Fantasy Grounds Classic

Fantasy Grounds Classic

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Fantasy Grounds Campaign Data Guide
By Smiteworks
This guide covers the basics of Campaign Data, including images and maps, character management, tokens, encounters, library and adventure modules.
   
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Data Basics
Campaign Data List
Each campaign data list can be accessed via the appropriate tabletop sidebar button.

The Character list is unique, and covered in the Character List topic.

For the GM, this list contains all the relevant records for the campaign as well as any data module records. If the GM makes a record public, it will be shown with a circled P icon. If the GM has shared a record with specific players only, it will be shown with a circled S icon, and the player names will be visible when hovering over icon. The GM will also see a small book icon if the record is part of a data module. If the GM edits the record, a small quill will be shown on the book icon.

For the player, this list contains any records shared by the GM. If a player does not have access to a record, it will not appear in the campaign data list.

The Notes campaign data list also shows the owner of the record.

Please see the The Basics Guide for details on editing the list. Only GMs can edit the campaign data list.

Most campaign lists also have a search box that will search the campaign data across all tabs for records with names that match the search criteria. Select and delete search text, or middle click search field, to clear the search.

Categories

Categories are a method to organize campaign data records into groups for campaign data management.
If a campaign data list support categories, a strip of one or more tabs will be shown on the bottom of the campaign data list. Records loaded from modules will be shown in one or more unique tabs for that module. There will always be at least one tab.
  • Create Category: Right click on a tab, and select Add New Group menu option.
  • Delete Category: Right click on tab, and select Delete Group menu option.
  • Change Tab Color: Right click on tab, and select Cycle Style menu option.
  • Change Tab Icon: Right click on tab, and select Cycle Icon menu option.

Data Record Windows

Most campaign data records are unique to the ruleset, since every game system has its own rules.

Players can only edit PC and Note data records which they own. The GM may edit any data record.

Campaign data records can be shared by dragging the record header link to the chat window or a character portrait; or by right clicking on the campaign data record window, and selecting the Share Sheet menu option.

Standard Header Features
Most campaign data records have similar headers. Some common header features:
  • Record Link: This record link can be dragged and used in multiple locations.
  • Drag to character portrait list to share with a specific player.
  • Drag to chat window to make record public for all players.
  • Drag to formatted text field link list (i.e. story record)
  • Drag to map or image. (See Image Pins topic.)
  • Record Name: The name of the record in the campaign data list.
  • Lock Button: If lock button is red, this user can not edit this record. Otherwise, the lock button can be toggled to prevent accidental editing.

Characters
Character records (PCs) are unique for every ruleset. Please see the user guide topics for your specific ruleset (i.e. game system).

Stories
Story records are typically the same across all rulesets, and consist of a formatted text field below the record header. See Formatted Text Field topic for information on editing.

Maps and Images
Images have their own unique window format, but are typically the same across all rulesets. See Images and Maps topic.

NPCs
NPC records are unique for every ruleset. Please see the user guide topics for your specific ruleset (i.e. game system).

NPC records typically have a location for tokens to be set for each record. This token will typically carry through into the combat tracker or encounter record, when the NPC record link is dragged onto those windows.

NPC records may also have a speech bubble to allow GMs to quickly add this creature to the speaking identity list below the chat window.

Encounters
Encounter records are typically similar for rulesets which support encounters. There may be some unique ruleset features added to the encounter record header, such as Level, CR or XP.

For each NPC you want to add to an encounter:
  • Drag and drop the NPC record link onto the encounter window.
  • Enter the number of that type of NPC desired for this encounter.
  • Assign a token for this type of NPC (if not already assigned from NPC record).
  • Once a token is selected for the creature, additional copies of the token will appear for placement below the NPC entry.
  • Drag and drop placement tokens onto a map. Once placed, the token image will be replaced with a check mark.
  • When the encounter window is closed, all the pre-placed tokens are removed from the map.

The NPC list can be edited just like other lists for deleting entries. See Lists topic.

When you are ready to run the encounter, just click the arrow button at the bottom of the encounter window to automatically add the NPCs listed to the combat tracker, and place their tokens on the map. The encounter record link can also be dropped onto the combat tracker to add the encounter.

Items
Item records are unique for every ruleset. Please see the user guide topics for your specific ruleset (i.e. game system).

Item records typically have an identification button to denote whether an item is identified or not. If available, item identification is an optional campaign feature controlled by the GM.

Parcels
Parcel records are typically similar for rulesets which support parcels. There may be some unique ruleset features added to the parcel record header, such as Level or Total Value.
To add a new coin:
  • Add a new coin list entry.
  • Edit coin name.
  • Edit coin amount.

To add an existing item:
  • Drag and drop the item record link onto the encounter window.
  • Enter the number of that type of item desired for this parcel.

To add a new item:
  • Add a new item list entry.
  • Edit item name.
  • Edit item amount.
  • Click on record link to edit item sheet.

See Lists topic for more information on editing lists.
When you are ready to distribute a parcel, drag and drop the parcel onto the Party Sheet inventory tab.

Notes
Note records are typically similar across all rulesets, and consist of a standard text field below the record header. See Text Field topic for information on editing.
The note record window may also contain a field denoting the owner of a note, as well as a checkbox allowing the owner or GM to make the note public.
Images and Maps
Image and Map List

The campaign image and map list can be accessed via the appropriate tabletop sidebar button. For the GM, this list contains all the image and map entries for the campaign and any data modules open. For the player, this list contains any image or map entries shared by the GM.

Please see the Categories topic for information on category tabs that appear at the bottom of the campaign image and map list.

If a new image record is created manually, then the image will be a "drawing only" image with a blank base layer. A default size of 500x500 pixels is used for a blank base layer. The size of a blank image layer can be expanded by right clicking on the image, and selecting this Drawing->Expand Drawing menu options.

To add image records automatically using a graphics file, add the image to the campaign by dragging the file onto the images and maps list from Windows, or click on the Folder button and add the image files to the folder that is opened. Maps and images added in this way use the image as the base layer.

An image can be renamed in the campaign image and map list by right clicking on the image entry and selecting the Rename menu option.

Image Record


Each image record window consists of an image toolbar and the actual image or map.
To share an image record with all players, either right click on the image record window and select the Sharing->Share Sheet option, or drag and drop the record link from the campaign image list onto the chat window.

To share an image record with a single player, drag and drop the record link from the campaign image list onto the character portrait in the tabletop character list.

Viewing

The image control in the image record window is a viewport, or "window", onto the image that can be moved around and zoomed in/out.
  • Pan Viewport: Left click and hold on the scroller button in the bottom right of the image window and drag in the direction you want to pan; or middle click anywhere on the image, hold and drag.
  • Zoom Viewport: Left click and hold on the scroller button in the bottom right of the image window and drag in the direction you want to pan; or middle click anywhere on the image, hold and drag.
There are a couple additional options available to the GM:
  • Toggle Client View Lock: Right click on the image, and select Sharing->Lock Client View. When the view is locked, the current GM viewport is the only portion of the image visible to the players. Any portion of the image outside the locked viewport is obscured.
  • Synch Client View: Right click on the image, and select Sharing->Synch Client View. This function sets the viewport of all players viewing this image record to be the same as the GM.

Grid
The GM can add a grid to any image to create a framework for game mechanics, such as movement, reach, etc. Once a grid has been defined, there are a number of features that will be enabled as well: token underlays (faction, size and reach); pointer measurements; token snap to grid center and vertex points.
  • Enable grid: Right click on the image, and select Layers->Set Grid. Then, the cursor will turn into a special grid setting mode. Left click and drag to define the distance of a single grid square.
  • Disable grid: Right click on the image, and select Layers->Grid Off.
  • Toggle grid type: Right click on the image, and select Layers->Grid to Square/Hex to toggle between square and hex grids.
  • Toggle grid snap: Right click on the image, and select Layers->Snap to Grid On/Off to toggle snapping of tokens and pointers to the grid.
  • Adjust grid: Use the toolbar to adjust the grid; or disable and re-enable grid.

Masking

In many situations, a GM would like to be able to share an image, but selectively decide what sections of the image will be shown to the players. Using the mask layer, the GM can add a mask over the image which hides the image, then the GM can select specific areas of the image to display.
Masks are often used with maps to show areas that the players have already explored, while keeping unexplored areas hidden. This is similar to how most face-to-face games are played with battle mats.
  • Enable mask: Click on the toolbar mask icon (when mask is disabled); or right click on the image and select Layers->Enter Mask Mode menu option.
  • Disable mask: Right click on the image, and select Layers->Disable Mask menu option
  • Toggle masking cursor: Click on the toolbar mask icon (when mask is enabled); or right click on the image, and select Layers->Enter/Exit Mask Mode menu option.
While the masking cursor is enabled, left click, hold and drag mouse on image to unmask a rectangular region. To remask a region, hold the CTRL key while dragging the mouse. To unmask/remask a freehand region, hold the SHIFT key while dragging and draw a shape around the region to unmask/remask. Holding the SHIFT key while defining a freehand region will lock to vertical/horizontal lines.

Pointers

Pointers are markers that can be placed on maps and images to highlight regions on an image. By default, pointers can be arrows, circles, squares or cones. If a grid is present, the grid squares under the area markers are highlighted. For players, the pointers will be colored the same color as the active character. For GMs, the pointers will be match the GM color.
  • Add Quick Pointer: Hold the left and right mouse buttons on the image while dragging to create a quick pointer. An arrow pointer will be created by default. To create other quick pointers, hold the appropriate modifier key (SHIFT = Square, CTRL = Sphere, ALT = Cone). Only one quick pointer can exist at a time, and will be overwritten by the next quick pointer addition.
  • Delete Quick Pointer: Click the left and right mouse buttons on the image without dragging.
  • Add Pointer: Right click the image, and select Pointers->Draw Arrow/Circle/Square/Cone. The next time you click and drag on the map, the pointer specified will be drawn.
  • Adjust Pointer: Hover over a pointer to make the pointer start point and end point handles appear. The start point for circle and square pointers is the center of the pointer. Click and drag the start point handle to move the position of the pointer on the image. Click and drag the end point handle to adjust the length/radius of the pointer.
  • Delete Pointer: Right click while hovering over a pointer, and select the Pointers->Remove This menu option.
  • Delete All Pointers: Right click on the image, and select the Pointers->Remove Pointers menu option.

Pins

Pins can be placed on images to create shortcut links to other campaign records. Pins are often used to place links to location descriptions and encounter information relevant to a location on an image. The pin layer must be enabled for the GM to view, create or delete pins. Players can not see pins.
  • Toggle Pin Layer: Hold CTRL key while viewing image to temporarily view pins; or right click the image, and select Layers->Enable/Disable Shortcuts menu option to toggle the pin layer visibility permanently.
  • View Pin: Hover over a pin to view the description of the shortcut link associated with the pin, then click on the pin to open the shortcut link.
  • Add Pin: Drag and drop any shortcut link while the pin layer is enabled.
  • Delete Pin: While pin layer enabled, right click on a pin, and select the Delete Shortcut menu option.
Image Toolbar
In many rulesets, a toolbar is available at the top of the image record window to allow quick access to common image commands. The token specific commands are detailed in the Tokens topic, while the image specific commands are detailed above.

Some commands apply to the selected/active token(s). If no tokens selected, the active character token will be used for players, and the active combat tracker token will be used for the GM.

The player toolbar contains the following buttons:
  • Toggle Token Selection Mode: Toggle the token selection mode. See Tokens topic.
  • Toggle Token Targeting mode: Toggle the token targeting mode. See Tokens topic.
  • Clear Targets: Clear all targets for the selected/active tokens.
  • Target Friendly Units: Set all tokens with the same faction as targets for the selected/active token(s). See Combat Tracker topic for adding tokens with faction.
  • Target Enemy Units: Set all tokens not in the same faction as targets for the selected/active token(s). See Combat Tracker topic for adding tokens with faction.

The GM toolbar contains the following additional buttons:
  • Toggle Mask Mode: If mask not enabled for this image, a mask will be added. Otherwise, the button toggles the masking cursor. (eye)
  • Toggle Drawing Mode: Toggles the drawing cursor (quill).
  • Toggle Eraser Mode: Toggles the eraser cursor.
  • Toggle Grid Adjustment Sub-Bar: Adds/removes additional buttons to adjust grid.
  • Move Grid Left/Right/Up/Down: Moves the grid one pixel in the desired direction.
  • Make Grid Larger/Smaller: Makes the grid square larger or smaller in one pixel increments.
Images - Drawing
By default, anybody can draw an image record they can view. The drawing layer is shared by everyone for drawing and erasing. The GM can choose to lock the drawing layer for all players, if needed.

* Note: Drawing capabilities are very limited. The intended use of FG is to use images from sources outside of Fantasy Grounds and lay a grid across it. Drawing can aid this or work when you don't have a suitable image.

  • Toggle Drawing Mode: Click on the toolbar pencil icon; or right click on the image, and select Drawing->Enter/Exit Drawing Mode. The cursor will turn into a quill, which can be used to draw on the image by left clicking the mouse and dragging. Hold the SHIFT key to make vertical/horizontal lines while drawing.
  • Toggle Erase Mode: Click on the toolbar eraser icon; or right click on the image, and select Drawing->Erase (only while in Drawing mode). The cursor will turn into an eraser, which can be used to draw a freehand region around the area to be erased. Hold the SHIFT key to make vertical/horizontal lines in the erase region.
  • Toggle Drawing Lock: Right click on the image, and select Drawing->Lock/Unlock Drawing Layer.
  • Erase Drawing Layer: Right click on the image, and select Drawing->Clear Drawing.
Encounters
Encounter Prep
These instructions walk a GM step-by-step through the process of building an combat Encounter. See screenshot for step-by-step visual.

Thanks to community user, damned, for the write-up and graphic.

Preparation

1. Create monsters in NPC list. (or use Library module containing monsters.)
2. Open Encounters list from button, and create new Encounter record.
3. Drag NPCs to Encounter window and choose the number of each NPC in this encounter.
4. Assign tokens to Encounter NPCs from token box. (if not already assigned)
5. Open map record from Images list.
6. If grid not set on image, then add a grid. (right click menu option, Layers->Set Grid, then draw box for grid square, use toolbar grid buttons to adjust) (See Images#Grid topic.)
7. Drag and drop Encounter onto map record. (Hold CTRL while dragging, or enable image shortcuts first by Right click map and choose Layers -> Enable Shortcuts) (See Images#Pins topic.)
8. Drag and drop Placement tokens from Encounter NPC list onto Map record.
9. Close Encounter record. (Placement tokens will be removed from map.)

Use During Play

1. Open the Map and Click the Shortcut Pin (press CTRL if Pins not visible) to open the Encounter record.
2. Click on Add to Combat Tracker button (lower left of window), or drag and drop Encounter link onto combat tracker. The Encounter NPCs will automatically be added to the combat tracker, and any pre-placed tokens will be placed on the map.

Alternate Use

  • Drag and drop encounter link from Encounters campaign list (available via button in NPCs/Personalities campaign list) onto Combat Tracker window
  • Drag and drop encounter link previously added to a Story record.
Character Management
Character Selection Window


The character selection window can be selected by pressing the "Characters" button in the sidebar on the right hand side of the tabletop. Also, the character selection window will open automatically for players joining a game.

Once a character is selected by a player, that character is owned by that player until the GM clears the owner. Only one player can own and view a character.

Player Actions

  • Select a Character: Double-click on a character box.
  • Add a New Character: Click the Add button.
  • Import a Character: Click the Import button, and select the character created in Manage Characters mode that you would like to import. A Character selected from the Import character list will be copied to the server, and the original will remain local.
  • Choose Server Character: After clicking Import button, click the Choose Server Character button to return to the original character selection list.
  • Release a Character: After selecting a character, the character's portrait will appear in the upper left of the tabletop. Right click, and select Release option to release the character. The character is still owned unless the GM clears the owner.

Note: Players can activate more than one character at a time.

GM Actions

  • Add a New Character: Click the Add button.
  • View a Character: Single click on a character box.
  • Add Character to CT: Drag character box onto the combat tracker window.
  • Add Character to PS: Drag character box onto the party sheet window.
  • Delete a Character: Click the Delete button on the character box.
  • Import a Character: Click the Import button, and select the character file to import.
  • Export a Character: Click the Export button on the character box.
  • Clear Owner: Right-click the character box, and select the Clear Owner menu option. This will automatically release the character, if currently owned by an active player.
For rulesets which don't have the buttons shown, the GM can add and delete characters by using the right-click context menu.

Buttons

For the player, only the add and import buttons will be shown.
For the GM, only the edit button will be shown initially. Once the edit button is clicked, the remaining buttons will become visible.
  • Green Plus: Add a Character.
  • Brown Slash: Toggle edit mode.
  • Blue Up Arrow: Import character file (GM), or Choose character created in Manage Characters mode (Player).
  • Blue Down Arrow: Export character file (GM), or choose server character (Player).
  • Red Minus: Delete Character.
Tokens
Using Tokens

Tokens are visual representations of a character or objects on the tabletop. Tokens can be found in the token box accessible via the sidebar on the right hand side of the tabletop.

Tokens can be placed on a campaign map or image to denote the position of the character or object. If dragged from a combat tracker entry, the token will be linked to that combat tracker entry and will gain a faction underlay (based on CT Space/Size field) and a reach underlay (based on Reach field, visible when mouse over token).

Also, tokens can be placed on character records (PC or NPC) or encounter records to preset tokens for addition to the combat tracker, or simply to provide a visual representation of that character.

Finally, tokens can be placed on the hot key bar for quick duplication of tokens. This is useful for placing tokens to denote objects that appear commonly in encounters (such as fire tokens for a non-linear wall of fire, etc.). Just drag from the hot key bar onto the map, just like you would drag from the token box

Token Box

The token box contains all of the tokens available for the current campaign. Players can only see a small subset of the tokens available to the GM (i.e. Shared tokens). Token bags are used to group tokens from the same module, or from the same directory. Double-click a token bag to view its contents. Token bags that are shared with players have a small head icon on them.

Features
  • Search Box: The search box at the top of the token box can be used to search for any tokens loaded that have the search text within their file name.
  • Zoom Buttons: The brown plus/minus buttons in the upper right of the token box can be used to zoom the display of the tokens in/out.
  • Token Bag Bar: The token bag bar can be used to quickly navigate among token bags. The first slot returns to the topmost view of the token box. The second slot goes up a level in the token box (if you have navigated within any token bags). The remaining slots can be customized by dragging any token bag onto a slot on the token bag bar.
  • Token Load Buttons: The GM, Shared and Modules button allow the GM to add tokens to the existing tokens available from his machine or this campaign.

Loading Locations
  • GM Tokens: GM tokens available for all campaigns. Any tokens stored in the FG data directory under the tokens/host subfolder. Accessible via the GM button in the Token Box window. GM tokens are only displayed in the GM token box.
  • Shared Tokens: Shared tokens available for all campaigns. Any tokens stored in the FG data directory under the tokens/shared subfolder. Accessible via the Shared button in the Token Box window. Shared tokens are displayed in both the GM and player token boxes.
  • Module Tokens: Tokens loaded from a token module. Token modules can be activated via the Modules button in the Token Box window. All tokens loaded from a module will be placed in a token bag with the module's name. Module tokens are only displayed in the GM token box.
  • Ruleset: Tokens available for only this game system. Any tokens stored in the ruleset directory or package directory under the tokens subfolder. Ruleset tokens are only displayed in the GM token box.
  • Campaign: Tokens available for only this campaign. Any tokens stored in the campaign directory under the tokens subfolder. The campaign directory is located in the FG Data directory under the campaigns subfolder. Campaign tokens are only displayed in the GM token box.

Note:The recommended image format is PNG for the best transparency support. Token file sizes should be monitored for practical purposes, as larger files take longer to share, especially so with a larger number of players. Most tokens available online use a 50x50 or 64x64 token size in order to balance clarity with image size. The number of tokens in the campaign can also affect performance. The number of token files should be kept to the minimum necessary to run the game for best performance.


Map Tokens

Once tokens are added to a map, additional token features become available.

Addition
  • Add Single Token: Drag a token from the token box, a token field within a record window or from the hot key bar; and drop on a map. To link a token to the combat tracker, drag the token from the associated token field within the combat tracker entry.
  • Add Faction Tokens: Drag and drop the faction icon from the combat tracker onto a map. The tokens will be linked to the combat tracker.

If tokens were placed when creating an encounter, they will be added automatically when the encounter is added to the combat tracker.

Deletion
  • Delete Single Token: Right click on a token, and select the Delete Token->Delete This Token menu option.
  • Delete All Map Tokens: Right click on a token, and select the Delete Token->Delete All Tokens menu option.

If a token was added from the the combat tracker, it will be removed automatically when the CT entry is deleted. If a token was added during encounter placement, it will be removed automatically when the encounter window is closed.

Movement


Map tokens can be moved within and between maps. Just click and drag the token to the desired location on a map. To move a set of tokens as a group, see the next topic.

The GM has the option of locking player movement of tokens on the map. When this option is enabled, any player token movement will create a movement waypoint instead. To add an additional movement waypoint, hover over the last waypoint and drag to the desired additional waypoint. To reset waypoints, click and drag the token again.

The GM has these additional options:
  • Toggle Movement Lock: Right click on a token, and select the Lock/Unlock Tokens menu option.
  • Set Token Waypoint: While movement locking enabled, CTRL-click and drag a map token to set a waypoint as a GM.
  • Accept Move: While a set of waypoints is defined for a token, middle click on the token, or right click on the token and select the Accept Move menu option.

Selection
One or more map tokens can be "selected". When a set of tokens is selected, they can be moved or targets can be assigned as a group. Selected tokens are denoted by a black circle underneath the token.

  • Toggle Single Token Selection: Click on a token to select only that token. If that token was already selected by itself, it will be unselected instead.
  • Add/Remove Selected Tokens: SHIFT-click on a token to add/remove the token from the set of selected tokens.
  • Token Selection Tool: Use the token selection tool to select a group of tokens. The token selection tool can be activated via the Image window toolbar or by right clicking on the image and selecting the Selection Modes->Token Selection Mode. Click and drag the box around the tokens to select. SHIFT-click and drag to drag a freehand region around the tokens to select.

Activation
A token is set to the active state when the combat tracker entry it is linked gets its turn in the CT. The GM can also target the token active state by clicking on the associated token field in the CT. Active tokens are denoted by a white circle underneath the token.

Rotation/Facing
Map tokens can be rotated to different orientations by using the mouse wheel while hovering on a token, or by right-clicking on token and selecting the Rotate Left/Right menu options. When the token facing option is enabled, a small yellow pointer will be rotated around token, instead of the token orientation changing.
Tokens - Targeting, Scaling and Visibility
Targeting


Each map token can target any token on the same map. Targets are denoted by arrows between the tokens targeting each other. The targeting arrows are visible when hovering the cursor over a token, or when the token is selected. If not hovering or selecting a token, the active token targets will be shown (i.e. active characters for players, active CT entry for GM). When assigning targets the selected tokens will be used. If no targets are selected, then the active token will be used (i.e. active character for players, active CT entry for GM).

  • Toggle Target: CTRL-click on a token to toggle targeting of that token.
  • Clear Targets: Click the Clear Targets button in the image window toolbar. Clears all targets for the active/selected tokens.
  • Target Friendly Units: Click the Target Friendly Units button in the image window toolbar. For active/selected tokens, sets all tokens with the same faction as targets. Token factions are set when tokens are added from the CT.
  • Target Enemy Units: Click the Target Enemy Units button in the image window toolbar. For active/selected tokens, sets all tokens that don't have the same faction as targets. Token factions are set when tokens are added from the CT.
  • Targeting Mode: Click the Target Mode button in the image window toolbar; or by right clicking on the image and selecting the Selection Modes->Token Target Mode menu option. Click and drag the box around the tokens to target with the active/selected tokens. SHIFT-click and drag to drag a freehand region around the tokens to target.

Scaling
For FG, maps and tokens are just an image file. When placing a token on a map, FG tracks the map-to-token global scale, as well as an individual token scale.

For newer rulesets when a grid is defined on a map, the map-to-token scale is set automatically by adjusting the token to fit within a single grid square (or the number of squares denoted in the CT for CT-linked tokens).

In older rulesets or when a grid is not defined, the map-to-token scale is not set automatically. Use the mouse wheel to zoom the map until the tokens are the right scale relative to the map; then right click on a token, and select the Lock Token Scale menu option. The map-to-token scale can be released using the same method.

To change the individual token scale, hold CTRL while using the mouse wheel to adjust the individual token scale up and down. Hold CTRL and middle click to reset the token scaling back to the default (or right click and select the Reset Individual Token Scale menu option).

Visibility

Tokens can have 3 different visibility states: always visible, always invisible and mask-sensitive visibility. With mask sensitive visibility, the token is only visible if the center of the token is in an unmasked region of the map.

For CT-linked tokens, PC token visibility defaults to always visible, and NPC token visibility can be toggled through the GM combat tracker between always invisible and mask-sensitive visibility. For other tokens, the default visibility is mask-sensitive.

To manually set the visibility of a token, right click on the token and select the Visibility menu option you desire.
Library Modules
Library

The Library contains reference data for all data modules that have been activated for this FG session. To view the reference data for a module, select the module in the left hand pane of the Library window, then select the topic in the right hand pane.


Module Activation

Modules are bundled packs of data and/or tokens for use in Fantasy Grounds.

The GM controls access to all modules via the Module Activation windows. By default, modules are not loaded until activated by the user. The data module activation window is available via the Library window accessible via the tabletop sidebar menu. The token module activation window is available via the Tokens window accessible via the tabletop sidebar menu. If a module has both tokens and data, it will show up in both activation windows. (In some older rulesets, the module activation window is a separate button at the upper right of the tabletop sidebar.)

To activate or deactivate a module, double-click on the module entry in the module activation window. (In some older rulesets, it is necessary to drag the book icon open/shut to activate/deactivate.)


Module Data

Module Access
When module tokens are loaded, a separate bag will appear in the Tokens window with the name of the module, and contain any tokens loaded from the module.
When module data is loaded, the data usually appears in these locations:
Campaign data (Stories, NPCs, Encounters, Items, Parcels) are usually stored in separate tabs located at the bottom of each of the campaign data windows accessible via the tabletop sidebar.
Calendar data is accessible via the Calendars window when selecting a calendar
Reference data is usually accessible via the Library window.
Module Availability

The GM has complete control of which modules can be accessed by players of their campaign. By default, the module access for a given module is either blocked or undefined (depending on the module creator).

To set a module access state, the GM can drag one of the module access buttons (Block, Allow, Force) at the bottom of the module activation window onto a module entry.

Here are the available access states:
  • Undefined: This module is visible to the players, but can not be loaded by players. Attempts to load will generate a notice on the GM chat window.
  • Block: This module is not visible to the players, and can not be loaded by players.
  • Allow: This module is visible to the players, and can be loaded by the players if desired.
  • Force: This module is visible to the players, and automatically loaded for all players.
Library - Creating and Exporting your own module
Module Export
The GM can create a module of campaign data based on the contents of the current campaign. To bring up the Export window, click the Export button in the Module Activation window, or type /export in the chat entry box. One of the best practices for this feature is to create a campaign specifically for each module, so that it can be updated at a later date and re-exported.

Module Export
A summary of the fields in the module export window:
  • File name: The name to give the module file when stored on disk.
  • Thumbnail: The name of an image file to associate with the module. The thumbnail files for the provided modules are 75x86 pixels.
  • Name: The name of the module to display in the Module Activation and Library windows.
  • Category: The name of the module category to display under in the Library window.
  • Author: The name of the module author to display in the Module Activation window.
  • Merge ID: A unique ID that can be specified to allow campaign data from multiple data modules with the same merge ID to be grouped together in the campaign data windows.
  • Exported Data: Click the check box to export all data from a particular campaign data category. Also, individual record shortcuts can be dragged onto this list from the campaign data windows to provide more granular export.
  • Exported Tokens: Drag and drop any tokens that should be exported. Any non-module, non-ruleset tokens referenced by the exported data will be included in the module automatically.
1 Comments
SirMcJingles 24 May, 2014 @ 1:59am 
if anyone wants some great pre made tokens, maps, and adventures we compiled a list on our forum https://steamhost.cn/steamcommunity_com/groups/Pathfinder_RPG