gwindel
4th Level Troll
-Spirituality is a crime against Humanity-
Posts: 252
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Post by gwindel on Sept 15, 2006 19:16:28 GMT -5
The result is better than I expected. I have used the tiles from Skeleton Key www.rpgnow.com/default.php?manufacturers_id=433&filter_id=1735&(they are in pdf and meant to be printed, so I had to resize them and save in png; but it is really fast with Photoshop or Gimp, and then you can re-use them again and again), and of course my own figures www.gwindel.eu/gametable/Atelier.htmlI am thinking about making a full MSPE or T&T adventure in Gametable, containing all the pogs and underlays needed to play; and a save in .grm. This way all the underlays should be placed, the figures also (even hidden if needed) and with all their stats recorded. Something small to begin with (a wizard tower or an evil scientist hideout); though the written part is more a problem, my english being somewhat limitated.
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gwindel
4th Level Troll
-Spirituality is a crime against Humanity-
Posts: 252
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Post by gwindel on Sept 15, 2006 19:50:25 GMT -5
After thinking about it, maybe I don't have to make a written part (or not a very detailed one). After all, if all the setting is there, I suppose any game master can wrap a story around it?
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Post by skathros on Sept 16, 2006 2:15:40 GMT -5
gwindel, is there a way to flip those pogs around? Without fliping in paint and copying the inverted ones into GT's pog directory? In other words, to have them face the other direction?
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gwindel
4th Level Troll
-Spirituality is a crime against Humanity-
Posts: 252
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Post by gwindel on Sept 16, 2006 3:35:29 GMT -5
No, for now, it is not possible to flip the pogs, nor to rotate them (the same is true for the underlays). The reason is that GT was designed to use round pogs. There are plans to add a facing indicator to pogs (something like a small arrowhead); and the ability to rotate them and the underlays (it could be in the next version, that Andy is working on now). I thought at first to make a left and right version of every pog, but as it wouldn't have been enough to show the facing (only right and left) I did drop it. Since then, I have changed my opinion, even simply using left for the players and right ones for the ennemy would give a better look. When I'll change my pogs zipped files (I did a botched job, their memory size is two or three times more than needed), I intend to add a flipped version of all of them. Still, it won't be enough to show the facing. I intended to make also different colour variants as well, but it is easily done with Photoshop or the Gimp, so I won't.
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Post by skathros on Sept 17, 2006 18:19:51 GMT -5
gwindel, where dod you get all those cool extra features for your maps (like the hole with the grate, or the bridge)?
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gwindel
4th Level Troll
-Spirituality is a crime against Humanity-
Posts: 252
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Post by gwindel on Sept 18, 2006 11:50:59 GMT -5
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Post by skathros on Sept 18, 2006 13:27:13 GMT -5
Thanks for the links! Which should be the first i buy? For dongeneerin adventures?
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gwindel
4th Level Troll
-Spirituality is a crime against Humanity-
Posts: 252
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Post by gwindel on Sept 18, 2006 14:34:16 GMT -5
The first ones to use are, I think, the Tactical Maps from The Forge Studio. I bought them, just to realise later that it is possible to use them from the free demo (they contain all the tiles at a reduced size which is large enough for GT use). It shall gives you all the outdoors needed for the players travels between places and for free. www.rpgnow.com/product_info.php?products_id=6785&If you want a basic set for mapping you own adventures, you could go for a bundle like that: www.rpgnow.com/product_info.php?products_id=5741&but those are a little bland (being just basic pieces, corridors and empty rooms). If you want a more interesting look, take your players for an adventure in the sewers passages and chambers: www.rpgnow.com/product_info.php?products_id=2707&www.rpgnow.com/product_info.php?products_id=2254&But the more fun way to begin is probably to take a fully mapped and detailed place and wrap a story around it: www.rpgnow.com/product_info.php?products_id=2559&If the players must come to town, you can map a full city with the following houses. Most are two stories high, but a simple manipulation lets you shift between level maps on GT. I did explain it on GT forum, but if you want, I can send you the explanation and a sample of the manipulation. www.rpgnow.com/product_info.php?products_id=7540&Don't forget to take the free demo set from SkeletonKey, it contains a lot of tiles from the different sets, giving you a good look before choosing (and lot of tiles). www.rpgnow.com/product_info.php?products_id=3634&Most of the sets are quite cheap (from less than $2), so I think that the best thing is to go for something that catch you eye and buy one more when needed. But, it becomes quickly an addiction. And because GT memory use is only dependant on the tiles you load, not the number of times you place them on the board, you can quickly find yourself with a giant mapped area. If you want to find quickly the place you want (the village, the well, the dungeon entrance...) drop a pog (I use the numbered one on my site), as you can always return to a pog by double-clicking it in the pogs-in-play list. Don't forget that if you have to map something unexpected, you can always use the basic tiles on my site or even draw on the screen with GT tools. When resizing the maps, don't forget the following thing if you want your maps to line with GT squares: gametable.galactanet.com/forum/viewtopic.php?t=218
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Post by skathros on Sept 18, 2006 15:50:39 GMT -5
gwindel, thank you! You rock! (where the heck is the "you rock" emoticon???)
I was thinking of using something like Sabertooth Games' mechanic of determining who's "in the melee group" for my onliner game of T&T (the combat chain, STGames calls it). Basicly, to be cosidered included in the HTP total, you must be able to conect all participants in the battle. Everyone (friend or foe) needs to be adjacent to another (friend or foe) in order to produce the chain and qualify for inclusion in the HPT.
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Post by mahrundl on Sept 18, 2006 17:20:42 GMT -5
Skathros, The " you rock" feature isn't an icon. It's that little 'Exalt' link next to Gwindel's posts...
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gwindel
4th Level Troll
-Spirituality is a crime against Humanity-
Posts: 252
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Post by gwindel on Sept 18, 2006 17:27:38 GMT -5
I generally also tries to divide the groups. It generally makes the combats more interesting than when all the characters are lumped together (I mean it gives situations like "can the dwarf survive long enough for the other characters finish their foes and come to his help?"). Though I had not used adjacent as criteria but that you must be attacking someone in the chain to be included (I don't think it makes a difference, or maybe only for characters that are only adjacent to a friend?). And when there are not many characters in use I also make individual fights (particulary with periods where I use "To Hit" values and maneuvers like swashbuckling period).
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Post by skathros on Sept 19, 2006 13:45:16 GMT -5
mahrundl, when you're right, you're right. Now excuse me while i unleash the full magnificence of the exalt button...
"CLICK!"
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rpguru
1st Level Troll
Posts: 48
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Post by rpguru on Mar 19, 2007 14:53:41 GMT -5
Anyone using gametable to play a game now?
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gwindel
4th Level Troll
-Spirituality is a crime against Humanity-
Posts: 252
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Post by gwindel on Mar 22, 2007 14:18:10 GMT -5
I use it mostly as a battlemap during my face to face games; so I have no internet campaign going now.
Btw, it is now possible to rotate the elements in Gametable.
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rpguru
1st Level Troll
Posts: 48
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Post by rpguru on Mar 22, 2007 15:21:01 GMT -5
Dang just reopened gametable, forgot how nice it was, and what do you mean rotate the elements?
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