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  1. #2711
    No worries. I think the Star Wars one will work fine - maybe you could make a version of that with non-Star Wars fonts?

    I'm kind of excited about the prospect of all this. I started my SF adventure series in January, and the sequel is coming out in November. I've already got a large bible for the world, but making it into an RPG setting is like a way to organize and codify everything. Could make writing more books in the series easier (and definitely help make them consistent) as I go along.

  2. #2712
    I apologize if this has already been asked. I couldn't find it.

    Is there a way to have items/Talents/etc. automatically insert themselves into the corresponding Skill dice pools? There are a lot of things that add, remove, or otherwise change dice rolls; currently, my players each have a cheat sheet with a list of skills they adjust. It works, it's just kind of a pain. I don't see that functionality, but I could very well just not understand how to do it, so I figured I'd ask.

  3. #2713
    Quote Originally Posted by chikininabizkit View Post
    I apologize if this has already been asked. I couldn't find it.

    Is there a way to have items/Talents/etc. automatically insert themselves into the corresponding Skill dice pools? There are a lot of things that add, remove, or otherwise change dice rolls; currently, my players each have a cheat sheet with a list of skills they adjust. It works, it's just kind of a pain. I don't see that functionality, but I could very well just not understand how to do it, so I figured I'd ask.
    Unfortunately, no, currently there is no automation for Talents to adjust the dice pools, or stats like WT and ST. Stats and such would probably be easily added to the system, but automating all the different ways a dice pool could be adjusted would be much more difficult - especially since a lot of it relies on the situation or encounter. Perhaps johniba had some ideas on what we can do there, but currently it is manual (gotta remember what your character has!)

    For this system I’d take the same approach I take with my Pathfinder 2e games: I tell my players the onus is on them to remember their Feats (Talents here) and remind me if I forget.

  4. #2714
    Quote Originally Posted by seansps View Post
    I tell my players the onus is on them to remember their Feats (Talents here) and remind me if I forget.
    Yep, that's how we've played for a long time. This whole thing is such an amazing labor of love and I get why this particular cherry would be so hard to put on top. Thank you for all your hard work and quick responses.

  5. #2715
    Has anyone added things like Skill descriptions and the like to Genesys? Or do we have to add them all in manually? That's something my players often use.

    Also, the Cepheus Blue theme might work with Genesys: https://forge.fantasygrounds.com/shop/items/1175/view
    (though the character skill list is a bit off at the top where Brawl is, sadly). Not sure if there are any compatibility issues, though, was just testing it briefly.

  6. #2716
    Quote Originally Posted by mossfoot View Post
    Has anyone added things like Skill descriptions and the like to Genesys? Or do we have to add them all in manually? That's something my players often use.
    Descriptive text was left out of the modules to prevent IP infringement. What I've been doing is creating my own modules with all the descriptive text there (that way when players create characters, add talents, etc, the descriptions are on their sheets.) It's quite a bit of busy work but makes looking things up later easier!

  7. #2717
    Quote Originally Posted by seansps View Post
    Descriptive text was left out of the modules to prevent IP infringement. What I've been doing is creating my own modules with all the descriptive text there (that way when players create characters, add talents, etc, the descriptions are on their sheets.) It's quite a bit of busy work but makes looking things up later easier!
    Huh, I thought the IP issue had to do with Star Wars, not the Genesys system.

    Okay, well it won't be hard for me to copy/paste what I need from a PDF, but that does bring up another issue: The skill list on a character sheet includes everything from all worlds, so fantasy skill are alongside SF skills. Is there any way to create a template for each genre, or do we just delete the skills manually?

    For that matter, how hard is it to create my own module? If I am going to create my own setting for my SF universe, I might as well have a way to keep all that information organized for future use

    Also, two of the skills on the defult character sheet (Runes and Verse) don't have pop up explanation boxes, an error shows up in the chat box that says, Unable to find skill record with the correct name. Just thought someone should know

  8. #2718
    Quote Originally Posted by mossfoot View Post
    Huh, I thought the IP issue had to do with Star Wars, not the Genesys system.

    Okay, well it won't be hard for me to copy/paste what I need from a PDF, but that does bring up another issue: The skill list on a character sheet includes everything from all worlds, so fantasy skill are alongside SF skills. Is there any way to create a template for each genre, or do we just delete the skills manually?

    For that matter, how hard is it to create my own module? If I am going to create my own setting for my SF universe, I might as well have a way to keep all that information organized for future use

    Also, two of the skills on the defult character sheet (Runes and Verse) don't have pop up explanation boxes, an error shows up in the chat box that says, Unable to find skill record with the correct name. Just thought someone should know
    What you describe is possible! I have done that for the fan-made Wheel of Time adaptation.

    To do this you need to create a new module that contains the Setting with the list of skills. Here’s how I did it:
    1. Create a new campaign for your setting development
    2. In the new campaign copy all the skills you want, and set their descriptions, put them in a category named for your setting
    3. Go to the Settings window and create a new setting
    4. Enter the name of the setting and click and drag all the skills you copied and added descriptions for
    5. The new setting should have all the skills that are included in your setting and none of those that are excluded
    6. Optionally, copy and/or create all the items, talents, careers, archetypes you want here and set their descriptions (I did this in mine so that I only need to load my setting’s module and no other, which makes it easier to find the skills and items with the descriptions)
    7. Now export your campaign as a module, set the name, and optionally a png for the thumbnail
    8. In your actual campaign, load the module for your setting
    9. Create a new character, your setting should appear as an option. Select it, and your character will only get the skills of your setting
    10. NOTE: Clicking on a skill looks for a skill window and opens it - so if you have another module loaded with the same skills and no descriptions it is possible this will open instead of the one with the skills (which is why I only load my setting’s module)
    11. NOTE: You need to export your setting module as NOT read only for it to appear as an option. This is a small bug we haven’t fixed yet


    The issue you saw with Verse is due to the second to last point. You probably had Realms of Terrinoth loaded a time and now no longer do, so it can’t find the skill.

    Edit: Clarity. Also— you may want to make a separate module for all the adversaries and mark it as NOT player load able. See below for a screenshot of how it looks after I load my exported module in another campaign. You may want to do something similar for ease of use.
    Screenshot 2023-10-24 141231.png
    Last edited by seansps; October 24th, 2023 at 19:15.

  9. #2719
    Quote Originally Posted by seansps View Post
    What you describe is possible! I have done that for the fan-made Wheel of Time adaptation.

    To do this you need to create a new module that contains the Setting with the list of skills. Here’s how I did it:
    1. Create a new campaign for your setting development
    2. In the new campaign copy all the skills you want, and set their descriptions, put them in a category named for your setting
    3. Go to the Settings window and create a new setting
    4. Enter the name of the setting and click and drag all the skills you copied and added descriptions for
    5. The new setting should have all the skills that are included in your setting and none of those that are excluded
    6. Optionally, copy and/or create all the items, talents, careers, archetypes you want here and set their descriptions (I did this in mine so that I only need to load my setting’s module and no other, which makes it easier to find the skills and items with the descriptions)
    7. Now export your campaign as a module, set the name, and optionally a png for the thumbnail
    8. In your actual campaign, load the module for your setting
    9. Create a new character, your setting should appear as an option. Select it, and your character will only get the skills of your setting
    10. NOTE: Clicking on a skill looks for a skill window and opens it - so if you have another module loaded with the same skills and no descriptions it is possible this will open instead of the one with the skills (which is why I only load my setting’s module)
    11. NOTE: You need to export your setting module as NOT read only for it to appear as an option. This is a small bug we haven’t fixed yet


    The issue you saw with Verse is due to the second to last point. You probably had Realms of Terrinoth loaded a time and now no longer do, so it can’t find the skill.

    Edit: Clarity. Also— you may want to make a separate module for all the adversaries and mark it as NOT player load able. See below for a screenshot of how it looks after I load my exported module in another campaign. You may want to do something similar for ease of use.
    Screenshot 2023-10-24 141231.png
    This is very helpful. It may be a good idea to pin this and any other very helpful instructions in the first post. Thank you!

  10. #2720
    If you are building campaign files, I find these really helpful.
    Reference Manual Link - Opens reference manual with a link (Useful running a game too): https://forge.fantasygrounds.com/shop/items/933/view
    CSV Table Importer - Quickly import tables: https://forge.fantasygrounds.com/shop/items/34/view
    Author - Converts story entries (Where you can use the table import) to the reference manual: https://forge.fantasygrounds.com/shop/items/151/view

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