Rabulias said: Also, don't underestimate the value of tricks like covering special areas with regular Fog of War, hiding opponent tokens on the GM Layer, and/or using Dynamic Lighting boundaries to block movement (and Only Update on Drop). Great point about the lighting boundaries. If the real problem the OP is trying to solve is that people run around willy nilly looking at the dungeon, you could place lighting boundaries (yes they would block light also, so it would be a bit less 'realistic' looking temporarily) across the corridors every 100 ft or so, and also before you get to anything interesting. These would all be tagged with a specific color or otherwise identified (by API script data) and then you could have a macro button that moves these boundaries out of the way. Basically, let the kids run around. When they settle down, hit the macro button again and any boundaries within 60ft of any of the players would be automatically moved to the GM layer, effectively "unlocking" the next region. It would have to be this automatic to not suck for the GM, and it isn't hard to write. Another command from the same API script would reset all these blocking lines to the lighting layer when you are done with the session. PS: or we could actually place a giant octagon of lighting boundaries (circles are too expensive) around the party's center point that updates whenever you hit a button. Almost the same with way less effort. Sort of like saying "we aren't in initiative, but you can only move/see this far, until everyone in the party has had a chance to move. Then the DM just mashes this button repeatedly to create "phases" of movement without having to be in initiative.