Tuesday, 4 October 2016

Realm Works and Hero Labs - A GM/DM Tour

Today I present a tour of Realm Works and Hero Labs for any interested Dungeon Masters out there.

This is a really powerful suite of software that goes a long way to assisting DM's with the sometimes overwhelming yet rewarding task. 

Check out the video below and leave any thoughts in the comments. 


Thursday, 22 September 2016

Realm Works - Where to begin?

My journey as a DM has shifted significantly this year. If I think back, there was alot of trips to Office Works, buying paper, pencils, ink, binding, laminating. I liked to display information to my players, and I like it to look professional when I do that.

It was costing more than it was worth.

I posted a while back on how I have moved to using Realm Works and Hero Labs. Doing away almost completely with paper and books.

In the next couple of posts I will expand on that experience and offer some examples of how I use the tool to my benefit.

If you are reading this, I am going to assume you already have a basic understanding of what Realm Works is and that you have got as far as creating a realm.

It can be completely overwhelming when you first start Realm Works. It begs for alot of information, and if you are even slightly OCD chances are, you are going to want to enter all the information. I'm here to say STOP, take a deep breathe and lets think this through.

Understanding Where The Information Should Go
Realm Works breaks information down into two basic categories at a high level:

  • World Content
  • Mechanics Content
World Content should be put under the World Almanac. This of this as a huge bucket container to put all of the information specific to the adventures and worlds you are creating. 

Mechanics Content should be put in the Mechanics Reference section. This is where you put your system rules, spell descriptions, monster descriptions, equipment descriptions, etc. This is the type of stuff that is going to be re-used over and over again. 

So Where Should I Start?
I am a firm believer in starting with the mechanics section. Mechanics get used over and over again, and it's beneficial to have common mechanics that you will want to refer to often linking to the content you create from the very start. 

To enter new mechanics click the Mechanics Reference button from the menu. You will see a number of sub-categories. You can click the little + symbol's to get an idea of what should be entered in these categories. 



In here is where you want to create items for things that you are going to want to link to. You might want to enter every rule and detail. Personally I think the best way to start is to enter every Monster and every Spell. Yes, this is a large task, but what you want to do is simply get an entry for every spell and every monster, not necessarily the detail contained within each entry, that's not required yet.

The reason why I do monsters and spells is because these are the things I have to constantly flip through the book to find. I generally know the basic rules of the system I play (D&D 5e) but I don't even try to remember every spell and monster.

It's a huge amount of work to fill these in completely. That is why I only enter the names. Then as I prepare for my next session; or when I have spare time, I go back and fill in the details.

Plan Your Plural's Now
Plural's are something we take for granted. Well at least I'm pretty sure the Dev's did before they began programming this software. The auto-linking works great for most things, but it struggles with Plurals.

If you have an entry called 'Orc' then links will automatically generate for the following: 'Orc' and 'Orc's'.

It will not however recognize 'Orcs'.

This is annoying as that's exactly how WOTC handle plurals in all of their books.

As such I recommend creating the plural version of the article's name during the wizard creation process as an 'Other' name. This creates a duplicate entry for the article enabling it to be recognized.

Content Name: Orc
Other Name: Orcs

How To Create A New Topic
Just like Windows, there are always multiple ways to do almost everything.

Ctrl - Q: This open a quick and efficient wizard. Enter the monster name (example: 'Orc'). Enter the monsters plural name (example: 'Orcs') and click 'Create'.


Right Click > Create: Right click a pre-existing topic and click 'Create Contained Article'. This is my favored method. This creates a new topic underneath the one you right click.

Click The Plus Buttons: Probably the most obvious method. This lets you select what you want to create but is slower in my opinion as it skips the wizard pictured above.

It's up to you if you enter in the details of each entry now. I certainly wouldn't enter monsters yet, but spells can be entered with relative ease and you will benefit greatly down the track from getting this information entered.

Use Topics To Organize Other Topics
As you start to enter a lot of information into the tool, you will quickly realize that organization is vital. A huge list of all the monsters or spells is messy. An alphabetical list with all of the relevant monsters and spells underneath that is much easier to manage however. Below you can see I also organize by book name.



Jeez That's ALOT of Work
Yes it is... but consider the benefit. Every encounter you copy or create in the tool once you do this, will recognize and create a link automatically to the content you are creating now. You type: 'the players encounter 10 Orcs'. Orcs linked automatically to the Orcs entry meaning you never never need to slip through the Monster Manual again to look up Orcs.

If you create a special Orc Shaman that can cast 'Sleep' at will, then that spell will link automatically every time the program sees 'Sleep' written in any text within the software.

Monday, 29 August 2016

Tomb of Horrors headed to Concentric 2016 Adelaide!

The Tomb of Horrors is headed to it's first convention!

http://con-centric.com.au/

We are currently looking for victims to feed a thirsty dungeon...

can you survive the Tomb of Horrors?!?

No adventurer insurance policies will be upheld for willing victims attending #ConCentric2016.

Sign-Up: http://ow.ly/zXYU303FQSo


Thursday, 26 May 2016

Adding A Projector To The Table

I recently moved from playing a homebrew campaign over to planning Prices of the Apocalypse. This presented a real challenge for me. The module contains numerous very large dungeons. Many of which have very unique designs that I wouldn't be able to replicate with my current module dungeon setup. I could of course build each dungeon. But the number of dungeons required and time the players are expected to spend in each dungeon means our game would take years.

I therefore started investigating alternatives for getting the digital maps represented on the table.

Obviously printing was my first thought. It's a viable solution and something that I have done previously. Simply print the map off and play on that. But ink gets expensive and printing a new map every session gets tiresome. Storage of those maps becomes a pain.

So I started looking into a VTT solution.

I've seen some great projects online where people have built tables and built TV's into them. I really wanted a BIG solution though and big TVs are expensive.

So I started looking at projectors. I picked up a second hand one from an office sale and have managed to get a "workable" solution. I'm far from happy yet but it is playable.


I tried aiming the projector directly onto the table and using keystone correction to correct the image. That didn't work and I wasn't happy with the size of the image on the table. The distance from the projector to the table was simply too short for the throw distance of the projector.


As such I stole a mirror from the missus and developed the overly dangerous configuration you see above. This resulted in a much more acceptable output. With this I have displayed some usable images to the tables.



The outstanding problem is the shadows thrown by models on the tables. I really need to find a way to direct the image from above the table instead of the side. We have plans to try out the head of an overhead projector to see if that can increase the size of the image while also directing the output from directly above the table.

Here's some more examples of the current output. The possibilities are exciting.



Eventually I plan on using Realm Works to control the pictures which will give me the ability to restrict Line of Sight for specific parts of the map.


Friday, 29 April 2016

Realm Works, Hero Labs and why i no longer use books at the table.

So my physical crafting has slowed down immensely since the completion of the Tomb of Horrors. There's a few reasons why but largely i really don't have a need for more terrain right now. I DM for two groups. One has just left the ToH while the other still has one more session left.

However, my primary group really threw me into an area I am inexperienced as a DM. The open world... They wished themselves back up to the surface which effectively stopped my ability to rail-road them into a story line as they progress through the Underdark.

I started researching options. The concept of released modules was very appealing due to the reduction in necessary prep time. The problem however is I'm a very process driven individual, i like order in my information so the concept of using modules has always been irritating as I was always flicking through the books trying to find relevant information. I found the books broke the immersion for me and our group. So I started researching more advanced ways to manage the stories and modules.

A few things happened around this time which have completely changed the way I both prep and run games. And the changes have certainly been for the better.

A) Hero Labs released the monsters for the 5e SRD pack.
B) I brushed off my copy of Realm Works to test the functionality between HLs and RWs.

Hero Labs is a simple concept that most players would recognize. It's a character generator that lets you build all sorts of fun and funky characters. Enter it in the app, print it off or run it on a laptop / Apple IPad.

As a DM I honestly only purchased Hero Labs because I wanted a way to let new players create characters that interested them quickly and efficiently with minimum reading. You simply can't hand the PHB to a non-gamer and expect them to keep up. I wanted to use Hero Labs to avoid that learning curve and get them straight to the table; and it certainly worked.

But as a DM I thought that's all I was doing. I really didn't understand what Hero Labs could do for me beyond that. I could see options for the Encounter Builder and Tactical Console in the menu but the 5e SRD release from Lone Wolf didn't have monster's loaded at that time so these didn't really do anything for me.

Then Lone Wolf release the monster update and I began to get excited. Opening the Encounter Builder I was presented with a screen that allowed me to quickly pick monsters to add to the encounter.

Note: The Hero Labs 5e Community Pack has added all of the monsters missing from the initial SRD release. Check it out HERE.




Of course I then ran straight to the Tactical Console to test out that functionality. I was presented with a page that displayed almost everything I could want in a combat. It rolls and then tracks initiative. I can apply damage to heroes and monsters. I can heal heroes and monsters. I can mouse over anyone to see what stats / abilities they have.



At this stage I was over the moon. I had all the monsters from the PHB at my disposal to throw quickly and efficiently at my players and I no longer needed a spreadsheet to track damage against the monsters.



I did however find myself getting tired of having to enter monsters into Hero Labs Editor every time I wanted to do something that was different from the stat block that comes with the MM. That concern however was completely blown away when Lone Wolf released the latest patch for the 5e SRD giving us access to a Custom Monster feature within Hero Labs! Now we can create custom monsters and npcs in the time it takes to cut and paste the details across!



I was very happy with Hero Labs at this stage. It was already changing the way I managed combat at the table. It was enabling me to react quicker to the players. If they wanted to know how a spell or special ability worked, i could simply hover over the entry and read the text. I found myself getting more descriptive. Instead of saying you cast X spell. I can however over the spell, see what component it requires and how it should be cast and build that into the description.



Hero Labs isn't the first Lone Wolf software I purchased however. About a year ago I purchased a copy of Realm Works to help manage my campaigns. Realm Works is a campaign management tool. It's where you keep track of npcs, towns, stories, etc.

I tried to use it for a bit, but honestly I did not understand just how useful and amazing that tool was. I can honestly say I think I was overwhelmed. There were so many things with the tool that you could do; and I wanted to enter it all. I found myself entering data for completely unnecessary items. Building every npc in an inn because i could and then looking at the clock and realizing I had run out of time to organize the actual encounter that my player's we're turning up to run.

So I stopped using Realm Works and moved to One Note for the best bit of a year.

I am so glad that I decided to return to Realm Works!

The first time I used it I started by adding in the places, npcs and storyline elements into the tool. Because of this I really didn't see the value as I was just taking notes.

If you are looking at Realm Works you need to stop and enter your core books!

1. Enter the PHB
2. Enter the MM
3. Enter the DMG

The reason for this is simple. Realm Works most powerful feature is 'auto-linking'. If you write a note that contains the name of another piece of content within the tool it will automatically create a link to that content when you save the note.

This is why you need to enter the core books first. You create the PHB with a spell content called 'Spell of Plants'. Now every-time you write 'Spell of Plants' in a snippet within the tool a link is generated allowing you to follow the link through to the entry about the spell.

Here you can see the Speak with Plants entry.


Here I typed the name of the spell in a note. When saved it automatically created a link to the spell.




Now this become's immensely useful because i now have links to all the relevant rules from directly within my notes. This is saving me a huge amount of time as i no longer need to look up the option in the rule books.

Of course this functionality works on module content too! The trick with modules is to start with the back. Enter everything from the appendixes. Then enter just the names from the rest of the module. With the names of all the entries entered you can start copying / entering the actual text from all the entries in. Every time you save a link will be created to everything it recognizes.

Here you can see an entry from Princes of the Apocalypse. It's picked up links to numerous articles.



Note the colors here. You can mark snippets as Read Aloud passages or a variety of other alternatives. This colors the snippet of text enabling you to identify it much quicker at the table!

By now you should start to see there are benefits to putting your books aside and reading the module on a laptop. Jumping around within the text to the relevant information becomes simple and efficient.

Of course however there is more!

When entering the monsters into Realm Works there is an option to use a Hero Labs Portfolio. This enables you to build the monster / npc in Hero Labs and link it directly into Realm Works. From there you can view the stat block within the tool.



There is a much better function though. There's a button to load the monster directly into your open Hero Labs portfolio! This means you can start the game with your Heroes loaded and as you read through the module and encounter monsters, you just click the link from within the monster, set how many of those monsters are in the combat and BOOM. Your encounter manager now has a list of everyone involved in the combat. Rolls initiative and your straight into the fight!





As I said above... i love process which means I love flowcharts that neatly present the flow of information. This is where the Realm Works Sotryboard option becomes useful. You can create the flow charts from directly within the tool! However it's better than that, you can link other aticles to the Plot Points. With the story board built you can now split your screen to see the flowchart on the left and the linked articles on the right. If the case of pre-written modules this lets you quickly and efficiently move from article to article while also allowing you to weave the web of relationships.



You may have noticed the green and blue circles on the articles. This is the 'visible to player' indicator. It is possible for player's to purchase their own player version of Realm Works enabling them to access content that you have marked as visible to them. I personally don't have player's using this feature but i imagine it could be quite useful in large campaigns.

What i am using is the player view option that is controlled via the DM. This opens a window on a second screen that is intended to be run on a second monitor and displayed to the party. A quick and shonky upgrade to my room means I now have a monitor hanging above the table facing the players.

You can click on the articles within Realm Works and send it to the player screen meaning I can display maps, pictures of monsters, pictures of npcs, player handouts, etc live to the players.

The worst part about Realm Works is having to manually enter all the data in. However that appears to be a short term problem as Lone Wolf are preparing to launch a content market for the tool. This will enable you to purchase modules for the tool that are pre-populated. Imagine being able to buy the core books and the latest module on here in stead of the physical book and having everything linked and easy to find. Yes please!

Overall I have been incredibly impressed with both tools. Yes I have had to evolve the way i play from books into a digital standard but the benefits are huge. I'm sure there are people out there that will never want to use a laptop to run a game. But for the rest of us, this is a significant improvement and a great option.

I highly suggest you check it out!

And if Lone Wolf ever read this... Here's my wish list for future improvements :)

  • Android App for Hero Labs!
  • Syncing between Hero Labs DM and Hero Labs players at the table with cloud management for the data!




Monday, 11 April 2016

Hirst Arts Pirate Ship

Ever since I completed my first ship build I knew I had to make something bigger. In my head I am planning an epic sea campaign and you can't run that without boats!

You can find a tutorial on how these boats are made HERE.

Eventually I will add rolled up sails to the masts. This will give the impression that the sails exist while not impeding on game-play.












Modular Castle

So work has begun on my modular castle.

Progress has been slow, but that really should be expected with a 12 week old pooping around the house.

A modular castle is something that I knew I would simply have to build ever since finding out we were having a little boy. I can;t imagine bringing up a boy in a house-hold where castles, dragons and fantasy in general are not a part of every day imagination.

Thus started this build.

I already had some completed towers.


Note: Turns out you can stack towers :)



Before starting a build I always do research on what is available. Having spent countless hours pumping out bricks for the Tomb of Horrors I was keen to find something more efficient. As such I quickly purchased the Fieldstone Slab Mold #261 from Hirst Arts. This was appealing as it lets me create a huge chunk of wall in a single pour.



The mold arrived and I was not disappointed. Even without glue I could make a satisfying wall.



With the ability to make the walls under control I started planning the build; and this is where things just did not work. I had decided on the following rules for the build:

It must be modular.
All pieces must be usable on their own (eg: towers should be usable as wizard towers)

My entire system is based on a 5"x5" grid. All of the pieces I have made to date are glued to a base and are all interchangeable. The tower molds only come in 3", 4", 6" and 8" however, which means there is no way I could glue them to a base and still have them align in a satisfying manner.

I have played this idea around in my head a million times. Nothing I thought of would work with my standard setup. As such I have started building with the idea of not gluing the walls or towers down to the base. They will be movable and I will need to have adequate bases to go underneath.

My next step was to design the walls. For this i used a program called SketchUp. I had never used this application previously but I was delighted to learn that there is a wealth of pre-fab Hirst Arts models available to play around with. It was really like digital lego!

SketchUp / Hirst Art Pre-Fabs

Using this tool I was able to test out some various builds. I was quite unsure which variation I wanted to use. I still feel like the gap between the top of the tower and the top of the battlement on the 2 level wall is too small. But i feel like the 1 level wall is too low. A player could jump over it with a Ring of Jumping which is something I simply had to avoid.







I finally decided on building the walls as 2 levels and proceed to start casting the necessary blocks.

Tonight I finished building the first wall section.





Overall I'm happy with the results. I plan on making at least 6 of these pieces which will enable me to make a fairly significant castle. Also need to make a huge gatehouse with a draw bridge.