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Pollution
Senior Member
 
Join Date: Apr 2008
Location: Indianapolis, IN
Posts: 339

Old January 12th, 2017, 05:33 AM
See, and here's how we are all different.

I ALWAYS put in the mechanics area. I want to be able to find out on-the-fly what the stats are for the bug-eyed-monster my troupe is fighting. I want to have the character generation rules RIGHT THERE, I want to click a link for a spell on a bad guy's stat block and have the frickin' spell description and rules displayed for me.

I want my players to ask, "Hey, Pollution, how many arms does Shiva have?" and me to go... <click>... "well, in most representations, she has four arms, each representing the four cardinal directions. Some depictions of her have only two arms, and others as many as 12..."

I live for that crap. Every special item, every spell, every feat, EVERYTHING!!!!

I'll fudge a story, I won't fudge a rule unless I have to.

Professional Realm Works Projects:
AAW Games
U01, U02, A00, A01, A02, A03, A04, A05, Aventyr Beastiary, Snow White, SW01, SW02, SW03, SW04, SW05, SW06, SW07
Private Projects:
Emerald Spire, We Be Goblins!, We Be Goblins Too!, WoD - Hunter the Vigil, ToC: Eternal Lies, Savage Rifts
HL Projects:
Gun H(3)aven
Skills:
Tech Writer, Project Manager
Currently Playing:
Elite Dangerous, Civ VI
Currently DM'ing:
East Texas University: Degrees of Horror
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kbs666
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Join Date: Oct 2014
Location: Chicago, IL
Posts: 387

Old January 12th, 2017, 05:34 AM
Even if a creature only appeared in specific geographic locations I'd still just give it a mechanics article and make sure to specifically say where it lives in the article, assuming those places are already topics it will get linked, or give the creature a belongs within relationship to that location or both.

For items, in my fantasy realms two kinds items get topics articles. Artifacts, big, powerful MacGuffins major story arcs will be about that a lot of lore will exist for and more frequently items important to a story that I want a specific image for. I use mechanics articles any time I simply want to create a new magic item that isn't surrounded by a lot of lore and won't be central to the plot.

my Realm Works videos
https://www.youtube.com/channel/UCZU...4DwXXkvmBXQ9Yw
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Vargr
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Join Date: Apr 2014
Location: Denmark
Posts: 538

Old January 12th, 2017, 08:11 AM
I like the division.

The story of the world in the almanac and then all the nittygritty stuff in the mechanics section.

Then again I run my own system so I need somewhere to put my notes on spears and herbs and bugs and inns etc.

Vargr
Deputy Calendar Champion


Legend has it, that the Tarrasque is a huge fighting beast, perpetually hungry.
Sleet entered History when he managed to get on the back of a Tarrasque only to be ridden out of History shortly after.

Using Realm Works, Hexographer, LibreOffice, Daz3D Studio, pen & paper for the realm World of Temeon and the system LEFD - both homebrewed.

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Strategon
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Join Date: Dec 2013
Posts: 25

Old January 12th, 2017, 08:47 AM
It's not that I don't like the mechanics section, its just that I would have preferred for it to be implemented differently.

With the RW's use of views, why not be able to tag everything and set up a view for that tag, etc. If this existed, I would "pin" everything I needed in one view, story and mechanics.

When the content market launches, how is this working? If you buy an adventure and import it, does it automatically put your story entries in Almanac and split your Mechanics entries to the Mechanics Reference?
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daplunk
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Old January 12th, 2017, 08:59 AM
Exporting a realm (in relation to these two sections) exports it where it existed previously. Importing it imports it into the same place.

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Strategon
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Join Date: Dec 2013
Posts: 25

Old January 12th, 2017, 09:12 AM
Quote:
Originally Posted by daplunk View Post
Exporting a realm (in relation to these two sections) exports it where it existed previously. Importing it imports it into the same place.
So considering this, as long as you leave the original categories intact, you can make copies of them and modify to your heart's content, while still being compatible with any information that you inmport as it will retain the default state.

Did I read somewhere that any modifications you make to category structure and then export, isn't retained in its new location (import to another realm?)
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kbs666
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Join Date: Oct 2014
Location: Chicago, IL
Posts: 387

Old January 12th, 2017, 09:53 AM
Quote:
Originally Posted by Strategon View Post
Did I read somewhere that any modifications you make to category structure and then export, isn't retained in its new location (import to another realm?)
That certainly makes no sense. Changes you make to the category structure have to be part of the export so that things like new categories will be part of the export.

my Realm Works videos
https://www.youtube.com/channel/UCZU...4DwXXkvmBXQ9Yw
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Pollution
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Join Date: Apr 2008
Location: Indianapolis, IN
Posts: 339

Old January 12th, 2017, 10:30 AM
Quote:
Originally Posted by Strategon View Post
Did I read somewhere that any modifications you make to category structure and then export, isn't retained in its new location (import to another realm?)
over a year ago, yeah.

that's changed. I know that for sure, but the only source I can name off the top of my head is Gencon 2016's Q&A with Rob.

I THINK the category structure will....be fine....???

We'll find out this weekend. not sure what the end solution was.

Professional Realm Works Projects:
AAW Games
U01, U02, A00, A01, A02, A03, A04, A05, Aventyr Beastiary, Snow White, SW01, SW02, SW03, SW04, SW05, SW06, SW07
Private Projects:
Emerald Spire, We Be Goblins!, We Be Goblins Too!, WoD - Hunter the Vigil, ToC: Eternal Lies, Savage Rifts
HL Projects:
Gun H(3)aven
Skills:
Tech Writer, Project Manager
Currently Playing:
Elite Dangerous, Civ VI
Currently DM'ing:
East Texas University: Degrees of Horror
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