Senior Member
Join Date: Dec 2013
Posts: 798
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Hi again,
Sorry for spamming the forum with all those threads. I have looked through a few others to see how others are working with RW and I learned alraedy a lot of useful stuff alraedy. However, I'm a bit baffled if I'm making my planning to over-complicated and maybe someone has some ideas or input how I can improve my organisation of snippets / maps / topics: There are a few groups created so far: a town (community) ----- it's districts (urban) ----- ----- an location that is important to the story (location/building) In a similar fashion I have begun to add people / groups / organisations. I filled all the info in with the default category suggestions and kept the information general, so it could be theoretically used at a later time again. Now I wondered how to include the "quest" around it, so I added the following tree in the Event group: Storyline ----- Scene 1 which plays in the location mentioned above ----- Scene 2 etc... Now , it is bugging me, that the scene is described in the scene in the storyline tree, however the maps and more details about the location are residing in the location topic (as well as a smart map). I have not yet managed a campaign but I would have to jump around between two topics and look for information. So what do the pro's say? Did someone use a similar structure and how did it end up? Maybe it would be nice to see some examples (so far I just found a handful of screenshots that also seemed to orgarnise it similar.) I'm still at the very beginning I fear :P |
#1 |
Senior Member
Join Date: Aug 2010
Posts: 1,528
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I've hit the same issue, and have varied my responses over time. Honestly, you may want to try it a few different ways and see which works best for you.
I think that once the Repository/Marketplace features are in place, the methods for doing some things will change significantly. For example, when the Repository is available, you would be able to prepare a skeleton of just topics with no details. Then make two copies, one in which you would enter only the location details, and the other in which you would enter the details of encounters that occur at that location. By combining these two into a new "game running" realm, you have clean copies of each to use for other groups AND a combined set for use each time you run a game there. In the meantime, we will need to juggle viewing separate tabs or mixing data that feel like it should be separated more.. whichever feels more comfortable. In some cases, you may do both. |
#2 |
Senior Member
Join Date: Feb 2013
Location: Bennekom, Netherlands
Posts: 206
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I have not used RW at the table yet. So I do not have any real life experience.
But one of the features is that you can have several tabs open at one time. So you would have the Scene tab, Location tab and map tab open simultaneously. So you do not need to seek each topic in the topic list. You still need to flip between them, but is that any different from having a set of papers in front of you? Also the fact that there are links between them makes it easier to go from one topic to the next. A feature that my papers always lack . |
#3 |
Senior Member
Join Date: May 2007
Location: Louisville, Ky
Posts: 330
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After running my first RW game I found this to be a problem too. I discovered that I had spread out my information too much. Flipping between tabs was not the big issue, it was remembering where I put all the info!? As I was building the adventure I put some info under the NPC it connected to and other info under the location of the scene and yet more info under the plot lines section and so on. In the end I had the needed information spread across RW and missed things at the table that I either forgot about or couldn't find. So, I need to be more purposeful and streamlined in data entry. I either need to enter really important stuff in multiple places (or at least links to it) and/or come up with a could template or article for storing all the important info in a central place. Still working on a solution. It's hard to fix it at this point without starting over, but in the future I'll do it differently.
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#4 |
Senior Member
Join Date: Dec 2013
Posts: 798
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> meek75:
> it was remembering where I put all the info!? Exactly, what I'm thinking atm. If you come to some conclusions please let us know Anyone else who had experienced this issue and actually found a good solution? |
#5 |
Senior Member
Join Date: May 2007
Location: Louisville, Ky
Posts: 330
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I wanted to add that the game I'm running right now is on the sandbox side of the scale. If I were running a more traditional linear game where I could plan on the players going certain places and doing certain things during a given session then organization would be easier. In my current game the party arrived in a village and had freedom to go and do as they chose. As they met people they uncovered various quest lines and plot threads. They then chose to investigate the things that interest them or that they find pressing. There are a few time specific events I can plan on happening for sure, but a lot depends on player choices. I think I will do a much better job next time of planning from the ground up, but I'm not sure I can fix it for this game. At lest, not without a lot of work I'm not eager to do.
One thing that would be helpful to me, but isn't possible in RW at this point, is putting things in multiple containers. My main tool for organization is the almanac's hierarchy. I would like to have things grouped in multiple ways so that, for example, if the party is investigating the church I can group all the plot threads and people that are significant under that location. However, the priest may be significant to multiple thread and multiple locations. Currently, I have to jump around tabs a lot. I know I can use relationships to organize in multiple ways, but I can't see that at a glance like I can the almanac hierarchy. I am anxious to get a look at some fully fleshed out realms to see how various people do things. The example realm that comes with RW is way to basic to be helpful in this regard. |
#6 |
Senior Member
Join Date: Jan 2012
Posts: 1,147
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Quote:
One solution would be to add functionality to "clone/copy/create child" individual snippets that would retain their links across multiple topics. Edit one, change many. In the paper file world, I make multiple copies to put in multiple folders. Which of course becomes a maintenance nightmare. I'm hoping RW can do some of the heavy lifting by keeping track of those other locations for me at some point down the road. |
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#7 |
Junior Member
Join Date: Feb 2013
Posts: 14
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Meek,
I run a total sandbox, and I found that if I start everything at the storyboard, the storyboard will link out to everything I need. Then, when I'm at the table, I only have to have the storyboard open as my main screen, and click my tag links to get to the info needed. The storyboard can get to be a pretty big spaghetti mess with all the connections, but it does keep things a click away. I tend to have a main arc, 3-4 sub arcs, and then "episodes" which break down into events. I break each division into its own storyboard. Within each episode, I try to enter in all the information (generally about one sheet or two in Word) that lists a short synopsis of what is expected to happen, the npc players involved for that point, the events that are going to happen and the player characters involved. When you put that info in, it's easy to see where each of those items lay in the other sections of Realm Works, and if you're actively linking it becomes easy to get to the info at a single click. Below is the synopsis for the second adventure session, or episode, of my campaign. In this example, you're looking at an "episode" (I try to make each episode last 1-3 gaming sessions). Quote:
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#8 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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Quote:
There are two very convenient ways to handle "secondary containment". The first is to use relationships to associate the priest to the different locations he can appear. Alternately, you can use Storyline topics. This situation is exactly why they exist. The purpose of the Storyline topic is a place to encapsulate all the core elements of that arc. You can reference all the locations and NPCs that are involved in the arc, providing you with a "hub" for everything pertaining to the arc. Since the Storyline references everything it needs, you can just keep it open in a tab and open links in a new tab. If you are viewing content referenced by the Storyline, you are also only two clicks away from anything else referenced, since one click will take you to the linked Storyline and another to whatever you're seeking. If you use the Content Links list in the Transitions Pane at the right for this, the links are all summarized conveniently for you. Hope this helps! P.S. The post that @pjrichert just made is an excellent example of exactly this approach! I got ninja'd! Last edited by rob; May 6th, 2014 at 12:17 PM. Reason: Added P.S. |
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#9 |
Senior Member
Join Date: May 2007
Location: Louisville, Ky
Posts: 330
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