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Keying Dungeons

1391300212

Edited 1391300289
I have been experimenting with larger environments, and trying to find a way of keying dungeons that is both comfortable and not too different from table-top habits. My strength is in organization, and while I like to remain flexible I like to have prepared materials ready to call. The best way I've found doesn't use linked journals (which I thought I might like), but rather simply placing a numbered token in the GM Layer of the corresponding room with the pertinent information in the token's GM Notes (and from there linking to handouts as necessary). The other way I have found repurposes a character journal housing a numbered key-table with links to individual handouts. The only real drawback is the number of journals (which oddly makes me feel claustrophobic). Has anyone found a more efficient method? Any suggestions on improving mine?
You can also hide the room key tokens inside dynamic lighting boxes next to the rooms if it's possible.
Well, I'm not sure how good it is yet..But I just built a dungeon this week. I have the jpeg for roll20, and the same image with a text layer numbering 17 points (doors, traps, secret doors). I'm going to put the keyed map on my wiki, and create a legend there with click-able links. I will just keep the wiki open on my second monitor or my laptop.
I have suggested a simple token option, where in you click a token and a straight text box opens, this can display text or an image. It should be a single click, you can do this now but you have to by pass the rest of the token options and then use the scroll bars, all annoying when all you want is a straight up text box. I had wondered if there couldn't be a token type called maybe Mapmarker or something. With the things Riley can do this doesn't really seem that outrageous.....
One tip for the journals...you can still link to archived journals. Therefore once you create a "room" journal you can archive it and link to it from tokens without having it clutter your view. I highly recommend tagging everything as well; it may seem silly when you're setting up your first dungeon, but after a few months you'll be glad you did, especially if you are dealing with common NPCs like in a D&D game. That being said, for rooms I usually just use a tag naming convention and it works fine for me. My notes, monster character sheets, and handouts for a room are linked to sheet number and room number, so the fourth room on the third page would be tagged "3.4". Then I just type "3.4" when the PCs enter the room and my journal only displays relevant information. For room tagging I just have a number somewhere in the room (usually big and out of the way) on the GM layer with the text tool. Actually, this is what I used to do prior to Rugged Reroll; I no longer tag monsters by room number since I can just shift-double-click a monster token to see it's character sheet (which I rarely have to reference due to token actions). But for room notes it's still handy. I also don't usually use handouts for my players, instead using them exclusively for my own notes, so if you have a bunch of notes with limited information this may be a bit harder. Although adding a "PC" tag to your handouts should do the trick (so your search bar would say "3.4 PC", which would show all handouts for that room designed to be given to PCs) or whatever terminology you want to use. Hope that helps.
Ken, another thought occurred to me which I haven't yet tested: in theory I could write or convert an existing dungeon key to an html doc with anchors and then link from the roll20 token to the anchor. However, my habit is to take lots of notes so that is not wholly satisfactory. Jacquesne J., I am experimenting now with handouts and journals. I am recreating the work done in the tabletoppings.net tutorials (which is probably more work than I or my players need, but am proceeding on the expectation that work put in equals a certain level of ground-level mastery.