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Flag for GM to mark topics as "done by players"

Farling

Well-known member
I've been running a campaign for almost 6 months, and I'm finding that sometimes there are topics or just individual snippets within a topic which have definitely been covered by the players, but contain information which I don't want to reveal to the players.

It would be nice to have a GM-only TICK (or some other mark) to indicate that the PCs have been passed that part of the campaign.

Note that sometimes the party don't see everything in a particular topic, so it isn't always sensible to mark just the topic as "done by players" (although it would be a start).
 
I know I could do this for topics by adding a tag, but adding a tag doesn't take a trivial amount of time (unlike clicking something like the reveal button) when you are actually running a campaign.

I could imagine a TICK mark (or something similar) being a way for the GM to mark certain topics for whatever reason he wants. I just suggest my use would be for "done by players".
 
Great idea.

I would like the ability to add custom made boolean-buttons to place right after the reveal button.

Maybe even be able to cycle the button through three or more states.

All customisable of course.
 
I'm looking to add a tag type. I agree that a check box would be nice, but as soon as LWD does that folks will be asking about tracking that status of multiple groups. By creating an "Adventure Status Tag" field, you can have tags for different groups. Not as convenient as a check box, perhaps, but certainly more flexible and it is something you can do now. You're not going to see a check box until after content market, journals, and *cough cough* calendars.
 
The idea is to go with an incremental approach to the facility (I've recently been learning about Scrum), so the intention is to start with something simple, then improve it later :-)
 
How about green bubble for revealed to players and a blue outer glow or outline for those that players know about? Keep it simple and don't clutter the screen.

I have a feeling Rob and friends have some plans for those little bubbles because implementing reveal granularity by character or player is going to break the current green or not-green binary.
 
I do not understand this request. Could you give an example?

If I have a part of a snippet that I do not want revealed I usually split the snippet into two. One part with revealed infornation and one with the information not yet revealed.
The only reason I would want this is to mark plot points that have been covered, but the information should not be revealed to players.
 
Let us say the players just went through a dungeon and think they've cleared it and therefore left the dungeon and possibly the area. However, they missed a secret door leading to another level with more encounters and more treasure. The area they missed would not be revealed to the players, but he would like to put a flag on the content that also indicates that the players have gone through the mission and just missed this content... maybe because of bad die rolls or bad group decisions.
 
Personally, when I do that, I use a GM Notes snippet that explains it all.. not a Yes/No type of thing for my purposes.
 
I was thinking more along the lines of the players seeing an NPC in a tavern. They are at another table, they don't have any interaction, they don't talk to them. But I want to mark that the players know of this NPC even if they don't know anything about them.

That NPC is now a blue outline around the bubble.

Later, the players witness a murder and see a figure leaving the scene. That person matches the person that they saw last month in the tavern. Do a quick perception check and/or KS:Local and I can reveal that information and the players can go back to the tavern to start collecting information.

That NPC is now a green bubble.

Without that previous link, the players have no leads. And some of us have stupid short memories....
 
One good example that come immediately to mind is that a players may hear of a person, place, or thing and therefore I reveal it. Maybe they get a whole lot of information about it. They research the heck out of it or someone hiring them for a job fully briefs the party on that thing. So I can reveal nearly everything about it.

BUT they have not yet encountered it.

Many RW users use the reveal bubbles to indicate that the players know something about something, someone, or somewhere. That doesn't mean that they have encountered that person, place, or thing.
 
One good example that come immediately to mind is that a players may hear of a person, place, or thing and therefore I reveal it. Maybe they get a whole lot of information about it. They research the heck out of it or someone hiring them for a job fully briefs the party on that thing. So I can reveal nearly everything about it.

BUT they have not yet encountered it.

Many RW users use the reveal bubbles to indicate that the players know something about something, someone, or somewhere. That doesn't mean that they have encountered that person, place, or thing.

Nice example.

Right now I'm using picture snippets in place of any other sort of "met this thing" indicator: the players might learn details, names, whatever about something, but until they actually perceive it (got to make allowances for scrying somehow) they don't get to see a picture/map/whatever.

Of course, this means I spend an inordinate amount of time trawling the Internet for images to use for things/people/whatever.

Now, if we could user-define different colours for a halo on the reveal indicator, and create a custom legend that we could assign to a floating window, I'd be happier than developer without a leaky sieve for a brain...
 
As Silveras mentioned I would probably use the GM notes or not revealed snippet to indicate this kind of information. Not sure I would want to see it in some kind of color scheme. This idea could explode in a lot of colors and pictures and as such would make it harder to distinguish between them.

In AEIOU's example I probably would mention in the topic where information about the tavern is mentioned would add a description in the snippet and a GM note indicating that this is culprit X.
In the topic of Culprit X I would probably add some information where they may have seen him before.

This would mean I do not have to reveal the topic of culprit X until they have actually met him. I know I will add the info at two locations, but this would be the best option for me.

If they have researched a lot of information on Culprit X but have never met him, I could add such information as a snippet in the topic.
 
+1 to the modified bubble idea. It is simple to do and seems clean (at least for those of us who don't have to do the work).
 
Two ideas:
1. Perhaps something like this could be accomplished by letting us check off or change color of plot points in the storyboard?
2. Use multiple topic views, and shuffle the "done" stuff into the "archive/history" view?
 
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