So I tried running my first Roll20 game last week using the Dragon Heist module bought in the Marketplace. I really like the idea of Dynamic Lighting to kind of limit the Omniscience of the players so I turned that on. But I also like them having an idea of where they have already been so I turned on Advanced Fog of War. Of course, none of this stuff works unless the players tokens have the "Has Sight" option turned on so I turned that on as well. I tested with a second account and it looked like it was working the way I wanted. Come game night, though, when I put the players on the map (Kolat Towers for those who have the module) everyone said their systems slowed to a crawl and the game was completely unplayable. I had to turn everything off and resort to just normal Fog of War in order for people to be able to play. Did I just turn too many things on at once? Did I misunderstand what options were needed to accomplish what I was after? Basically, I wanted the map to be revealed based on dynamic lighting rules, and stay revealed (but with monster tokens not in line of sight to disappear). I've read that some of these options definitely increase processing, but my test system seemed able to handle it fine. I'm not sure where the bulk of that processing occurs, though. Is it MY system trying to process all that and then send it down to the players? Or is each player's system trying to process everything themselves? I found it odd that EVERY player had problems. I have to imagine that at least one of them had a beefy system. I'd hate to think that the cool options that come with a Roll20 subscription are basically unusable.