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Design Principles

Marko edited this page Jan 31, 2022 · 7 revisions

If you can do it at the physical table, you can do it with this system.

I try to make the character sheet as flexibly usable as possible. Originally, that meant that I didn’t put much emphasis on automating a lot of processes and calculations. However, over the course of the development some automations have been implemented. Most notably, there are optional roll buttons, which do include some calculations. For example, if you use this roll button, pool point costs for armor and the damage track are taken into account in the total cost of that roll.

All of this is optional, though, and it allows for different game styles. The system settings allow for granular customizations. If you want even more customization, this can be done via macros. Some macros, which can be easily configured to your needs even without any coding experience, can be found in the compendia.

In my own games, I use a rather skeuomorph [↗︎] approach to virtual gaming, where I don’t use pre-made maps, but instead a literal virtual table top. I play virtually almost the same way as I do at the physical table. This is the default game style assumed by the system.

Here’s a screenshot of my setup:

There I have a virtual tabletop, with a battle map similar to the one I use physically where I draw the scene with the drawing tools.

Above that, I have a page for player areas, where I place tokens for XP, temporary equipment, ammo, cyphers, and whatever else might be useful. For that reason, I have a special actor type implemented, the Marker. With that, you can create tokens the players can move around (if they have set up the proper permission).

I use the empty space to the right for images of sceneries, NPCs, creatures, and whatever might be useful for setting the mood, by placing tiles.