Thread: How do you handle secret doors?
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November 25th, 2012, 19:03 #1
How do you handle secret doors?
I'm curious how the other GMs out there handle secret doors on their FG maps. My great wish is that FG would have a map layer on which GMs could put tokens that would default to being hidden from players, but appear as ghosted to the GM, then the GM could use a radial menu to choose to show or hide the tokens to players. Only the GM could move the tokens on that layer.
...so much for dreams: I know the want list is long for FG, and dev time for our esteemed Smiteworks dudes is limited.
So in the real world, how do you guys deal with secret doors? Currently, I just include everything but the ubiquitous "S" in the map, and try to be very careful when I'm erasing the mask to not accidentally reveal the space behind the wall. Sometimes I'll put a pin on the map to help remind me that there's a secret door there.
What do y'all do?"A ship in harbor is safe, but that is not what ships are built for." - John Shedd
"Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
-- CA (Pacific time zone) --
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November 25th, 2012, 19:18 #2Originally Posted by dr_venture
I do some graphic modification to my map files to edit out the S and am really careful about unmasking.
If the PCs find the door, I add an S token to the map."I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
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November 25th, 2012, 20:31 #3Originally Posted by dr_venture
I also use my Enhanced Images extension which implements the layer functionality your enquiring about. This allows me as the GM to place additional tokens on the map without worrying about token stacking interference issues. It also allows me to build tile based maps in FGII pretty quickly, great for that random encounter where you don't quite have available a ready map. The extension is available from my website (see sig) and the code is freely available to the community for adaptation or porting (for other rulesets).FG Project Development
Next Project(s)*: Starfinder v1.2 Starship Combat
Current Project: Starfinder v1.1 - Character Starships
Completed Projects: Starfinder Ruleset v1.0, Starfinder Core Rulebook, Alien Archive, Paizo Pathfinder Official Theme, D&D 5E data updates
* All fluid by nature and therefore subject to change.
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November 25th, 2012, 21:02 #4Originally Posted by DrZeussPrivate 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!
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November 25th, 2012, 21:20 #5
I'm theoretically the guy working on the C&C ruleset (although I've been too swamped to spend any time on it recently) so if it's going to get implemented, it'd be by me... uh... yeah. Perhaps when my plate isn't completely overflowing with existing bugs and functionality. I'd love to have that functionality, tho.
"A ship in harbor is safe, but that is not what ships are built for." - John Shedd
"Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
-- CA (Pacific time zone) --
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November 25th, 2012, 23:57 #6
Doc - I will try and test it as an extension sometime this week...
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November 26th, 2012, 00:08 #7
I'd wet my pants if that works. Well not really, but I'd be very happy. I've tried to create an account on DrZeuss' server a couple of times, but I never get the confirmation email... and I've never had enough faith that it would work out-of-the-box to follow up about it.
On the secret door front, I haven't used tokens for the "S" before, as it's too much of a pain when characters or monsters move on top of the S token (same thing with dead body tokens). I usually just scribble a scribbly drunken "S" with the pencil."A ship in harbor is safe, but that is not what ships are built for." - John Shedd
"Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
-- CA (Pacific time zone) --
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November 26th, 2012, 00:45 #8Originally Posted by damned
I'm guessing you'll have to do the same for C&C.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!
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November 26th, 2012, 06:32 #9
i generally have a player map and a gm map - the player map doesnt have S or T on it then it got too many windows and i thought why use the gm map at all - just use pins... dont worry - the players dont forget where the S should be once they find it
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November 27th, 2012, 00:13 #10
I do something similar, but I use an arrow pointer instead of a token. Lately, I have been leaving a little space between the wall with the secret door and the passage/room behind it when I create my maps, so unmasking is easier.
DCC Ruleset Wiki: https://github.com/bwgibs/dcc-ruleset/wiki
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