Allow maps to mask off areas from global illumination. Details: Maps include a global illumination blocking mechanism using polygons and tokens, perhaps with variable density (alpha channel) Effects: The GM could have freestanding structures with windows and doors that let in light and allow characters to see outside. Items such as trees could cast shadows onto the map increasing verisimilitude (the top of the tree would not be visible to players but its shadow would be). Walls inside a light-blocking polygon/token stop light completely, however, without walls, light comes in as shady illumination such as with a wall-less tent or gazebo Scenarios: Woodland-The characters are in woods, By simply varying the density of the treetops the forest can go from friendly (60% density) to sinister (90%) with only tiny motes of illumination; Old West- The characters are locked in jail with a single window looking out on to the main street. A gunfight between two desperados is taking place as the PCs watch. Just after Bad Bart guns down too-slow Joe, the characters hear the sound of many hooves pounding. Just as he goes for his gun again, Bart is shot down. But by who? Lone Building- A tall mage's tower stands on a small, rocky, island. The tower has shuttered windows halfway up and a crenelated roof. As you open the door it reveals a dark, twisted, labyrinth inside illuminated only by the little light coming from the open door.