Senior Member
Join Date: Jan 2012
Posts: 1,147
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I have to say that I REALLY like the Views by the way. I've set one up for the major campaign city and one for the greater adventure region around it. That leaves me with several more Views for dungeons, work-in-progress and side adventures that I can bring to the forefront quickly. Kudos to everyone on the team!!!
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#21 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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Quote:
This is definitely the plan. There are a lot of things on the todo list. Once we get through the big things, we'll be able to start knocking off the lower priority, but still quite useful, items. |
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#22 |
Senior Member
Join Date: Dec 2014
Location: Twin Cities Area, MN, USA
Posts: 1,325
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Love the custom views and an all-inclusive world view, love even more how quickly you released a solution to those like Exmortis who didn't want to have everything in the World View. Kudos to the developers!
Last edited by MNBlockHead; March 27th, 2015 at 11:00 PM. Reason: Posted before noting that the developers already addressed the issue |
#23 |
Senior Member
Join Date: Jan 2013
Location: Rochester, MN
Posts: 1,520
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Just filed a bug report: if you have Invert View turned on and switch back to the World Almanac, you see no Topics. To turn off Invert View, you have to switch to another Topic View because the button has been disabled. Remember to turn it off before switching! :)
Added: One other thing... Quote:
In any case, this solves the immediate conversion problem of "How do I recover the old separation I had between Story and World?" Last edited by Parody; March 28th, 2015 at 04:01 AM. |
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#24 |
Senior Member
Join Date: Sep 2012
Location: Ottawa, Canada
Posts: 781
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@Rob and @Joe,
Thanks very much for your efforts, the addition is rather neat, and it actually led me to another idea, and you can tell me if is doable. I am playing around now, seeing how I will organize for the future to embrace you changes. If I had to take the old and the new (views really are cool BTW)and meld them together I would rename World Almanac to "Complete Almanac" and just drop story Almanac, or allow us to say no thanks I do not want the default premade view. This allows me to create my own views. I would create a "World View" a "View by chapter". Maybe its me but world almanac to me screams "Campaign Setting", and that's how I used it. Think "Inner Sea Guide" and related materials by Paizo is what I had in there. Now your custom View addition allows me to take a massive 24ish month content story all jammed into one Story almanac and "cut it up" into nice chapter by chapter views, that really is nice, and allows me to even better organize when it comes to actual play. Your change allows for even more flexibility which is a good thing for sure. Allowing us to rename the almanacs would essentially achieve the same view I had before while embracing your great view additions. Now go enjoy your weekend and have a beer on me, send me the bill Exmortis aka "Scott" RW - Needs Rez spell HL - Game Master/Designer RPG Tools - Campaign Cartographer 3+, D20 Pro Ultimate Real Life - IT Security Hobby - Anything on water or ATV |
#25 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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Quote:
Quote:
The "invert" solution provides instant mutual exclusion for any view, allowing the user to only have to maintain the contents of a single view to achieve the same behavior we used to provide. Users can freely have multiple views, and some of them can be intended for mutual exclusion use while others are not. It's flexible and up to the user. I hope that makes sense... |
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#26 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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Quote:
From our perspective, all the topics that comprise your entire realm represent your "world". Everything that takes place is a part of your world, and it's a living, breathing, evolving world. So it made sense to us to call the "Complete" almanac the "World" almanac. We had already established the concept of the "World" within the product, and the term fit perfectly here, so we kept it and applied it to everything. The only two names you currently cannot rename are "World Almanac" and "Mechanics Reference", since they are "built-in" views. Everything else is a custom view that can be renamed as you see fit. If there's enough demand, we can let users rename the built-in views as well. It just seems like a comparatively low priority item relative to many of the other things on our todo list right now. |
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#27 |
Senior Member
Join Date: Jan 2013
Location: Rochester, MN
Posts: 1,520
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Quote:
Hopefully that makes sense as well. As far as changing the names (and these are off the top of my head): for World Almanac I'd suggest "All Topics", "Almanac", "Realm". For the Mechanics Reference I'd suggest "All Articles", "Mechanics", "Rules". Letting us rename them would be nice, but would make it even harder to write a manual or other guide. Probably need to think more about these. * The best kind of true! Last edited by Parody; March 28th, 2015 at 05:40 AM. |
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#28 |
Senior Member
Join Date: Sep 2012
Location: Ottawa, Canada
Posts: 781
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Quote:
I very much love the mechanics reference, for custom world designers like me I have this FULL of information. I also use it for all the hard to find fiddly rules in PF like Damage to Items which is spread all over the book. I also culminated all the environmental rules for the players, because that plays a massive part in my campaign, no more summer for ever in a temperate world, no sireebob, not in Daede, they will have to contend with a massive desert that makes the Gobi look like paradise, tropical jungle that is akin to the deepest Amazon, and a northern climate to which hardy Canadians would find cold. I also have a massive section on the character creation rules from day 1 to later in game should the worst happen. Again custom world comes with some custom information, but its all based on PF rules. Now once the parents leave I will have to sit down and redesign my layout, as much as it is annoying, it will enhance my campaign, my development and I am sure have a profound effect on gameplay for the better once we start. In future I would ask you post and let us know what is coming, and few screenies and explanations would have been really nice. I am human, I am adverse to change, however with the right poke here and prod there I can embrace the new. But sometimes I just need to be told before, so I can digest it. get used to it, whine a bit, then get to the embrace part before it is reality. As an aside Rob, for as little pat on the back to your team, I just made yet another pass at my Hero Lab work on my custom races, and now I am going through and creating every single ability they have custom, so the text matches the race. So in the case of an ability the Hominex have, instead of the player reading "this race has or members of this race have" in my race they read "The Hominex are a strange offshoot of the Draconic Races of Daede, though it is not remembered even by the eldest, they share so deep a kinship with the White Dragons of the Northern lands of Daedrea, they too have a racial tolerance to Cold and its effects both mundane and magical, thus they have Cold Resistance 5." A simple little thing, but to me it helps immerse the player in their character in my world, I can't tell you how much this means to me and my labor of love. What I also can't I tell you is, how the hell I did this before Hero Lab and Realm Works, nor do I want to remember. Ever. Exmortis aka "Scott" RW - Needs Rez spell HL - Game Master/Designer RPG Tools - Campaign Cartographer 3+, D20 Pro Ultimate Real Life - IT Security Hobby - Anything on water or ATV Last edited by Exmortis; March 28th, 2015 at 08:30 AM. |
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#29 |
Senior Member
Join Date: Jan 2012
Location: Los Angeles, CA
Posts: 281
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Just downloaded the update this morning, and I'm really digging the custom views. I'm running a big hexploration adventure path (Paizo's Kingmaker) and now I have a "Geography" view with for all the physical locations, and a view for each of the six books in the adventure path for NPCs, side quests, and the like. Very cool. Good work!
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#30 |
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