PDA

View Full Version : How to share new content with players?



lartra
June 5th, 2021, 21:00
I am running a D&D 5e campaign using just the FGU Ultimate version plus the PHB, DMG, and MM plus a lot of homebrew content. However, I've created several new races, spells, and items. On my system when I look at the Items or new character creator wizard all the new items are present. However, on my players' systems (using the GFU Free Demo version) they cannot see the new content. The new races are not available, the items are not listed. When I add new items to their inventory on my FGU Ultimate they see the title but clicking on the Details button opens an empty window.

Is there something more I have to do to push new items, races, spells, etc. to the players' systems?

Zacchaeus
June 5th, 2021, 21:17
You need to share content with players to enable them to see the content. The easiest way to do this would be to export all of the content you want your players to have into a module and then share that module with your players. You can share individual items (anything basically) by opening the item and then right clicking on it and selecting share. However if you have a lot of things then exporting to a module is the best solution. See the video exporting to a module linked here https://www.fantasygrounds.com/forums/showthread.php?42440-Tutorial-Video-Series or read about it in the wiki here https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640899/Using+the+Library+and+Activating+Modules#Module-Export

lartra
June 5th, 2021, 22:31
Some of these things have come up in the middle of a game. But, I tried to right-click on a new item I made on the fly and there was no "share" menu item. Also, there isn't a "share" item for the races either. I'm updating things weekly. So you mean I have to build a new module every week? That is a LOT of extra work when it should just let me mark stuff as public or available to the players on the fly.

Zacchaeus
June 5th, 2021, 22:43
As you can see from the screenshots attached anything can be shared from the right click menu.

Generally I would suggest that if you are creating things like races etc then you would do so in a 'creation' campaign. That is a separate campaign which you would use specifically to create whatever you want for your campaign. You can then export that to a module which can be opened in your 'play' campaign. This is something you would do as part of your preparation for your play sessions of course - not something you would do during actual play. However there is no rule that says you need to do this but it is handy since you can then use the material in other campaigns.

lartra
June 5th, 2021, 22:55
Well, that is weird. I just fired it off to take screenshots of mine to ask what I did wrong and that the "share item" was not in the context menus. But, it was there now... I swear they were not there last night.

Also, the share menu item is NOT in the NPC context menu, but if you right-click on the NPC name in the NPC list dialog you can share from there.

lartra
June 5th, 2021, 22:56
How do you get such a nice icon and UI set look? I've tried every single theme and none of them are as clean as what you just screenshot.

Zacchaeus
June 5th, 2021, 22:59
I think that’s the industrial theme I had loaded in that particular test campaign.

Also i didn’t test NPCs but generally you wouldn’t be sharing those anyway. But I can’t think of any other reason why it would be missing a share option.

LordEntrails
June 6th, 2021, 00:17
As for a player options module, it's not hard. Make a single development campaign. Before your game export it to a module. Share it in your play campaign. After the session, when you want, open up your development campaign, update the content, export it again. It's already open and shared so it will be updated automatically in your play campaign unless it has been modified there, in which case you need to do a Revert Changes.

See link in my sig about adventure creation for more details and advice.