
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    Definitely do not try to do everything from the start. The main thing is that you and your friends can game together. Do the basics to allow you to do that:

    1) Enter the basic info for the PCs - to allow the most common rolls - attacks, damage, saves, etc.. don't even think about looking at effects and advanced actions.
    2) Have the maps for the main encounters in FG.
    3) Use the generic tokens and portraits that come with FG.
    4) Have the NPC records ready to go (you can probably get 99% of the NPC/monster statblocks from community modules). Setup encounters as needed.
    5) Have any additional handouts/story entries setup.

    Then play your game over a voice communication software and run it just like you would in a face-to-face game. Run the scenario from the original material - don't waste time entering everything into FG. And if you have to manually roll a d20 and work out the total based off the applicable modifiers, and say, for example: the total was 25, do I hit? Then that is cool - you're still playing with your friends and FG is providing the basics of a VTT to allow you to do that.

    Once you get more familiar with the interface you can work out the next steps you want to take.

    You don't need all of the books you mention in Fantasy Grounds format - just enter the data/information you need to play the PC in FGas reminders of how it works - or even for the first few sessions let the players play off their printed character sheet - just like they did when you played face-to-face.

    I see too many GMs try to do it all and have nearly everything entered in FG and automated for their first session - they just get lost and frustrated and take a long time to get playing (or maybe never play). You're an experienced GM, not need to rely on FG to do all the automation for you, get the basics to allow auto rolling of common actions, init tracking, damage application, etc. and play the game as you did before. then as you get experienced with FG, look into the more advanced functionality.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  3. #13
    Quote Originally Posted by Trenloe View Post
    You don't need all of the books you mention in Fantasy Grounds format - just enter the data/information you need to play the PC in FG as reminders of how it works - or even for the first few sessions let the players play off their printed character sheet - just like they did when you played face-to-face.
    I was going to say this - but, as usual, Trenloe beat me to it! Even once you're up and running, and want to start adding more stuff in, you don't need all the books to be available in FG - you can just add the specific bits you need, manually, as you go along.

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