| NielsenE |
I believe they said Q1/H1, which is a little odd phrasing, I'm taking it to mean they're probably aiming for March, but telegraphing it might slip latter.
I'm starting a group up in the early Oct. So I know I'll need to prep all of the prologue myself and have been working on that; which has been going well. I'll probably need to do some of the hexploration aspect too, and I'm kinda dreading that part, since I'm completely unsure how to even tackle an interim solution until the module comes out.
| Snake0202 |
I believe they said Q1/H1, which is a little odd phrasing, I'm taking it to mean they're probably aiming for March, but telegraphing it might slip latter.
I'm starting a group up in the early Oct. So I know I'll need to prep all of the prologue myself and have been working on that; which has been going well. I'll probably need to do some of the hexploration aspect too, and I'm kinda dreading that part, since I'm completely unsure how to even tackle an interim solution until the module comes out.
Can’t you just upload the map and then mark it as the players explore hexes?
| NielsenE |
NielsenE wrote:Can’t you just upload the map and then mark it as the players explore hexes?I believe they said Q1/H1, which is a little odd phrasing, I'm taking it to mean they're probably aiming for March, but telegraphing it might slip latter.
I'm starting a group up in the early Oct. So I know I'll need to prep all of the prologue myself and have been working on that; which has been going well. I'll probably need to do some of the hexploration aspect too, and I'm kinda dreading that part, since I'm completely unsure how to even tackle an interim solution until the module comes out.
Uploading the map, setting a hex grid, and utilizating view distance/fog of war, might be enough for chapter 3. (I've also seen approaches that use hex token actors to cover unexplored bits of the map and delete as you explore). But when ti comes to chapter 4+ the amount of extra state you'll want can get a bit much and I'd really like to see what they come up with -- unexplored, seen, scouted/reconnoitered, claimed, improved, etc.
| Dalvyn |
I believe they said Q1/H1, which is a little odd phrasing, I'm taking it to mean they're probably aiming for March, but telegraphing it might slip latter.
I'm starting a group up in the early Oct. So I know I'll need to prep all of the prologue myself and have been working on that; which has been going well. I'll probably need to do some of the hexploration aspect too, and I'm kinda dreading that part, since I'm completely unsure how to even tackle an interim solution until the module comes out.
Might I suggest you take a look at Supe's World Explorer module for Foundry (Foundry page - GitHub page).
This module basically allows you to add a layer on top of a hex map. The layer can be a picture (e.g. a blurred version of the real map if you want to give your players hints about the general configuration of the area) or simply a colored layer. The GM can see through this layer, but the players can't.
The module also allows the GM to easily (one click, really) make each hex of this layer transparent or not, in order to reveal the map hex by hex following the exploration.
I plan to use this module for the hexploration parts of Quest for the Frozen Flame but I think it would be perfect for any hexploration adventure. And it also seems to be v10-ready.
| NielsenE |
That sounds useful, I'll take a look.
Might still combine that with a party token visibility/fog of war range, and a sepia/greyscale version of the map as the layer on top of the map.
So most of it is completely hidden. Hexes they've seen/moved through (but haven't reconnoitered/scouted) stay greyscale, but visible. After they've been formally scouted, click away the blocking layer on that hex to get the full color.