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Good and evil

So I'm thinking of creating this campaign where one set of PC's are the good guys, and the other set are the BBEG. Now, I know I can set it so individual players can sit on different maps, but how would I converse to one group without letting the other know what they were doing? Would I be better off doing two separate campaigns? If possible, how would I hide one group from the other should they enter the same map together, but were not to know?
1409635187
The Aaron
Roll20 Production Team
API Scripter
For conversing, you can make a character named Good and another named Bad, the give control of each to all the players on the appropriate side (be sure to give yourself control of both). Then whispering to either one will whisper to all the players on that team. Dynamic lighting and line of sight would let you hide them, but we probably need more info for a better answer.
1409635274
Pat S.
Forum Champion
Sheet Author
Not anyway that is easy. At first thought, I would say two campaigns that are identical (make the master and clone it) then just bounce between them if you are running them at the same time. In one game you control the good side and the other you control the evil side. If it is text then you can just cut and paste as needed. If it is voice then I don't have a clue. If you are wanting to hide them then keep them in separate campaigns keep the appropriate side in the gm layer. Those are just guesses and suggestions for I don't have any experience in something like that.
Aaron said: For conversing, you can make a character named Good and another named Bad, the give control of each to all the players on the appropriate side (be sure to give yourself control of both). Then whispering to either one will whisper to all the players on that team. Dynamic lighting and line of sight would let you hide them, but we probably need more info for a better answer. Huh, I didn't know that first one. That's pretty cool. I didn't know if you whisper a character it shows up for everyone with control of that character. Shandrick, major props for trying that type of campaign. My head hurts just thinking about trying to keep track of two separate parties of PCs, working hidden from each other, plus all the NPCs that each group is interacting with. You're basically running two separate campaigns at the same time. I have a decent amount of GM experience but I wouldn't even attempt something that complicated. Good luck, let us know how it goes!
Aaron said: Dynamic lighting and line of sight would let you hide them, but we probably need more info for a better answer. Like what? Jacquesne J. said: Shandrick, major props for trying that type of campaign. My head hurts just thinking about trying to keep track of two separate parties of PCs, working hidden from each other, plus all the NPCs that each group is interacting with. You're basically running two separate campaigns at the same time. I have a decent amount of GM experience but I wouldn't even attempt something that complicated. Good luck, let us know how it goes! The closest I've come before is that at the start of the Campaign, I told a PC he is actually the bad guy, made sure he sat next to me at the table for ease of note passing, and told him to do whatever he wanted. It was an epic game. I agree, this may be tricky to try, but I'm willing to give it a shot anyway. If it gets too much, I'll just get the evil PCs to swap to a new day and run their session before I run the good PCs.
1409670367
The Aaron
Roll20 Production Team
API Scripter
If possible, how would I hide one group from the other should they enter the same map together, but were not to know? What do you mean by "hide" in the context of them being on the same map. I can see several possibilities: Not allow the Good players to see the tokens -- this can be handled by dynamic lighting and line of site, so long as there is something physically separating the parties on the map, like a wall, or dense forest. Not let the Good players see the tokens despite them being right next to each other -- this is not so easily done. If the Bad tokens were the GMs, they could be on the GM layer, but then the evil players couldn't control them. There are some advanced (and at this point just theoretical as I don't know that anyone has actually written it...) ways of handling this in the API, but that requires a Mentor subscription (which everyone should get!!! (but I'm biased. =D) ). Hide the fact that they are controlled by players and not just NPCs like everyone else. You can do this pretty easily, as long as you avoid setting the permissions on the token in an obviously different manner (seeing bars, for example would be a dead giveaway, unless you let them see the bars on all your NPCs as well.)
Yeah, was referring to the first. I'm sure I'd do it so each team knew who was on what team. But for instance, if the Good Guys were raiding a building and it turns out it was the bad guys base, I wasn't sure how to do it. Thanks for that though. Dynamic lighting. I just need to figure out the basics before I get to that level.