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How Do I (Part 2)

jim havoc

New member
Hi,
I'm a beta user of Realm Works and have been loving it so far.

I started a sandbox campaign (a Realm), developed a city, and populated it with people, places and events. I did this on a single tab (I'll call it Tab A).

The group is preparing to leave the city (City 1), and go to a new city (City 2).

I want to create City 2 on a new tab, with new people, places and events. I want it to be (Tab B). When the group leaves the city to explore the dungeon, I want make a new tab (Tab C) with the dungeon's people, etc.

The problem I'm having is that when I click to make (Tab B) it uses the same title as (Tab A). I can't make changes in one tab without it changing the other. I don't want to make new realms for each new location.

What am I missing?

Thanks for the assistance!
Jim
 
It is difficult to follow from your description. Generally, each Individual (Person), City, Dungeon, Shop (Merchant), etc. is created as a separate Topic of the appropriate type. When you say "I started a ... all on one tab", does that mean that all of your people, places, etc. are in snippets extending down the length of the page for a single Topic?
 
I think we're having a terminology problem.

Tabs are just like browser tabs. They are just windows for displaying the data in one realm. If you create a new tab, you use it to look at the same topics as all the other tabs that you have open. A tab is where you look at data. You can't "put" anything like places, things or people there, you can just look at one of those things in a tab.

The left hand pane with the list of Topics (people, places, groups, etc) are all in your realm. You can open them all in different tabs if you want, but they are all in the same realm. If you open the same Topic in multiple tabs, you are just looking at the exact same data in multiple places. If you edit one, they all show that change.

There are many ways you can add the people and places from City 2 to the same realm as City 1 but keep them separate. I'll let the big brains describe that stuff, as there are tutorials and instructions that detail it.
 
What I'm trying to do is get a new Navigation Pane for a totally new area the PCs visit.

While they're in (City A), it's good to see all the NPCs, shops, taverns, etc, on the Navigation Pane for (City A), but I don't want those entries cluttering up the Navigation Pane when they're in (City B), or (Dungeon 1), etc. I'd like to have a fresh Navigation Pane to work with.

It seemed intuitive that a new tab would accomplish that, but perhaps I'm wrong.

I hope that clears up what I'm trying to do.

Thanks for your help.
 
Ahh. Okay, there are a few ways you could do that, I think.

The first one that comes to mind is to create CITY ONE as a topic, then then put everything in the city inside the container of topic CITY ONE. You do that by editing a topic and on the far right set the CONTAINING TOPIC to CITY ONE.

Then press F6 to open the Story Almanac Options window and turn on "Show Containing Topic Hierarchy".

After you do all that, then CITY ONE will be the top of a collapsible hierarchy. You can click beside CITY ONE and it will collapse and hide all the topics under it.

Do the same for CITY TWO. Then when all the topics are collapsed, you''ll just have a list of the cities. Expand any one of them and see the topics just for that city.
 
You can also create a custom tag domain with custom tags of City 1 and City 2. Then add the appropriate tag to all of the topics associated and set up a scoping tag filter to limit your view to the specific area.
 
See, this is the beauty of this program.

It's still rough, and there's a lot to fix and work out and finish, but damn... any program where you ask "How do I..." and you get at least three completely different yet entirely effective answers is something I want to play with.
 
See, this is the beauty of this program.

It's still rough, and there's a lot to fix and work out and finish, but damn... any program where you ask "How do I..." and you get at least three completely different yet entirely effective answers is something I want to play with.

*nods furiously!*
 
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