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PC|MAC|WEB Foundry Virtual Tabletop

Unread postby icycalm » 27 Jan 2021 08:37

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I wrote an in-depth introduction to the new Foundry VTT, and near the end I explain exactly how we're going to use it (with a mini section on Astral VTT and Exalted RPG at the end too).

Introducing Foundry VTT
https://www.patreon.com/posts/46691666
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Unread postby icycalm » 08 Feb 2021 17:12

Foundry VTT modules tutorial: How to create a dynamic arena fight with Blood and Guts + NPC Chatter
https://www.youtube.com/watch?v=yM_si0IimsM

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Unread postby icycalm » 09 Jun 2021 18:57

https://paizo.com/community/blog/v5748d ... on-VTTs#59

I like the full size art as well and never tokenize. You really lose that sense that halflings, goblins and kobolds are half the size of humans when they are the same zoomed in face. With the scaling feature you can even fine tune this so you can have the 4' dwarf and the 6'5 elf.

Also there is an isometric module which the full size transparent art background is absolutely perfect for using.

The journal entries tagged in each map room is how the PDF Foundry importer map layer has been done, but the journal notes icon needs selected to see them


I’ve thought about this before. The character and monster art is really lost when it’s turned into tokens in Fantasy Grounds. However, you do get the full artworks to push them to the players, and assuming they have organized their desktop well, they can have them on the side there, as long as there aren’t too many characters and enemies on the scene at any one time—which there often are. But, if you have high resolution or multiple displays, you’re golden.

That said, a map with proper official 3D pawns takes it to the next level.

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Each adventure has its own, on top of the generic collections that are published.

So apparently that dude is saying that there is a way in Foundry VTT to use 3D pawns with 2D maps, exactly as on a table. That’s what I take from his post at any rate. Obviously this isn’t possible in Fantasy Grounds since it’s strictly 2D, but it’s possible in Tabletop Simulator, and in fact fans have already imported much material. This is Curse of the Crimson Throne in Tabletop Simulator:

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https://steamcommunity.com/sharedfiles/ ... 2070233090

I don’t think it does the rules, it just gives you the virtual table. But Foundry DOES the rules AND apparently the 3D table. So it’s just a matter of figuring out how it works. I can always just message that guy on the Paizo forum and get a kickstart.

Of course the problem is that the adventures haven’t been converted to Foundry so that’s a ton of work for me, unlike in Fantasy Grounds. So for the time being this whole angle is unrealistic for us, but in the long run I will look into it. I wonder how the line-of-sight from FGU would work with the 3D pawns, if at all. It might be that they are incompatible and you have to choose between the two. That’s the reality currently with a LOT of the software and features that various teams are creating for VTTs: much of it is mutually exclusive, and my strategy to deal with this will simply be: let’s just try everything. Let’s play some adventures with one set of tools, and another with another set, so we can enjoy all of them. In the long run it will all fuse and cohere into a Direct X-like plug-and-play standard, but this will take years. Until then, every tool and technique will have its charms—e.g. official 2D static maps, animated fan maps, isometric versions of the official maps, and so on—so we’ll just play all of them.

This is a video of a dude importing Blender models into isometric Foundry maps:

Blender + Foundry VTT : part 1 Table and Tokens
https://m.youtube.com/watch?v=VOiYGB8gWsk

A little research I did a while back tells me it’s probably possible to pull the models out of the Pathfinder videogames and use them—possibly even the buildings. And you can probably do this with any number of videogames. Past a certain point though it will make more sense to put that stuff into TaleSpire instead since that is a full-3D program. The 2D pawns should go into Foundry but the 3D models into TaleSpire. We just need the TaleSpire modding scene to take off, as Foundry’s has done. Foundry is only a year old and it already has a much bigger modding scene than the ancient Fantasy Grounds. TaleSpire is way behind because 3D is much harder for modders to use, plus the devs haven’t yet opened up much of the code for easy modding.

This is among the most exciting areas of videogame development today, behind only FP4X really, and yet the engagement I see on Twitter is pitiful. Tweets that should be getting tens of thousands of likes and RTs get maybe 20 or 30 lol.

Oh well, just have to do our part and show people what’s possible, and the scene will slowly grow. It won’t sell as much as Baldurs’s Gate III, but there is still tremendous room for growth and, once more fidelity and automation come into play, I think the scene will start to transition away from stuff like BG3 to proper role-playing, at least to some extent.

We’ll see how it goes.
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Unread postby icycalm » 27 Nov 2021 05:14

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Re: PC|MAC|WEB Foundry Virtual Tabletop

Unread postby icycalm » 02 Dec 2021 15:38

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Re: PC|MAC|WEB Foundry Virtual Tabletop

Unread postby icycalm » 06 Dec 2021 00:05

I finally got an icycalm Reddit account (CULTxicycalm, because icycalm was taken) because I need to ask a bunch of questions in a bunch of TTRPG and VTT subreddits, and be able to contact people on there privately, etc. It's a great resource for this stuff. Can't really run Battlegrounds properly without it.

My first thread: https://www.reddit.com/r/FoundryVTT/com ... ebsite_so/

CULTxicycalm wrote:Foundry server can be used as public website? So my world can appear as videogame/webgame?

I'd like my world to appear publicly on the internet, not just for my players. Can Foundry do this? I know it can use a domain address like a regular website, but is access restricted to my players via invite only, or can any web user visit it and see my landing page? I would like the public to be able to browse around and check my overworld, journal entries etc., as in World Anvil and similar programs.

Of course I'll be serving the world/site through a dedicated server 24/7.

Thanks in advance for your help!


Tural- wrote:If you have the appropriate networking settings for it to be accessible to WAN, anyone could get to the page via the IP, domain, etc. I won't get into the networking aspect of it, nor how to properly secure the server, but on principle it is easy to do. Foundry is essentially just a web server, and can be configured to be accessible to the world like any other web server.

In the game world, you'll want to create a user, something like "Public" with no password, and assign it observer permissions to whatever you want them to be able to see.

If you want them to be able to swap scenes, you'll need to set each of those scene's settings to allow players to navigate to them.

If it's just one scene and your journal entries, you can just have that scene active and set the appropriate permissions on the journal entries.

Do note that if you are in the middle of a game and someone logs into the Public user, they're going to be seeing whatever you are in the middle of running if you have a different active scene. Anyone who logs in will also be able to type in your chat, and this may be a problem given the general behavior of anonymous internet users. Also note that only one user can be logged into each player a time; you could set up multiple "Public" users to alleviate this.

While Foundry can do this, it wasn't really designed for it and you may have issues with people leaving it logged in/tying up the accounts, people typing slurs in your chat, people sitting in on your games, etc. It would be better to just have your worldbuilding accessible outside of the game server if you want people to see it, but it is technically possible for Foundry to do it, just clunkily.


CULTxicycalm wrote:Thank you so much for this answer. I'll go with World Anvil after all. I do hope some day we'll have one program that can perform both functions.
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Re: PC|MAC|WEB Foundry Virtual Tabletop

Unread postby icycalm » 06 Dec 2021 13:57

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Hexploration with some cool Foundry mods. From this thread:

Trying to add points of interest on an overworld map, without sacrificing token visibility
https://www.reddit.com/r/FoundryVTT/com ... overworld/
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Re: PC|MAC|WEB Foundry Virtual Tabletop

Unread postby icycalm » 10 Dec 2021 13:51

I am still trying to figure out if Foundry is best for our overworld. I will make a final decision by Monday, and next week I will finally build it.

https://www.reddit.com/r/FoundryVTT/com ... i_heard_a/

CULTxicycalm wrote:Do journal entries break with updates? I heard a lot of things break...

I have a massive world I want to build in Foundry. Gigabytes of data: music, videos, you name it.

I have heard a lot of worrying things about Foundry updates breaking people's stuff. Do journal entries break too? Do overworld maps with autoplay-music and pins/markers etc. break? And if they do, is the damage irreparable and everything has to be built from scratch, or you can you salvage things with a bit of extra effort?

If I build my huge world in Foundry and don't update the program for years, will it all work again if I update years down the line?

I understand complex things like rulesets or modules breaking, but what about journal entries and overworlds?

Thanks in advance for any help you might offer me. I love the idea of Foundry, but I need some assurances before I jump in, as my time investment will be huge (I already own a license).
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Re: PC|MAC|WEB Foundry Virtual Tabletop

Unread postby icycalm » 10 Dec 2021 16:31

I got some good replies, check the thread for them. Reddit is an invaluable resource. So much less stress when asking for help compared to Discord. So much easier to write and read properly, long replies etc. Also easier to save the thread for future reference.

We're going with Foundry. It is really next level what you can accomplish with it, you won't believe your eyes when I show you. It really is a game engine and not just a VTT. Battlegrounds will be a browser game running on the Foundry engine.

I am writing a VGART review of Foundry, and I'll explain a lot in there.
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Re: PC|MAC|WEB Foundry Virtual Tabletop

Unread postby icycalm » 05 Jan 2022 15:48

Human Games Have Arrived
https://www.patreon.com/posts/59433413

icycalm wrote:The videogame industry will wake up one day soon, and they will not know what hit them. All their pretensions of artistic merit and intellectualism will be smashed and stripped off them, and they'll stand naked before us and appear as they are: as lifeforms barely above the level of animals.



Foundry 3D Canvas 2.0
https://www.patreon.com/posts/60731440

icycalm wrote:Another day, another insane update in the exploding GMRPG scene that's destined to change videogames forever. And you learn about it within minutes from me because no one is more informed on it than I.
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Re: PC|MAC|WEB Foundry Virtual Tabletop

Unread postby icycalm » 22 Jan 2022 16:02

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Re: PC|MAC|WEB Foundry Virtual Tabletop

Unread postby icycalm » 18 Mar 2022 03:24

This is what the start screen and menus look like in a Foundry campaign. The server can be online 24/7.

I made a landing page for my Agents of Edgewatch campaign on Foundry VTT
https://www.reddit.com/r/Pathfinder2e/c ... _edgewatch
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Re: PC|MAC|WEB Foundry Virtual Tabletop

Unread postby icycalm » 02 May 2022 15:37

Levels: Depth Blur module is out on Foundry.

Trailer: https://youtu.be/QmEZRmpYLYU

Outstanding work from TheRipper93: automatic blurring of lower levels for character tokens that ascend to higher levels. Looks very cinematic: the original Divinity: Original Sin does it (probably the sequel too but I haven’t played it). We might be seeing it in action soon if the Azlant team ends up using Foundry with the Peregrine for an animated ship. Not sure it would work with a video file though. I guess it depends if video files can be built with varying elevations, and if the particular animated ship we’re using has enabled them. For example, the water as seen from the deck should be slightly blurred.

The above video is the trailer. Below is a brief demo video that shows exactly how the feature works.

Module Showcase\Tutorial: https://youtu.be/EptprFHaSCw
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Re: PC|MAC|WEB Foundry Virtual Tabletop

Unread postby icycalm » 02 May 2022 16:10

Argon Combat HUD
https://youtu.be/ODKi0AuDNA8

Insane work from TheRipper93 that dropped two weeks ago and I just noticed it. Don’t miss this video: full CRPG combat HUD but with a ton more information pulled straight from all the books you own. Imagine this plus animated tokens and spell effects inserted into Paizo’s new 4K Foundry adventure conversions. That’s how we will be playing Curse of Strahd and Kingmaker next year. The revolution is upon us comrades!
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Re: PC|MAC|WEB Foundry Virtual Tabletop

Unread postby ChevRage » 05 May 2022 23:46

Foundry VTT Module Tutorial: Building in 3 Dimensions with Better Roofs, Levels and Wall Height
https://www.youtube.com/watch?v=ELlweNunn4g

Looks like a pretty good bunch of 2D map modules. They'll allow you to make maps that have buildings with multiple floors to them without making separate maps for each floor. This type of functionality would have been very welcome in the senate building in War for the Crown.

It's not actually 3D like 3D Canvas, but it might come in handy for when you only have 2D maps on hand.
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