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mcnathan80
June 16th, 2009, 00:16
I think the subject explains it all. What exactly does a module do and why should I watch Xorn's 30 minute video on exporting one? Why can't I just make my adventure and be done with it? Also, how necessary are the rulesets? I dig 4e and want to play it, butwhy can't I just use the basic ruleset that comes with FG2 and "fake it" using my books at home and not going into all the parsing and whatnot?

Phystus
June 16th, 2009, 02:42
A module allows you to organize maps, monsters, NPC's, story elements, and items into 'books' that you can open and close as you wish, so you don't have to sort through five dungeons worth of monsters to find the shopkeeper in the nearby town. As for Xorne's videos, they're the best documentation available on the process, and well worth the time invested.

As for rulesets, they're a huge convenience. Their main function is the character sheet, but sophisticated ones like JPG's also include a combat tracker customized to the rule system, npc forms likewise customized, and lots of neat features not available in the basic ruleset (player-to-player whispers, for example). Playing 4.0 with the 3.5 ruleset would be like playing it face-to-face using 3.5 character sheets.

I don't think the parsers are actually required, they're just, again, a convenience. They allow you to enter the info from your books into a format useable within FG (using the 4.0 ruleset). Since a lot of information gets used frequently, it's really convenient to click on the spell and read the description, for example. But you should be able to play with just the 4.0 ruleset and your books.

~P

Griogre
June 16th, 2009, 08:35
I think the subject explains it all. What exactly does a module do and why should I watch Xorn's 30 minute video on exporting one? Why can't I just make my adventure and be done with it? Also, how necessary are the rulesets? I dig 4e and want to play it, butwhy can't I just use the basic ruleset that comes with FG2 and "fake it" using my books at home and not going into all the parsing and whatnot?
Module is an overloaded term in FG just like "level" is in D&D, thus modules can mean several different things in FG.

Generally speaking there are two broad categories of modules in FG: Adventure modules, and Library modules. There are three technical types of modules: client, common and host – plus its actually possible to make a “module” that has several of the technical types at once.

Adventure modules are just like a module you would buy at a store - it’s all the monsters, maps, map descriptions, ect you would find in an adventure. If you run a long running campaign in FG it's convenient to split your adventures, towns, ect up into adventure modules rather than keep them in you main campaign with the characters. Xorn's video explains how you go about making your own adventure module in FG - which seems to be what you want to do.

Library Book modules are the other type of modules. They are primarily for reference and then to contain things like you find in an RPG rulebook. You use the 4E parser to make this type of module. You are not required by the ruleset to have these.

Rulesets are a convenient as already mentioned. If there is one available for the RPG you are playing you are generally better off using it because it customizes FG towards that game. You don't *have* to use one though, its generally just easier - in fact before the 4E ruleset was available people did use d20 rulesets to run 4E.

Modules are tied to rulesets, this prevents you from opening a GURPS module in a D&D game.

Tenian
June 16th, 2009, 12:19
Just to clarify, the 4EParser is fully capable of making adventure modules too. I've used it to make some RPGA modules, H3, and the first two Scales of War adventures.

It allows you to store the data in text files that you can easily modify anywhere, without having the need to fire up FGII. I also find them easier to store in case I need to build the adventure again.

mcnathan80
June 16th, 2009, 17:29
Thanks for the clarification everybody. I think the general concensus is that it's worth slogging through the code and cut and paste of it all to get the later convenience of the rulesets and ease of access of a module.
Thanks

Foen
June 16th, 2009, 18:15
Finally, just to add confusion, a code module is a Lua script which is executed at load-time and exposes various global functionality. The desktop manager is a code module, which allows icons to be docked to the right hand side of the screen dynamically.

Foen

DaGhost
June 27th, 2009, 13:26
I am a brand new user to the FG2 system but i would love to know where this supposed video is for running the 4e rules of DnD on FG2 (i actually don't know how to do anything with the program aside from load it up right now). Anyone have this link of setting up the 4e rule set and things

Zoso
June 27th, 2009, 14:12
Top entry in this forum titled Video Turtorials. Or you can click here:

https://fantasygrounds.com/forums/showthread.php?t=8769

You need to change the .net to .info on the individual links btw.

Enjoy!

Griogre
June 27th, 2009, 22:36
There is also an online version of the 4E Tutorial here: https://www.rpgvirtualtabletop.com/tutorials/tutorials.html

There is a link in the FG section called "4E_JPG Ruleset Overview" click it and it will stream the tutorial.