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Different ways people use Roll20 with Published Adventures

I've been running Lost Mine of Phandelver (5e D&D) published adventure with Roll20 (although this post could related to any published adventure from any system), and wondering how different GMs use Roll20 with published adventures.  Specifically the 'GM info' in the adventures. I'm aware of the trick of placing an 'info token' on the map, and use that to hold info (locked door, for example).  I'm more interested if GMs transfer some / all of the info to the maps, or leave it all in the published booklets and read from the booklets. For the most part, I find I can read Lost Mine from the booklet (e.g, "You enter the barracks and scattered around the room you see..."), but when it comes to certain NPC Characters (vs.  NPC Mooks ) who may pop up in different areas of the adventure (not just "Area 11", and never leave there), I find it helpful to transfer their info to the character sheet, etc., as some info may not become relevant until the players have finished a certain quest, etc. If I've explained the above correctly, how to other GMs use Roll20 to keep track of certain information that can be required at different places in the adventure?  Any tips / tricks? Thanks!
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The GM layer is useful in that you can drop plain text directly onto you map and you can see it always, the players cant. Just be careful when you drop something from the GM layer to the token layer, you do not want your text to appear on screen, saying kill Fred here if he is not paying attention again. I tend to go overboard and create a character sheet for every npc & mook type complete with tokens. /w gm is a handy tool if a specific npc has an ability or something that you might want to be reminded about. I have started creating an info macro for every npc and mook, just so I do not gorget that creature xyz has resistance to bludgeoning weapons and immunity to piercing for example. The chat does get very busy and messy but the players do not see it and each creature has one. They target the kobold, hit info and you have everything, oh sorry you meant the kobold shaman, select token and hit info and you have it all. the trick is keeping it organized and in the same format. So as an example in Lost mines I use the OGL character sheets. For the evil wizard I will create a character sheet and add the stats and spells and tick the NPC button. Then I create an ability for him called "Info" and stick this in the script: /w gm &{template:default} {{name=@{npcd_name} @{npcd_type} }} {{Armor Class= @{npc_acbase} }} {{Senses=@{npcd_senses} }} {{Languages=@{npcd_languages} }}{{Spelcasting=mage is a 4th level spellcaster and knows spells as listed on the character sheet}} The only other ability he will have is an attack and the rest is his spells as on the character sheet, yes I add them there. Now if we look at a young green dragon for example, I will drag the young green dragon from the compendium onto the character sheet, (it turns yellow before you drop it) and then hit the NPC button (or the other way round, I can not recall.) Anyway, my info macro will be something like this: /w gm &{template:default} {{name=@{npcd_name} @{npcd_type} }} {{Armor Class= @{npc_acbase} }} {{Senses=@{npcd_senses} }} {{Languages=@{npcd_languages} }}{{ Damage Immunities = Poison }}{{ Condition Immunities = Poisoned }}{{ Amphibious=The dragon can breathe air and water }}{{Multiattack=The dragon makes three attacks: one with its bite and two with its claws.}}{{Poison Breath (recharge 5 / 6)=The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.}} The other macro abilities on this token are bite attack, claw, breath and breath recharge. In the above macro you can see that everything up to Languages is the same after that, it is just a listing of all the pertinent details regarding that creature. No need to go read up again if you have all this as a macro on the token. You can call it 100 times and the players will not know. You can add as many things to this as you want by doing {{something = the text you want to show}} So both of these are fairly similar and they do take a bit of time to build but once you have them, you can drop them anywhere you need them. You will not need to look up a Young green dragon again as you have done all the work already and do not even need to read up on their resistances again. As for the named NPC's, I have sheets for them also and drop them in a folder under monsters and split them up by class (tags work). In 4 months time, you might need a an NPC caster so you pull out good old evil wizard, play him and a good character and you are done. the PC's will probably have forgotten about him by then. If he becomes a recurring villain in your campaign, level him up, add a couple hit points, a few spells, save as a new NPC and you are done. The old one can become a generic npc when you need him again. Maps: Even if the module does not have an encounter in the town, have a page that you can call up. Also have an inn handy. Do not bother populating it with too much, have a few handy tokes that you have tagged as favorite and you can quickly add them, Not too much but have something, just in case. Theater of the mind works but some players do not want that and you are after all telling a story together. My goal is that once we sit and start playing, I will not need to have the module on hand, not that that has ever happened, because you know .... PC's ....
Brett, Grant gives a lot of good suggestions. As for me I put everything into the Roll20 sheets and make extensive use of the GM layer with various token actions. I use the "color bars" on the tokens to both present information to the players in the chat window but also whisper things to me.  /desc @{selected|bar1}  Bar1 = Green, Bar2 = Red, Bar3 = Blue That and a lot of actions built into the various tokens goes a long way. I used to use plain text but have swapped to using room numbers as tokens and storing information on them, a whole slew of special tokens to denote, door type, direction it opens, if there is a trap, if there is something magical a "detect magic" could find, changes to the walls etc that a dwarf or other race could discern by merely walking by. On various other bars I'll put opposed rolls, the source of the item or creature being used, and so on. Then any attacks, special abilities, what treasure it may have and what search a character needs to match in order to find it. I also link pictures into the chat window with the macro so if a new monster appears I can pop a description and show a picture of the monster. Some people process pictures better than the written word. It also saves me time vice making endless handouts. On the question of maps I build the specific maps needed for the adventure and then have my "generics." Forest, Plains, River, Hills, Desert, Sea, Bush, etc, that I can fall back on if the group travels across one of those terrains. Then there are certain abilities that I enjoy and rely on heavily as a Pro user. The API is a tremendous time saver with the various scripts made by different folks. I change token markers,  music, lighting, and things all with clicking on a macro that triggers a script with different settings. And of course it is easy to move things from one game to another with their utility. And since I am already plugging the Pro: the ability to modify or make your own character sheet specific to your game is a great feature as well.
Some very good ideas. (Me who uses post-it notes in the various manuals). ;)
Wow - amazing ideas, and thanks for the time and thought!! I hope others get help from this as well, so thanks! I do have questions, but unfortunately I have an exam early tomorrow morning,  so will come back later and post. Once again, thanks very much for your information!
Thanks again everyone! Grant - I use the GM layer as well, and place plain text on it.  I started with that idea, but find it gets messy, so I'm starting to experiment with placing 'info tokens' on the GM layer (see below for an example), then placing the text in the GM area of that token.  I'm not 100% sold on it for every piece of info, but will give it time... I also create a sheet for every NPC Character and Mook, complete with tokens.  The idea is: a) I can copy and run the campaign again with a new party; and b) it allows me to create a library of sheets completed for future / other games (although the OGL sheet is making this easier and easier!!). I love your idea of the info macro, and appreciate you sharing the macro details here!  I also picked up from your info that I'm not using the "search / tag" function in the Journal area as much as I could be. I also use maps quite a bit.  I know there can be a conversation about grids vs theatre of the mind.  I started with D&D in the 70s, when the only thing that existed was TotM, but I enjoy maps and grids for visualization as well. Thanks Grant! Erich S. - great stuff as well! Can you explain more how you use the colour bars, or provide a screen shot example?  For example, I set them as AC, HP, and PassPerc (I've seen others set one as Move).  What do you set yours to, and some examples of how you share that info with players, vs. what info you only whisper to yourself?  You explained some in your post (below), but I don't quite 'see' it :) . Erich S. said: That and a lot of actions built into the various tokens goes a long way. I used to use plain text but have swapped to using room numbers as tokens and storing information on them, a whole slew of special tokens to denote, door type, direction it opens, if there is a trap, if there is something magical a "detect magic" could find, changes to the walls etc that a dwarf or other race could discern by merely walking by. On various other bars I'll put opposed rolls, the source of the item or creature being used, and so on. Then any attacks, special abilities, what treasure it may have and what search a character needs to match in order to find it. Re: using room numbers as tokens, that's what I'm getting into as well. Another question for you is, re: linking pictures into the chat window with macros.  How do you do that?  I've been sharing the monster's character sheet with players, which hides all the stats, but shows name & picture.  I'd love to just show them the picture, as sometimes I don't want them to know the name :) . I also link pictures into the chat window with the macro so if a new monster appears I can pop a description and show a picture of the monster. Some people process pictures better than the written word. It also saves me time vice making endless handouts. Re: API, I have yet to get into those :) . Thanks again to both of you.  Great stuff!
Hello Brett, let's see if I can explain what I am doing adequately.&nbsp; The words, "Tie in to chasm" and the number 8 are both on the GM layer. See the monster to the right? The players cannot seem him and he is on the Token layer like a regular monster; just to make things easier. So in the first bar I have this loaded: "Looking like a half rat/half lizard, these monsters are close to a foot and a half long and move in a frenzied fashion. They do not have hair but instead have scales and a bony crest rising from their back. Long barbed tails trail behind them. [scrimp](<a href="http://i.imgur.com/Ms7RhsC.jpg" rel="nofollow">http://i.imgur.com/Ms7RhsC.jpg</a>)" So when it is time to show this information to the players I select that token and use an action token associated with it. /desc @{selected|bar1} That will print out the text into the chat window and go fetch the picture from imgur (you can use anywhere &nbsp;but be aware there is a character limitation on the length of the url. I am lazy so use imgur to store and fetch things from.) You can put quite a bit of text into the three bars and the Token Name. For the other tokens, the ones for the actual monster/character on the map you can use the bars as normal: hp, ac, movement, etc. Using the same macro (great things about macros and @{selected}, write it once and use it multiple times. I have room descriptions on that Number 8 sitting on the GM layer. Learn the keyboard shortcuts to quickly jump from layer to layer; before you know it you'll be doing it and not even giving it any thought. Bar1 contains a general description, Bar2 has anything needed for maybe a trap (You can put inline rolls into this as well. ex. "The block of stone plummets down, hitting you for [[1d6]] points of damage." &nbsp;Lots of flexibility. When I first started I would have a doc file open and cut and paste things into the chat window. I am of the opinion the more routine tasks you can set up ahead of time the more time you have to take care of the other aspects of the game. I started doing this when I was running a text-only game and kept using it as it helps keep the story/adventure moving. Hopes this helps to answer some of your questions. This is not the most elegant way of doing it but it works for me. One word of advice: read the forums. There are always people coming up with new ways to do things and sometimes it is a perfect fit for what you are attempting to do!
Is there a handy link on making public Roll20 Modules? As well as what art you may or may not allow?
Erich S. said: The words, "Tie in to chasm" and the number 8 are both on the GM layer. See the monster to the right? The players cannot seem him and he is on the Token layer like a regular monster; just to make things easier. So in the first bar I have this loaded: "Looking like a half rat/half lizard, these monsters are close to a foot and a half long and move in a frenzied fashion. They do not have hair but instead have scales and a bony crest rising from their back. Long barbed tails trail behind them. [scrimp]( <a href="http://i.imgur.com/Ms7RhsC.jpg" rel="nofollow">http://i.imgur.com/Ms7RhsC.jpg</a>) " That's AWESOME -- thanks! &nbsp;I played around with it, and see what you mean. Erich S. said: You can put quite a bit of text into the three bars and the Token Name. For the other tokens, the ones for the actual monster/character on the map you can use the bars as normal: hp, ac, movement, etc. Re: putting it in the bars, it would seem it's hard to see all the info there. &nbsp;I can see adding them as Ability Macros, as you can see more text there, but how do you see most / all the text in the bar areas? &nbsp;Maybe I'm missing something... Erich S. said: Using the same macro (great things about macros and @{selected}, write it once and use it multiple times. I have room descriptions on that Number 8 sitting on the GM layer. Learn the keyboard shortcuts to quickly jump from layer to layer; before you know it you'll be doing it and not even giving it any thought. Bar1 contains a general description, Bar2 has anything needed for maybe a trap (You can put inline rolls into this as well. ex. "The block of stone plummets down, hitting you for [[1d6]] points of damage." &nbsp;Lots of flexibility. Hopes this helps to answer some of your questions. This is not the most elegant way of doing it but it works for me. One word of advice: read the forums. There are always people coming up with new ways to do things and sometimes it is a perfect fit for what you are attempting to do! It's a big help -- thanks! &nbsp;After posting this I started playing around with Macros on a Token for this exact thing (descriptions, etc.). &nbsp;I'm also playing around with actually creating character sheets for the rooms, and placing them in a folder, and this way I can use %______ in the Chat Window to call the macros and spit out the information. &nbsp;Playing with a few ideas, but the above is a big help. &nbsp;Thanks!!
Saevar L. "Liquid-Sonic" said: Is there a handy link on making public Roll20 Modules? As well as what art you may or may not allow? Hi Saevar. &nbsp;I'm not sure what you mean by "making public" Roll20 Modules. &nbsp;Do you mean making modules (creating your own?), or making them public, or both? Also, re: what art you may or may not allow, if you're asking what art you're allowed (or not allowed) to use in your games, that's more of a copyright / legal issue that I'm not 100% sure on. &nbsp;Can you describe more?
Brett M. said: Re: putting it in the bars, it would seem it's hard to see all the info there. &nbsp;I can see adding them as Ability Macros, as you can see more text there, but how do you see most / all the text in the bar areas? &nbsp;Maybe I'm missing something... Brett, I cheat. I write everything in the token's "GM Notes" area and then copy and paste it into the bars and token name as needed. That way if I am not sure what I wrote, I can read it all in the GM Notes section. Usually put a 1: or something on top of it.&nbsp; 1: Room Description and other tidbits of atmosphere information. 2: A sentence or two if someone does a Search or Perception or whatever way you want to call looking for things and explains what they find if they are successful.&nbsp; 3: Trap information and its affects on whatever unfortunate happens to be in the way. And if you are going to run multiple games, and often, you can't beat the Pro account, in my opinion. Take this information and then add other effects and such on top of it. With the new additions to the FX engine you can have an Action Macro on a token that will: Play a sound or music, write a blurb in the chat window figuring up damage and all that, and now show the attack (if it is flame, acid, or other effects on the list.) All that with one mouse click... And I am barely scratching the surface really.&nbsp; Here's my basic set of token conditions And the newer set.&nbsp; See how I am using the "Red Dot" to denote a light source? The macro takes advantage of two scripts, Token-Mod, and Torch, &nbsp;to both add the red dot to the character token and to set the lighting on the token to the standard torchlight distances as per D&D 3.5.&nbsp; And then there are work arounds for tokens with darkvision and carrying a torch, etc.&nbsp; Not to say the API is perfect, there are days it slows to a crawl or doesn't work at all. But I am happy to be able to say it happens maybe once every other month.&nbsp;
Erich S. said: Brett, I cheat. I write everything in the token's "GM Notes" area and then copy and paste it into the bars and token name as needed. That way if I am not sure what I wrote, I can read it all in the GM Notes section. Usually put a 1: or something on top of it.&nbsp; I figured as much :) . &nbsp;Re: all the other info, YOU'RE A BOSS :) ! Thanks!
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chris b.
Pro
Sheet Author
API Scripter
I use Handouts, and paste room descriptions in to the top portion, and room information into the GM only section. Then I label the handouts with the name of the room such as 'area 1' and everything for an adventure is in one folder. (and subfolders for different sections of the module).&nbsp; Others already described how to create monsters and NPCs. Note sometimes I use the Token or Map layer to add notes right on the map, but I'll only do that if lighting walls allow me to put them in a place players will never see..
Thanks&nbsp; chris b. ! &nbsp;That's why I asked these questions, as it brings out different ideas and thoughts! From all of this, what I think I'll try is: Handouts for the general room info as I typically just read the descriptions vs. posting them in chat. &nbsp;(Although, obviously I could share the handout with the players to see the 'non-GM' info.) &nbsp;Given the rooms don't really 'change' much, then you just call the right handout for the right room and go from there; but... For things that do change / move around (e.g. NPCs), I can see putting that info in the NPC... maybe even as a macro (for example -- an NPC is saved by the party, and immediately asks them to help him/her retrieve their armour; then later on encourages them to go back to town so the NPC can heal and speak with other friendly NPCs; then if the party accomplishes another goal, that NPC offers to bring certain PCs into his/her faction. &nbsp;I find it tough, in those cases, to flip back and forth through pages of the adventure to find that out, if it's spread across different areas of the adventure -- this way it's all in one spot and 'follows' the NPC so I can call it from the notes, etc. there); as well... I can see using map tokens, etc. to mark a door that's barred (nothing worse than a party saying "I'll open the northern door", you do and explain everything in the room... then &nbsp;remember the door was locked, trapped, etc. :&gt; ), so it's immediate (to the GM) as they come up to the door that something's up I can see, if you're a GM that likes to post / emote things in chat, then Macros would be the way to go over Handouts (or Handouts + Copy & Paste :&gt; ). I also like&nbsp; Grant 's suggestion of NPC info macros, so I can quickly call up info at my fingertips. &nbsp; Silvyre helped with a really awesome&nbsp; "NPC Attack Options" macro I suggest people check out. &nbsp; Erich S. ' idea of linking pictures of monsters in chat is awesome too, and I plan to use that, including building a macro(s) for it. Again -- thanks all! &nbsp;I hope other GMs get as much out of this as I did!
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The Aaron
Pro
API Scripter
One more tool for your toolbox if you don't already know about it: you can link handouts & characters in the text by putting the name in [ ]. &nbsp;I've been creating a handout per location of interest, then in the GM notes, I put a link to any handouts I'll give the PCs for finding treasure or noticing a clue or the like. &nbsp;Treasure handouts then have a link in the GM notes to any magic/special items that were included. &nbsp;That makes navigating quite a bit easier.
PMFJI, but thanks to all for the great ideas. I'm still a noob and I start to realize, that there is much more to this system than I thought... and I thought it had all :) Aaron: These are nicely done handouts. Might I ask where you found the banner graphics (chest, potion etc.)? Or did you make them yourself?
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The Aaron
Pro
API Scripter
Russ Hapke and I made those actually. &nbsp;They're on the marketplace: &nbsp; <a href="https://marketplace.roll20.net/browse/search/?keyw" rel="nofollow">https://marketplace.roll20.net/browse/search/?keyw</a>... This has been my first chance to use them. &nbsp;Our original set with variations had 26,000+ but we had to step back a bit on that.. =D
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PaulOoshun
Marketplace Creator
Saevar L. "Liquid-Sonic" said: Is there a handy link on making public Roll20 Modules? As well as what art you may or may not allow? Saevar, you basically make a module by setting up a game on Roll20 and then contacting the Dev team to turn it into a for-sale module. &nbsp;In terms of art you can use anything you made and own copyright over. &nbsp;The same is true of any stats/mechanics/monsters that you use - only those that you have some claim to (either because they are original creations or because you are allowed to use them through a license such as the OGL). The need to create art content, arrange the story content in a way that others can navigate and use, and understanding the licensing of things like OGL are the hurdles to getting it done and published. &nbsp;Challenging, but don't let that put you off - I've created one so far and I'm making a second now.
The Aaron said: One more tool for your toolbox if you don't already know about it: you can link handouts & characters in the text by putting the name in [ ]. &nbsp;I've been creating a handout per location of interest, then in the GM notes, I put a link to any handouts I'll give the PCs for finding treasure or noticing a clue or the like. &nbsp;Treasure handouts then have a link in the GM notes to any magic/special items that were included. &nbsp;That makes navigating quite a bit easier. That's awesome Aaron -- great idea and thanks for sharing!! Eugen said: PMFJI, but thanks to all for the great ideas. I'm still a noob and I start to realize, that there is much more to this system than I thought... and I thought it had all :) Eugen -- no worries about JI -- exactly what this post is about -- all of us learning! Alan H. said: Saevar, you basically make a module by... Thanks for answering that Alan, as I didn't know.