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Valdemar
February 10th, 2020, 04:17
I am in the process of converting Tegel Manor (5E update done by FGG). I would like to run this as a campaign while building ahead of where the player are currently.

A couple of questions -

1 - Is this recommended to try at all (so far it seems to be working).
2 - What is the best way to handle this?
a - Build in a Build version of the campaign, then a few days before the next session - convert to a mod, upload mod to playing campaign (overwrite mod with changes...)
b - other recommendations?

Ultimately this will be quite large - the book is +/- 250 pages. I may break it into sub-modules for different portions (i.e. tegel village, the monastary, the temple of Frigga, etc...)

Please provide recommendations - I am fairly new to FG but am loving it so far....

GavinRuneblade
February 10th, 2020, 04:53
I do this all the time with dmsguild products that don't have FG modules, but I don't do it as formally as you're suggesting because I don't have a lot of time.

Most of the story elements, I don't actually need to be in FG, I can just read them from the PDF directly. Only the creatures, maps, and items actually need to be in FG. So I just create those in FG. If you have creature dialog or location descriptions you want to share with PCs into chat, then I recommend doing a story page and copy/pasting into it then formatting so you can do a single click and it appears in chat. I should but am too lazy to create a module and load it, I just keep stockpiling creatures and items into a growing list so I have it handy for any adlibbing I need.

Willot
February 10th, 2020, 06:09
As GavinRuneblade says you dont need all the text, just have the pdf open as you go. Just put in the Maps,Encounters,items and creatures.
I may cut 'n' paste room descs into the maps on pins but I certainly dont put all the background fluff in and stuff

Also dont do the whole thing as one campaign module break it up into parts so while your players are on part One your working on Part two, and so on.
ALso having ONE campaign module will make FG struggle as the module grows in size so yeah break it up.

I certainly dont bother to create a mod and up loaded it into a "shell" as such. While I can see some advantages to this approach it would be alot of work for little gain.
and again if you had all the previous modules open as well FG may start to chug.

damned
February 10th, 2020, 08:25
If you are not going to re-run it do as the good people above suggest.
If you are going to re-run it then build it in one or more separate campaigns that are specifically for building only, and export the module out and load the module into your live/game campaign.

Callum
February 10th, 2020, 10:19
I've done the 2a approach several times, and it's always worked really well for me. Essentially, I have a campaign that simply contains the PCs, and then I have every adventure (or location) as a module - so I only have the modules that I need open at any one time. I can then build the current adventure ahead of the players, in its own campaign, and export it for a playing session. Exporting is very quick!

Valdemar
February 10th, 2020, 11:21
I do this all the time with dmsguild products that don't have FG modules, but I don't do it as formally as you're suggesting because I don't have a lot of time.

Most of the story elements, I don't actually need to be in FG, I can just read them from the PDF directly. Only the creatures, maps, and items actually need to be in FG. So I just create those in FG. If you have creature dialog or location descriptions you want to share with PCs into chat, then I recommend doing a story page and copy/pasting into it then formatting so you can do a single click and it appears in chat. I should but am too lazy to create a module and load it, I just keep stockpiling creatures and items into a growing list so I have it handy for any adlibbing I need.

I appreciate your reply.

Valdemar
February 10th, 2020, 11:24
Also dont do the whole thing as one campaign module break it up into parts so while your players are on part One your working on Part two, and so on.
ALso having ONE campaign module will make FG struggle as the module grows in size so yeah break it up.

I certainly dont bother to create a mod and up loaded it into a "shell" as such. While I can see some advantages to this approach it would be alot of work for little gain.
and again if you had all the previous modules open as well FG may start to chug.

This is what I was thinking - why I would break it up into sections.

Valdemar
February 10th, 2020, 11:25
If you are not going to re-run it do as the good people above suggest.
If you are going to re-run it then build it in one or more separate campaigns that are specifically for building only, and export the module out and load the module into your live/game campaign.

I intend to run this multiple times - already setting up a second group to run through it in fact.

Valdemar
February 10th, 2020, 11:28
I've done the 2a approach several times, and it's always worked really well for me. Essentially, I have a campaign that simply contains the PCs, and then I have every adventure (or location) as a module - so I only have the modules that I need open at any one time. I can then build the current adventure ahead of the players, in its own campaign, and export it for a playing session. Exporting is very quick!

This is exactly what I was thinking - I assume you use a different Build name for each adventure/location - to help keep it all organized - is this correct?

Zacchaeus
February 10th, 2020, 13:16
This is exactly what I was thinking - I assume you use a different Build name for each adventure/location - to help keep it all organized - is this correct?

You can if you wanted to or simply have one creation campaign which you add to over time. Eventually all of the campaign will then be in one module.

LordEntrails
February 10th, 2020, 17:40
I use method 2a even if I dont plan on rerunning. The main reason I do this is for organization. It allows me to unload a module after we have completed it. It keeps my various object lists clean and help manage shared images.

Callum
February 11th, 2020, 11:02
This is exactly what I was thinking - I assume you use a different Build name for each adventure/location - to help keep it all organized - is this correct?

Yes, I do - so I can load and unload them as necessary, and each one doesn't get too large.