Just bought my first digital adventure from the store, was rather baffled by how Im supposed to use the dual map system with Maps VTT?
They provide a DM version with notes, and a Player version without - I have to load the player version to build and manage gameplay. How do I reference the notes on the DM version of the map during a game on Maps VTT?
don't get me wrong - it's doable in a number of ways, but feels very clunky. Personally I hate having to change interfaces when Im trying to run a game, try to minimise my digital tools so I can stay in the flow with the role play and make that digital layer as "transparent" to my experience as possible.
I propose a notation later on the DM interface for adding text notes or stickies or something to mark up the map for reference in a way that is hidden from the players but is visible (maybe toggle-able on/off) so that encounter notes can be added during prep, before you do a dungeon crawl etc. Or even just reminders like "height could help here, use stalactites" or whatever. To help manage all the stuff we need to keep in our heads.
Thoughts?
If you agree, please pile on and provide the same feedback via Maps VTT feedback button!
I would accept a 1GB reduction in my map storage space, if it meant I could make 1GB of text notes on my maps, that didn't show up in Spectator Mode. Also, arrows and free form drawing would help for the DM view.
They could be some sort of icon you place down that clicking on it, opens the text window, and a toggle to say "display all notes" that opens all of them at once.
For reference, the DM version is supposed to be read within the adventure module. However, Abomination Vaults has an amazing additional system that I hope is used from now on, where you get a clickable minimap that can jump to the various sections within the module.
100% agree, I was actually just searching for an area to create feature requests so I could ask for this exact thing. It would be particularly helpful for things like dungeons in pre-written adventure modules, so I can annotate hidden treasures, traps, triggered events (etc) without having to hold up gameplay by continually referring back to the module, looking first at the map to find the room's "code" (i.e. V13 - which would be hidden from the player's version of the map), then looking up the section relating to that code and THEN reading the module content.
This would be an absolute game-changer for me, and it feels like it wouldn't be particularly difficult to implement, so I'm hoping this gets added soon.
(also +1 to the note that we could display or hide notes, and then toggle display/hide all, perhaps hidden notes appear (to the DM only) as just a pin, and the notes can be displayed as a kind of tooltip when clicking it).
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Just bought my first digital adventure from the store, was rather baffled by how Im supposed to use the dual map system with Maps VTT?
They provide a DM version with notes, and a Player version without - I have to load the player version to build and manage gameplay. How do I reference the notes on the DM version of the map during a game on Maps VTT?
don't get me wrong - it's doable in a number of ways, but feels very clunky. Personally I hate having to change interfaces when Im trying to run a game, try to minimise my digital tools so I can stay in the flow with the role play and make that digital layer as "transparent" to my experience as possible.
I propose a notation later on the DM interface for adding text notes or stickies or something to mark up the map for reference in a way that is hidden from the players but is visible (maybe toggle-able on/off) so that encounter notes can be added during prep, before you do a dungeon crawl etc. Or even just reminders like "height could help here, use stalactites" or whatever. To help manage all the stuff we need to keep in our heads.
Thoughts?
If you agree, please pile on and provide the same feedback via Maps VTT feedback button!
I would accept a 1GB reduction in my map storage space, if it meant I could make 1GB of text notes on my maps, that didn't show up in Spectator Mode. Also, arrows and free form drawing would help for the DM view.
They could be some sort of icon you place down that clicking on it, opens the text window, and a toggle to say "display all notes" that opens all of them at once.
For reference, the DM version is supposed to be read within the adventure module. However, Abomination Vaults has an amazing additional system that I hope is used from now on, where you get a clickable minimap that can jump to the various sections within the module.
I would really love to be able to add notes on my DM screen that do not show in the spectator version.
The mechanics are already there; I can hide monsters, why not notes that can expand/collapse?
Would make remembering my own traps soooooo much better.
100% agree, I was actually just searching for an area to create feature requests so I could ask for this exact thing. It would be particularly helpful for things like dungeons in pre-written adventure modules, so I can annotate hidden treasures, traps, triggered events (etc) without having to hold up gameplay by continually referring back to the module, looking first at the map to find the room's "code" (i.e. V13 - which would be hidden from the player's version of the map), then looking up the section relating to that code and THEN reading the module content.
This would be an absolute game-changer for me, and it feels like it wouldn't be particularly difficult to implement, so I'm hoping this gets added soon.
(also +1 to the note that we could display or hide notes, and then toggle display/hide all, perhaps hidden notes appear (to the DM only) as just a pin, and the notes can be displayed as a kind of tooltip when clicking it).