Showing posts sorted by relevance for query realtimeboard. Sort by date Show all posts
Showing posts sorted by relevance for query realtimeboard. Sort by date Show all posts

Dec 11, 2014

Necrocarcerus Campaign Map and Quest Notes

Here's some screencaps of the Realtimeboard that I use to run and track things for the Necrocarcerus campaign I'm running on Google Plus. Of the various whiteboard programs I've looked around at, Realtimeboard seems to be the best for my purposes. I use the free version, and if I could improve the program in any way, it would be for Google Hangout integration, so I could use it in real time while playing. As it stands, it's mainly a repository for campaign information.
This is the map of End-of-the-World and surrounds, out in the Far Lands of Necrocarcerus, where the campaign is set. It includes both areas the PCs have visited and explored, areas they've received some sort of direction to. The pictures may not show it, but there's a grid (though this map doesn't really use it).



I use the post-it notes to track quests. Purple is a quest-giver contact, orange are open contracts, and pink are leads, ideas, and tasks requiring PC motivation. This is the top half of the map with its quests. Also, it isn't shown here, but each of the locations has a comment bubble on the actual board that contains an update about what's happened there recently.


This is the bottom half of the map with its quests attached. This is a "player-friendly" map - everything on it can be seen by the PCs. I also have a hex map of this area which I use for calculating travel times and running hexcrawls, which is a DM-only document generated with Hexographer.



At other parts of this board (not shown), I've uploaded treasure maps, embedded a PDF of the Necrocarcerus 1.1 rules (and when 1.2 is done, I'll upload that in turn), and set up a map for a later adventure.

Apr 21, 2015

Managing the Necrocarcerus Campaign

The current Necrocarcerus campaign is run online, which created some initial challenges for me. I needed a collaborative digital whiteboard, as well as a collaborative digital archive for the information the PCs collected. The archive was especially important because Necrocarcerus is a drop-in game - new people show up, familiar players sometimes skip or miss - and it would waste time having to constantly reintroduce leads, characters and locations for the players who weren't at the last session. It also helps having somewhere I can upload the Necrocarcerus rules document to minimise the number of links new players need to follow and the windows they have open. I played around with a few different options, and eventually settled on Realtimeboard (RTB) which I strongly recommend you check out. It has a free version available with about 100MB of storage, though I use the Premium version for the 3GB so I can use it as a dumping ground for pictures.
The Necrocarcerus Campaign
In the picture above, you can see almost the entire Necrocarcerus campaign. There are a few overland maps the PCs drew that haven't been uploaded, and the comment function doesn't show when you export images (each location on the hand-drawn map in the centre-right has comments detailing what the PCs did and when they did it), but this is the majority of it. Everything on this is player-facing (there's some information about the train journey that they're going to gather at the start of next session).

I maintain 6-8 handwritten pages of other notes, one deck of index cards detailing treasure items, and a folder of maps. The 6-8 pages are: 1) A list of adventure locations 2) A list of major NPCs and short descriptions of them 3) A timeline 4) A list of quest ideas and rewards 5) The relevant random encounter tables for the area they're in 6) A list of errata and possible rules updates for Necrocarcerus 7) A list of notes on whatever dungeon or area they're exploring 8) A relationship map of major NPCs.

Of these, the random encounter tables, the errata list, the list of notes and the timeline are updated most often. The timeline and errata list mainly undergo minor modifications - most of my work is creating & changing the random encounter tables and creating new dungeons / adventure locations. There is some overlap between the two, since I populate most of my dungeons outside of a few set-pieces using the random encounter tables. When I introduce a NPC or an adventure location or quest, I simply check it off on the list so I know the PCs have encountered it already and add information to the RTB about it. I numbered the entries so I could roll a d20 for each to see who / what comes up randomly when I didn't have a preference.

In hindsight, I think I could have been more aggressive with the commenting function to add and track treasure & XP from each session, or specifically, I should have requested the players do this on the RTB. I also should have added a calendar to it, especially since the passage of time is so important in Necrocarcerus (I interrupted writing this blog post to add the calendar). If I could find good pictures for some of the weirder monsters of Necrocarcerus, I think it might also be fun to maintain a living bestiary.

End-of-the-World and Surrounds

This map details the overland area around End-of-the-World, as well as the major NPCs, a treasure map (top) of the High Asmarch's palace, and the larger Necrocarcerus campaign map. Purple stickies detail NPCs, orange stickies are quests they have on offer, while pink stickies are leads for PCs to follow up on their own. Green stickies cover information or facts the PCs have discovered, some of which are relevant to quests. Yellow stickies are locations and pathways. Using the linking system RTB makes available, I can draw connections between the various stickies, points on the map, pictures, and any other information I upload to it, allowing the PCs to identify which quests come from which NPCs, where they go, and what they know about them. Once again, comments don't show in these pictures, but the map is speckled with little comment bubbles that are colour coded. Yellow means there might be a reason to go back to a place, green means it's all cleared out or the quest that took them there is completed. I haven't decided what to use the red comment bubbles for yet.

Dungeon Maps
These are dungeon maps. RTB has three levels of nested grid that are fully zoomable (the grid does not show up in the pictures when you image-cap them). The PCs preferred to upload PDFs of graph paper and draw on them. At the top are maps connected to the Half-Buried Megagolem and the Rocket Fields of the Transhegiromantics, while below on the graph paper is Taddlecreek Mine, where they encountered the Cult of the White Worm and recovered several thousand pounds of dragonbone. These maps can be edited by any of the PCs, as well as myself, in real-time, which allows me to leave them to map most of it, but sketch out sections that are difficult to describe clearly. I'm using Gridmapper to create most of my dungeon maps, screencapping them off of it, and then dumping them into a folder on my computer. The rest I get by downloading dungeon maps I find on G+. I tend to prefer gridded maps over ungridded ones because they're easier to translate onto the grid on RTB.

The statue in the bottom left is of a nude woman; beware before enlarging this picture
Here I'm using RTB to plan the PCs upcoming train journey. A map of the first section of the train (the part they've explored) is at the top, along with some NPCs and a seating plan. The colours of the stickies are a bit wonky (I've corrected them since taking this image) but this shows the pathway the PCs will take (since it's a regular route run by the train company). Along the way, there are numerous quests and locations to explore, and the pictures communicate rumours about each area that they can discover from their fellow passengers with minimal effort. This is the first major journey out of End-of-the-World the PCs are taking. This also helps me plan - I know I need Old Hua Danth, the Pinion of the Flame Tyrant, the Spider Tombs and the Autarchy of Mfele Outpost all written up.

My general experience so far has been that the more I dump on RTB, the easier the rest of my note-taking becomes. Like many referees, my experience of note-taking has been that it is both tedious and crucial, and I have struggled in the past to discover ways to simplify it (avoiding long-form writing is one critical discovery I made and have never gone back on). 

Aug 3, 2015

Graphing Dungeon Connections

I'm going to show you how to use Realtimeboard to map a dungeon's connections.This is an introductory tutorial to graphing dungeons, rather than a depiction of the finished project.

This'll be useful whether you just want to pointcrawl, or whether you want to map a dungeon and need to figure out the relations between the spaces in it beforehand. This example from my Old Hua Danth dungeon in Necrocarcerus, which I ran using a Dyson Logos map. I'm thinking of distributing the module, which means I'll need to create a new map for it. But the dungeon was written with the connections from this map, so whatever I draw will need to preserve them.

For reference, the original maps I used are these two, which I grabbed off of Dyson's G+ and can't find a link to on Dyson's blog. I added the red numbers myself in MSPaint to key the place back when I ran it a few months ago. 





Step 1 is really simple. Use the sticky tool to make a bunch of stickies that are numbered with all the rooms in the dungeon.


Step 2 is to grab the link-arrow tool and start linking them. You click on one sticky, then the other. You don't need to sort your stickies out yet, the tool has no problem with intersections or crossovers.


When you're finished, you should have something that looks like this:


Step 3 is to sort them out. You'll need to do this manually, but basically pull any linear sequence of rooms that doesn't connect to the others into a straight line projecting off the larger mass of stickies, and then shift things around internally so you have as little crossover as possible. You'll end up with something like this.


Step 4 is to colour code the stickies and the link-arrows. You can mass select stickies by holding the shift-key, and you can theoretically do the same thing with link arrows, but I find it more difficult. Colour-coding helps visually distinguish the various sections of the dungeon and can convey other useful information to keep in mind.

The key I use for link-arrows is:

Red - Locked door
Orange - Stuck door
Green - Free door
Grey - No door
Purple - Secret door

You could use blue or yellow to indicate other types of connections, like magic barriers or teleporters or whatever.



Here, for the stickies, I used the following colour scheme. Linear paths that could be moved around get shaded purple.The secret path that flows under / between other rooms got shaded orange, since I can squeeze it in. The core rooms whose placement in the dungeon affects the placement of the rest got shaded yellow. Rooms with more than two connections, or rooms that connect to two or more yellow stickies, got shaded pink. 

If you're planning to create pointcrawls for dungeons, you can end at this point, though you might as well fill out the stickies with information about the individual rooms so that it's both map and key at the same time.


What I'm going to do is rotate all the stickies to give them a new orientation, while preserving the relations. This'll help make sure that when I'm drawing the new map, its look will be substantially different than Dyson's, and won't end up unintentionally influenced by his room forms and shapes.


What I suggest doing is generating all the rooms of one type at a time - all the yellows, then all the pinks, then all the purples. Fit the purple linear pathways into solid chunks or lines, and the pink rooms into clusters. I like to get a rough sense of how they're going to fit together here.



Next, I'm going to be using a variation of the "Dellorfano Protocol" to generate room sizes, starting with the purple and pink clusters.


Anything boring, like long one-square thin rooms, I'm going to turn into irregularly shaped rooms.


Next, I draw some larger black blocks representing the yellow stickies. I make sure the black blocks connect the same way the yellow stickies do to one another. I move the existing dungeon blocks over and attach them to the black block representing the appropriate yellow sticky. Red blocks, representing the pink connectors, will go on the connections between blocks, while purple ones will attach to a single block (most of the time). I try to make the black blocks large enough to attach a few coloured blocks, but not so large you can't set a sense of space. I also move purple and red blocks as close together as I can. You can number things in case it starts to get confusing.


From that point, you begin shuffling things around to compress them. The size and shape of the black blocks is totally flexible, so long as the attachment points are retained. You can also recategorise blocks - I shifted the colours and priorites of some of the blocks around as it became more apparent where they should fit. I also finished off by sketching in (admittedly crudely) the outline of the secret rooms.

From here, I'm ready to begin a freehand sketch, or I could keep fiddling with it. When transferring it to freehand, I'd add details to make it less square-looking with furnishings, cave-in rubble, altering the shape of some of the rooms further to fill in white space or more closely resemble their keyed function, etc. You can make the dungeon feel particularly convoluted by transforming the large black blocks into winding corridors with lots of dead ends, switchbacks, etc.

Aug 11, 2015

Maps of an Openquest Hexcrawl

I'm thinking my next campaign once Necrocarcerus finishes up will be to run an Openquest sandbox with a lot of hexcrawling. To that end, I've been preparing maps using Hexographer. The setting itself doesn't have a ton of detail. I'm holding off choosing names, feel, etc. for now until I have a numbered list of the various elements (languages, etc.) that I can flesh out. At last count there are 26 living languages, and somewhere around a hundred polities - almost as complex as Europe.

This is the continent it'll be taking place on. This map is using 30km / hex scale:



And this is the starting area, at 5km / hex scale. It's a "child map". This is the player-facing map (though they wouldn't start with it). I'll be filling in the referee-only material separately.



Labels will be forthcoming on both maps once I find a format I'm happy with. I've also got to populate the second map with GM-only locations, and then do some setting writing, both some large scale stuff and some detailed technical writing statting everything up.

Bonus maps!

I uploaded the continental map to Realtimeboard and did some doodling. Here's a sketch of the major polities and their areas of influence.




And this is a map marking out the linguistic boundaries of each region (the colours are meaningless, I just selected them for contrast and visibility):



Apr 20, 2017

Feuerberg: First Steps Planning

I plotted out the local area around Feuerberg using a simple overhead diagram with a hex grid underlay. There's Feuerberg, its companion mountain, the local town, and the road that passes the town and then through the valley between the two mountains. I'm thinking each cell of the grid will be 1 km across. I've begun drawing up ideas on post-its and sticking them on the cells. Bright yellow post-its are sites, orange are danger. Eventually there will be a finer level of colour discrimination between post-its, probably green, yellow and red for terrain (indicating its relative ease of transit vs. danger and risk), blue for aboveground sites, and purple for entrances to the subsurface of the mountain. (This is all using Realtimeboard)

Last night, I broke each mountain's surface into four faces, and then decided that there would be one signature dungeon or challenge per face to begin, plus one at the peak of each. Only some of these zones would lead below the surface. I decided to err on the side making the mountain less easily transited rather than more, in order to encourage the use of the subsurface zones (which will extend vertically up and down) to move past them.

An image of what the above process looks like

I'm feeling my creative juices flow on this project like they weren't on some of my other recent ones. I think I've got some solid ideas for landmarks - a ruined city of the ancients partly buried in lava; the rotting carcass of a headless male dragon that the female decapitated after mating that now lays draped over the side of the caldera, a meteoric lake filled with tiny mollusk-philosophers; an old town that fell into a chasm and now lays scattered amongst beams of light at the bottom; a cave that's Lascaux by way of the Mountains of Madness, etc.

The mountain is one of the paradigmatic examples of the sublime, and this will be an affect I'm going to try to play extensively with in this. I want expressions of deep time and vertigo to undergird much of how of the pieces fit together.

The giant is both dead and not dead. Really, the giant isn't a thing that can be dead, because that would imply it was alive. The giant is an elemental force, just as the dragon is (the dragon is weaker, closer to a living thing, but more active). Its brain is made of obsidian that when chipped becomes humanoids. Its heart is molten gold. Its breath causes either death or immortality, unpredictably, if you can make it breathe again. You might think it's human-shaped, but it predates humanoids, who are shaped roughly like it. The other mountain is a musical instrument it was building, though what exactly it wanted to play (or why) is unknown.
Detail of the area surrounding the caldera

Mar 25, 2020

Resources for Playing Online

I played in an online OSR group for about six years, refereeing for about two and a half of them. Since everyone is shifting their games online to avoid spreading coronavirus infections, I thought I would share some resources and suggestions to make that an easy experience. As always, all of this advice comes with the caveat to do it with charm and grace and not robotically.

Video Conferencing

I think Discord is the best videoconferencing software for gaming at the moment. Discord allows video chat for up to nine people via group chat with no time limit; asynchronous messaging as either a group chat or a private server; the upload of images under 10 MB, and is less of a RAM hog than Skype. You can also load in a dicebot (the one my current group is using is DiceParser) to handle dice rolling.

 I strongly recommend downloading the app instead of running it in your browser, since browsers' RAM usage surges and ebbs unexpectedly, which leads to very uneven video quality, especially when you navigate away from the tab that the video conferencing is running in. The app is much more consistent.

To get the best experience from Discord, I recommend you start about half an hour early for the first session to properly set things up. You should encourage people to shift to "Push to Talk" in their "Voice and Video" settings. This will mean that they're only transmitting purposefully and will eradicate the majority of problems with echoing and intrusive background sounds. I recommend keybinding the "Push to Talk" to an arrow key, since it won't interfere with typing text.

If people don't or won't use Push to Talk, then encourage them to practice good "mute etiquette" by muting their microphones when they're not speaking or getting ready to speak.

The biggest challenge with any online system is reducing cross chatter, which will cause most computer speakers to spit out gibberish and cause slower computers to lag. A related challenge is the pauses where a person has stopped talking and everyone waits a moment then suddenly starts talking at once because the nonlinguistic conversational turn-taking cues are suppressed in video calls. Push to Talk with help a bit, but you can also do a few things to reduce how often this happens.

My suggestions are to adopt gestures that:

1) People can use to indicate that they want to talk. Raising a hand and holding it up until called on by referee works well. Discourage people from flopping their hands up rapidly once hoping that you'll notice. Once the players are familiar with this, you can encourage them to actively "hand off" to the next person they see whose hand is raised.

2) Indicate disagreement or agreement with some proposition. Encourage players to ask simple yes or no questions instead of open-ended, convoluted questions that require several assumptions to hold. Then do a simple roll call and have people give a thumbs up or thumbs down indicating their assent or dissent.

3) Indicate that they're done talking or finishing up, or that you, the referee, want them to bring their comments to a close. I use the OK symbol or sometimes a horizontal hand slice at face-level (I know this as a "cut it off gesture" but these things are so regional).

The smoother you can make all of this, the easier people will find it to pay attention to what's going on and to follow the flow of discussion. The harder it is to follow a given discussion, the easier it is to drift off or become distracted.

Speed is less important than clarity and focus. I recommend supplementing the conversational component by writing out key decisions to be made, or resolutions that have been decided, in the text channel, and having people who have trouble speaking up write their responses there. Rather than handle it yourself, per se, I would recommend appointing either the Caller or the Notetaker to facilitate these discussions and bring them to the attention of the video conference as they think appropriate.

I recommend using the text chat element frequently. When people cast a spell that "lasts 24 hours" and like, have them type that fact into the text channel along with the estimated time of day they cast it. If the party develops a multi-step plan, have them write out the steps in the text channel. Use the text channel as a prosthetic memory so that you don't have to remember all of this stuff.

Whiteboarding

I also recommend using a digital whiteboard when you play. After trying a few options, I settled on Miro (it used to be called Realtimeboard). You can get a free account, but I actually pay for one that gives me extra space (I use it for work stuff and personal projects as well as gaming).

I like Miro because I think it's got the best and broadest set of tools for organising information, and because it gives you a lot of storage (especially with a paid account). I drag and drop images from around the web to create visual collages, and I toss up pdfs of errata documents, world write-ups, and the like.

With Miro, you can share links where people can only view but not edit the board, or you can invite them using their email address to the board which allows editing even if they don't have an account. I recommend using the latter, and make sure to set it up beforehand. Be warned that boards with lots of stuff that have multiple people logging in at once will be slightly slower to load than bare boards with only one or two people.

To use a digital whiteboard effectively for gaming, you should break up sections by function. I use frames for each collection of related items to aid navigation. I recommend at minimum the following sections:

1) A resources section that's mostly locked down so people can't accidentally move or delete stuff in it. These are your static images (e.g. the map of the campaign setting), errata documents, a document with the key stats for the PCs (like their saving throws), etc. Use Miro's "lock" function to prevent people from deleting, duplicating, etc. these pieces.

2) A "working files" section. This is stuff that you'll change or grab maybe once or twice a session but will need more than once. This is where you place comments or notes containing information the PCs discover about the world or NPCs, dump icons for enemies and PCs for battle map uses, and stick other reusable elements you might need.

3) A central working area where you'll be drawing battle maps, diagrams, and illustrations, moving icons around, sticking up post-its with NPC names during interactions, etc. This is where PCs should be drawing things and making their own notes before they're moved over into a more enduring section.

The real key to this is to use the whiteboard as much as possible to organise the presentation of information so people can understand things visually instead of verbally. This reduces the strain on your audio channel's bottleneck, gives people a different way to focus in on what's going on in the game, and lets you present information that might take a lot of speech to convey clearly, but can be conveyed very simply visually.

If you're just using it for combat, then two common outcomes are that in-between combats people will log out of it and lose their ability to navigate back to the link, or they will keep the chat program maximised on screen and only switch over to the whiteboard slowly and when explicitly told to. I recommend two practices to encourage more fluid switching between chat and whiteboard programs.

1) As referee, share your screen with the whiteboard on it directly into the chat to call PCs attention to it during deliberations, but not during combat. This lets them continue to use the visual signals established above to handle their deliberation, while also allowing you to focus them on the core elements you want to inform that deliberation (literally, by moving your screen to focus in on those elements).

If PCs want to focus in on something that's not on your shared screen during deliberations, encourage them to share their screen of the whiteboard while they talk (and possibly draw or type something out). It will help them capture the attention of other players.

2) Have them shift over to the whiteboard completely for combat. Start off each round with a call to attention for everyone who has drifted off since they last acted, allow them to briefly discuss tactics for the round, and then go through matters in a strict initiative order with the expectation that they won't interrupt one another. Encourage them to communicate with one another via sticky notes on the board, rather than talking out of turn.

Once again, this is the sort of thing that setting expectations at the start, consistently enforcing them, and investing a bit of time to build player skill and familiarity with these methods and the digital tools will make the whole experience much better for everyone.

I hope this is helpful in assisting you to play adventure games online. Good luck!