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H2Os
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Old February 20th, 2017, 10:01 AM
So I've had Realm Works for awhile and I've not really tried to sit down and understand it. Recently I've had an itch to try using it since I've paid for it and all. So I'm runinng Rise of the Runelords and I wanted to start by adding the monsters the PCs will potentially face.
I'm trying to decide the best way to go about accomplishing this in a way that makes sense.

In the mechanics I've added a Bestiary container in the Dangers category. Would it be best to create a container for each bestiary? Or would it be easier to use tags to let me know what book the monster could be found?

Also is there a way to use the encounter builder files in Hero Lab to link to each monster I created in Realm Works to avoid having to create a portfolio for each monster?
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daplunk
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Old February 20th, 2017, 10:47 AM
Hey mate. Check my signature for two videos. Creating monsters and creating custom monsters. They focus on 5e but the process is the same.

I persoanlly do use a container for bathe book. I would do this and then use that container to create a custom view containing just the monsters and then use the bulk tags function to add the books tag also. This gives you the best of both worlds.

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H2Os
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Old February 20th, 2017, 10:47 AM
I think i'm watching your videos right now.
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daplunk
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Old February 20th, 2017, 10:54 AM
My biggest tip. For now just enter the names. This let's the linking start working in any adventure text. Then when I prep a module I check which monsters I have linked over time and finish them off by adding the pictures and Hero Lab snippets. This was my prep time reduces each session where I repeat use of monsters I have already completed but the initial chunk of time to get the monsters in is not too significant.

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daplunk
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Old February 20th, 2017, 10:55 AM
Oh and monsters should have two names.

Ork (individual) Orks (plural)

Do this at time of creation to save yourself issues later.

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H2Os
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Old February 20th, 2017, 11:13 AM
Edit:
Found the Manage Names

Last edited by H2Os; February 20th, 2017 at 11:19 AM.
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H2Os
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Old February 20th, 2017, 11:17 AM
Because I'm in the middle of Rise of the Runelords, I created a bestiary entry for each monster that shows up in the section I'm about to use. I was watching your video on the monsters.
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H2Os
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Old February 20th, 2017, 11:33 AM
can you explain something for me?

How do you handle named monsters? For example in Rise of the Runelords there's a section that uses Ogres heavily. Not only do they use the monster Ogre they use a variant called an Ogre Fighter. Then they have named Ogres that are Ogre Barbarians (Jaagrath Kreeg), Ogre Sorcerer (Dorella Kreeg) etc.
Would you create the Ogre monster type and then create these individuals in the container of Ogres?
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Silveras
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Old February 20th, 2017, 11:36 AM
You can use "Manage Names" (Ctrl-Shift-A) to add multiple alternate names to a single Article/Topic.

Note that Rise of the Runelords is expected to be on sale soon after the Content Market completes rollout. We don't have definite dates, but you may want to try to keep only slightly ahead of your PCs until it is out.

Using the Encounter Library: Rise of the Runelords hsa prepared encounters for Pathfinder in the Encounter library. You *could* do this:
  1. Add a HeroLab Portfolio snippet to the Scene topic for an encounter
  2. Select "Create New Content" for that snippet
  3. In HeroLab, use Tools.. then Encounter Library.. then select the Encounter you want and load it.
  4. Delete the "Unnamed Hero" (if it is still there)
  5. Close HeroLab
  6. You will be prompted to save the changes in RealmWorks.

Overall, your best bet is to try new things in a "dummy" or "test" realm that you don't care much about... so if you make a mistake, no harm done. Once you have a handle on how something works, go back to your "real" realm and start using it.

One thing I've dabbled with... using an "Inhabitants" Topic on the Story side to hold the "in-world" information about the monsters (results of knowledge checks, for example). The Bestiary in-game details would go in a Monster entry in the Mechanics.

I have also found it helpful, on the Mechanics side, to create a "General Article" for each alphabet letter to break up the list of monsters. Also, because there are somewhat groups of monsters (Angels, Demons, Devils, etc.), creating a group "General" topic to hold the introductory information about them as a group helped me in organizing. (see attached image)

In my case, because I am intending to wind up with all of the monsters entered, separating by book is not helpful. I used the Suffix to identify which book the monster comes from, and that is sufficient for my purposes.

The main thing with Realm Works is to try different approaches and see which one works best for you.
Attached Images
File Type: jpg Bestiary example.jpg (78.8 KB, 38 views)
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Silveras
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Old February 20th, 2017, 11:42 AM
Quote:
Originally Posted by H2Os View Post
can you explain something for me?

How do you handle named monsters? For example in Rise of the Runelords there's a section that uses Ogres heavily. Not only do they use the monster Ogre they use a variant called an Ogre Fighter. Then they have named Ogres that are Ogre Barbarians (Jaagrath Kreeg), Ogre Sorcerer (Dorella Kreeg) etc.
Would you create the Ogre monster type and then create these individuals in the container of Ogres?
This is one of those "do what works best for you" elements.

For NPCs that are important to the story, creating an "Individual" Topic in the story section and adding the HeroLab portfolio for it there makes sense.

More generic monsters, like "Ogre Fighter", may need their own Monster entry in the Mechanics, and/or an "Inhabitant" Topic on the Story side. Or, because they are really just "mooks" for higher-than-1st-level... maybe they don't really need to be entered at all, as long as you have the HeroLab portfolio loaded on the encounter.

The value of putting monsters into the mechanics depends on how you like to work. Some would see the use of HeroLab (for game systems it supports) as making Mechanics Articles for the monsters unnecessary ... and you can better use your time on things like the story elements. Others really want the Mechanics articles, and see value in that even though they are in HeroLab. It is just a matter of preference at that point.
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