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Efficient session prep?

Hi all. I've been using Roll20 for about 3 or 4 months now, and I'm feeling pretty comfortable with a lot of the system's features, but I feel like setting up new elements is still very tedious and time consuming. I would love to get some feedback from other GMs about ways that they minimize the sort of data-entry prep time that seems to eat into a lot of my free time. How do you handle your NPCs and creatures? Particularly anybody running a D&D 5e game, but I'm sure all systems are relevant. I love the ease of having a creature fully programmed in with macros, stats, etc, using the 5e character sheet, but it is so time consuming to do, and I feel like the interface for doing it is a little clumsy and not very streamlined. I've tried running NPCs the way I would at the table — with an index card or printout for each one — but it's just not easy, with what little space I have at my desk at home, to manage all that paper and switch between reading something off my lap and the computer screen. For creatures included in the Basic PDF, I can have that open on a second screen, but, without any legal PDFs of the Monster Manual, I'm either reading a book out of my lap, or stuck pulling them in digitally ahead of time. (I have tried taking snapshots of statblocks with my phone.) Regardless, I'm mostly just interested in hearing if you have a method that feels effective and efficient and lets you run things smoothly during your sessions without spending several hours of data entry before every game.
I create a template NPC sheet, with all the stats and token actions I want (generally much less than would show up on a full charsheet; e.g. for True20 I have defense, toughness, saves, and attacks), then duplicate it to create new NPCs (so the token actions are copied). I'll typically make special token actions for anything I expect to come up (e.g. a stealthy monster might get a stealth macro, even though I usually don't set up skills for NPC sheets), and either paste the statblock into the GM notes field if I have it, or make a note there of exactly where to get it (e.g. book name and page number) so I can do so in a hurry if necessary.
I write API scripts to speed up monster creation on the fly.
HoneyBadger said: I write API scripts to speed up monster creation on the fly. You and your fancy magicks.
Heh. I should probably look into doing that for D&D 5e sometime soon.
1419065980
Gen Kitty
Forum Champion
redrick W. said: Regardless, I'm mostly just interested in hearing if you have a method that feels effective and efficient and lets you run things smoothly during your sessions without spending several hours of data entry before every game. Sadly, no. I spend extra hours just making pretty/nifty things for my maps and finding music and creating macros. The only thing I can suggest is subscribing at the mentor level so you can take advantage of API scripting for making things run faster during the session -- but the tradeoff is you pretty much have to put in the extra effort between sessions.
My computer desk isn't that big either. However, when Roll20 game time comes around I set up a smaller table next to me, which turns my work area into a temporary L-shaped desk. I keep one of my binders open on this table, usually my adventure binder, for quick reference. As for monsters, I will put the bare minimum information I need in the GM-only text box on the monster's icon. Or, sometimes I type it out directly on the Roll20 map and move the text box to the GM layer. That makes the information readily available but of course the players cannot see it. Admittedly, I run B/X D&D games, so the monster stat blocks are pretty simple to begin with. Anything much more complicated and my solutions may not be feasible.
1419166528
Kryx
Pro
Sheet Author
API Scripter
I use the 5e NPC sheets - it takes about 5 mins for each mob - including finding a token.
I found this interesting reading as I am about to dip my toe... well more like jump in the very deep end and run a game on Roll20 for a friend of mine before adding in other players. There seems to be a lot to do, and I am not 100% where to start. I am going to read the ' New to Roll20 ' topic and go from there. Though I can see some suggestions above that will work for me.
1420720371
Gen Kitty
Forum Champion
A lot also depends on the system you're planning to run. Feel free to post your own thread asking for system-specific prep tips for roll20, or tuck it here instead. S'all good. ^_^
GenKitty, initial games will be Bushido and HERO system.
Here are my steps for creating a game: 1. I create a map page for the Players to see when they log into the game. A 'splash' page where their master token is stored. 2. I create a map page just for the master tokens for 'monsters,' 'bad guys,' or 'opponents' tokens to be stored. 3. I create a few Handouts that detail the campaign start, game environment, and other information that all characters are likely to know about the world and environment before the start of the game. 4. I create any Character specific Handouts for information too. 5. I create a blank PC and NPC character sheet that I can copy and fill as necessary. I prefer to create my own macros and character sheets for several reasons: a.) Generally, most pre-made Character Sheets have information I may find not necessary or extraneous. b.) Generally, I don't like the macro output to the Chat window. I prefer to see the rolls in the Chat and not to use the in-line feature for dice rolling. Personally, I find it simpler to have to presented in the Chat window rather than hovering over the roll with the mouse. 6.) I create master NPC and Monster Character Sheets using copies of my master Blank Character Sheets. 7.) I create any Master NPC and Monster tokens and link them to the appropriate Character Sheets and place them on my Monster Map page. 8.) I create all necessary Map pages for the game. 9.) I copy and paste any tokens necessary for individual Map pages from my Master Tokens. I don't use the API feature either. So this recommendation is if API is not being used: Specifically for the HERO System, I would create a Handout page that lists all Speed and Dex scores for any combatants in the game. For example, if a character has a SPD 4 and DEX 18 then I would list it as follows: SPD 4 (3, 6, 9, 12) I would then add the character's token to the Tracker 4 times and assign the values: 10.18 7.18 4.18 1.18
It depends how you roll, but here's my process: 0.) Campaign planning 1.) Splash page 2.) Map alignment / creation and dynamic lighting 3.) Create tokens in GIMP 4.) Populate Maps with tokens or a on a special token page. 5.) Handouts, NPC details, world details. 6.) Transmogrify tables and assets from my common store page. 7.) API where needed (auto-crit, mob-generator, turn tracker, token tool, torch tool etc..) 8.) Test Mob marcos built by the mob-generator as there's still the small chance that weird things happen. 9.) good to go. If I'm doing my personal campaign rather than a module, I do much of the token generation on the fly by generally having a handful of encounter maps with the highest probability knowing your party. But given sandboxes there's always the possibility of pulling in the blank grid and forgoing the map completely and using good-ol wacom.
Some ideas: 1) Assign minimum data. In other words, use the absolute minimum of stats needed to run your NPCs. Unlike characters, you aren't going to modifying or calculating stuff very often on NPC sheets. For 5e, here's all you absolutely need: - Attack/damage roll. I recommend using inline rolls. Assuming Atk is the bonus to hit, bar3 contains all character's AC, and Dmg is the die roll of damage, you can use: /emas @{selected|token_name} rolls [[d20+@{selected|Atk}]]|[[d20+@{selected|Atk}]] to hit vs @{target|token_name}'s AC @{target|bar3} and deals [[@{selected|Dmg}]] damage. Set it as a token action and then assign a token as a default token for drag-and-drop functionality. The two d20 rolls are for advantage/disadvantage, ignore the second roll if it doesn't apply. - Hit points. I use bar2 (the middle one). - AC. I use bar3 (right one). - Initiative. I use a stat called Init and have a global token macro that rolls based on it. My macro is /w gm @{selected|token_name} rolls [[d20+@{selected|Init} &{tracker}]] initiative. The reason it whispers it to yourself is so people won't see a roll for creatures on the GM layer. - Proficiency modifier. This is used for the next part. - Stat modifiers. I usually just have a Str, Dex, Con, Int, Wis, Cha set to the modifier alone. I then have global macros for rolling saves and skills. The macros are something like /emas @{selected|token_name} rolls [[d20+@{selected|Dex}]]|[[d20+@{selected|Dex}]] (plus [[@{selected|Prof}]]) dexterity save. This leaves you with about eight macros below your character, plus one or more attacks or special abilities for the token actions, and covers most situations. 2) Utilize "tiled" sets. There are several really good ones one the marketplace, choose one or more that you like. Tiled sets allow you to make virtually any layout you want with a little creativity. There are a couple of sets that don't bother with walls, which may seem like a weakness, but if you plan on using dynamic lighting will let you make your dungeons even faster (typically walls are hidden by DL lines). 3) Keep it simple...yeah, that. Related to #2, keep in mind most of these games were designed with either no physical objects or some graph paper and cardboard printouts in their design. You aren't playing a video game, you're still essentially playing a roleplaying game. Sure, you can spend a ton of time making a beautiful dungeon with accurate shadows and tons of atmosphere, and that's great, but consider how much time you're losing making a compelling and fun campaign (and avoiding GM burnout). I try to take a minimal approach to dungeon design. Even poor graphics will work if you use a good description. A fantastic, and in my opinion underutilized, tool are the built-in drawing tools (especially polygon). Instead of wasting time searching for the perfect fountain for your puzzle, just draw a blue circle with a grey line around it, and maybe some little darker lines to indicate ripples. When they enter, and you say "You see a fountain, blah blah blah" your players are probably not going to care about the Paintbrush art...they're going to be trying to solve your puzzle. Also, once you get the hang on drawings, you can make things on the fly; I've had great luck with creating broken debris and rubble in response to player actions on the fly that would have been really difficult trying to find in the art library. Another great part part about using drawing tools for your maps is that you can literally copy and paste them to the dynamic lighting layer, align them on top of each other, and save a half hour or so of work. I had a literal facepalm when I figured that out. You can change the background of the map, and use big squares to change the floor color. I usually use a combination of tiles and drawings but sometimes I'll create entire maps (especially for maps involving sci-fi, modern, or planar areas, as it's hard to find tiles for them) using nothing but the drawing tools. You don't have to be a master artist, and remember that "Shift" (snap to grid) is your friend for making walls and hallways. I hope that helps. Good luck!
1420765060
Gen Kitty
Forum Champion
Ken L. said: It depends how you roll, but here's my process: 0.) Campaign planning 1.) Splash page 2.) Map alignment / creation and dynamic lighting 3.) Create tokens in GIMP 4.) Populate Maps with tokens or a on a special token page. 5.) Handouts, NPC details, world details. 6.) Transmogrify tables and assets from my common store page. 7.) API where needed (auto-crit, mob-generator, turn tracker, token tool, torch tool etc..) 8.) Test Mob macrosbuilt by the mob-generator as there's still the small chance that weird things happen. 9.) good to go. That's pretty much my approach too, except I don't have a separate campaign for holding things, and I use Tokentool to make my tokens. I can't stress enough how useful a splash page/between sessions map page is. Mine has a test dummy mob token up, so people can work with their macros and have something other than their fellow PCs to target.
One word: Spreadsheets. 180 words: If you have a spreadsheet taking care of various in-game calculations like experience points and monetary income, it takes quite a bit off your mind. Especially if you tally that all up after a certain point. Also when I run 4e, I can cram all of the important data into just a handful of cells, meaning I only have to look up the more complicated monsters. A system I've been recently tinkering with is deliberately designed to utilize a spreadsheet for easy reference. Having all of the data on a second screen means you just have to take a glance. When you strip something down to its necessities, you'd be surprised at how much worthless junk is on a sheet. Even the heavily-streamlined 4e can strip a monster down to HP, defenses, resistances, regeneration, and powers (assuming you need even half of that). I wouldn't be surprised if you could fit 10-15 monster statblocks on a single screen. That and knowing how to work a spreadsheet looks good on your CV. If you can automate a calculation, then do it.
Some good bits posted. I am working through my prep at the moment and making note of a few of the suggestions on here (and elsewhere). I have watched the guide videos for 'getting started' and that has helped. I am then working through my normal methods for prepping a F2F game and will translate them over to Roll20. Certain aspects will take more work first time (tokens, backgrounds, etc) but it will all be quicker for subsequent. The first will be Bushido, then I will look at my HERO5 campaign. @Drohem, I like the idea of using PHASE.DEX as a way to organise actions, what you don't mention - but I worked out - is why you have changed 3,6,9,12 into 10,7,4,1. I am happy to explain for others, unless you want to.
I have been using spreadsheets a lot as well, both to have all character sheet information in a single place so that I don't have to even be in the game to look up something, as well as calculations (each of the PC's powers have a line into them that shows their current attack/damage rolls that will adjust for levels or any changing stats over time). Excel is your friend. ;)
I'll link you to a post I wrote a couple months ago about a similar topic: <a href="https://app.roll20.net/forum/post/1133521/best-pra" rel="nofollow">https://app.roll20.net/forum/post/1133521/best-pra</a>... Still using this, though I updated the token actions a little bit.
1421102284
Gen Kitty
Forum Champion
That's a lot like what I do, Quatar. *high-5's*
Hey guys, thanks for all this helpful info. I was out of the country while this was coming in, so not running games, but I think it's just really great to see, in detail, how various folks go about putting all the information for their sessions together. I went ahead and upped to the Mentor level (since I wanted to throw some money down for this service anyway), and various utility scripts written by The Aaron have been a huge help. Now I can have a generic character sheet with some simple token macros and attributes, and, with one click, create a new monster from the template and link a highlighted token to it. (And then shift-double click on the highlighted token to begin editing the newly created monster.) The big "you're a dummy" moment for me was realizing that, just because my players are using the full-featured 5e sheet by Actoba doesn't mean that I have to. For myself, I find it much quicker to set up a barebones NPC sheet on my own.