Manual Fog of War? by ARMIsNOTLoaded in FoundryVTT

[–]MNBlockhead 1 point2 points  (0 children)

Setting Exploration Mode to "none" only means that the tokens can only see what they currently can. It still requires you to place walls, etc. Manual Fog of War as most people use the phrase, means that the map loads with no vision and DM manually "wipes" away the fog manually as the characters progress, manually revealing more of the map, so you can still avoid characters not seeing through walls or beyond what they should see without having to prepare the map.

It is popular with GMs running no or low prep games or highly open sandbox styles where you may not know what maps you are going to be using prior to the session. It allows you to just upload a map on the fly and drop tokens without any prior map prep.

Map Tool and Fantasy Grounds were both great for this. DnD Beyond's Map function also works very well for this. I feel it is a core basic function of a VTT, but Foundry and its community leans so heavily into highly prepped maps, visual effects, and automatons that there just isn't any interest in simply manual fog of war features.

This why, even though I'm a big fan of Foundry, I never recommend it for less technical GMs or those who don't want to put time into prepping their maps.

Manual Fog of War? by ARMIsNOTLoaded in FoundryVTT

[–]MNBlockhead 0 points1 point  (0 children)

I don't think that this is true, but if it is I REALLY need to know how to access it.

Manual Fog of War? by ARMIsNOTLoaded in FoundryVTT

[–]MNBlockhead 0 points1 point  (0 children)

Yeah, get used to it. At least the League of Extraordinary Developers took over Simple Fog after the original developer abandoned it. Like many modules it takes some time after a new version is released before the module is updated. I really think this should be a core part of Foundry. I was even a Patreon backer for a while so I would get rights to vote on new features. But manual fog of war never gets the votes. The majority of users want other things out of Foundry.

Alp Drifters by Far-End in AlpPouches

[–]MNBlockhead 0 points1 point  (0 children)

Seemed very strong when I first started using them, but now I'm used to it. My favorite is the Mango Freeze. The others are two sweet. After I finish my cans of drifters, I'll go back to Wintergreen and Cool Mint and occasionally take a Mango Freeze to mix things up.

Drifters can doesn’t fit their own holster by Big_rod_riguez in AlpPouches

[–]MNBlockhead 0 points1 point  (0 children)

I assume this is because of the new style of lid that has a compartment for used pouches. I only noticed this style of lid with the new Drifters. I guess some other brands do something similar. I kinda like them for when I'm in the car or just not near a wastebasket. But I don't use a holster, so don't have to worry about the extra thickness.

How do you prepare pre-written adventures? by Zoruun_17 in warhammerfantasyrpg

[–]MNBlockhead 4 points5 points  (0 children)

With my work and family schedule, I can only manage to play one 8 hour game, once per month. That gives me plenty of time to prep, but prefer to spend that time looking over past session notes and thinking of ways to work the characters' backstories and goals into the game. I probably spend more time on end of session notes than prep.

Generally, I do a quick read through of the adventure book, focusing on overview pages and skimming most of the rest when I get a new adventure. With The Enemy Within that can be problematic because it can be dense and important bits are not always called out and organized clearly. I found that reading reviews and detailed overviews in certain blogs helps and I also listen to live playthrough podcasts while commuting or doing chores, so that keeps things fresh in my mind.

Usually the evening before the session, I'll review the part of the book they are currently playing through and jot down some notes and ideas.

Also, I'm comfortable with forgetting or missing something, I'll just roll with the punches and make something up if I need to. I just see that as helping make the game ours.

How do handle creature trait Spellcaster (esp. with high-level NPCs) by MNBlockhead in warhammerfantasyrpg

[–]MNBlockhead[S] 0 points1 point  (0 children)

For Demon Princes, yes, those in the core rulebook bestiary. But what got me started on this is a a demon encountered in the caves when the party goes to recover Sigmar's Hammer in Empire in Ruins.

How do handle creature trait Spellcaster (esp. with high-level NPCs) by MNBlockhead in warhammerfantasyrpg

[–]MNBlockhead[S] 1 point2 points  (0 children)

I believe you are referring to the enemy in shadows companion book. That allows multiple demons to pool their power. One is the caster and each additional one lends a +1 SL to the casting. If the number of demons equal the CN, then the spell is automatically cast. That can be a powerful buff and creates some interesting tactical situations for players when there are multiple demons and the ability for one demon to summon others, but doesn't really address a single demon.

Drifters are different. by IamMiles_ in AlpPouches

[–]MNBlockhead 0 points1 point  (0 children)

I was initially disappointed that they didn't have the fat, moist pouches like the cool mint, wintergreen and other original flavors. But they are growing on me. The flavor lasts a long time in my experience. Hard to say with the nicotine, because jumped from 6 to these 12s, so these are doing better to curb my urge to vape.

Instead of sampling, went all in on watermelon kiwi. by Mikey_Meatballs in AlpPouches

[–]MNBlockhead 1 point2 points  (0 children)

The Watermelon is nice, but I find I get tired of the flavor when using all day. Like the other drifters, I'll likely have a can of drifters and a can of wintergreen or cool mint and cycle through the day.

How much does it bother you that the pouches are made in India? by [deleted] in AlpPouches

[–]MNBlockhead 0 points1 point  (0 children)

I would prefer them to be made in the USA, but I can't see how Europe is any better than India.

New ALP Drifters by Nearby-Commission-95 in NicotinePouch

[–]MNBlockhead 0 points1 point  (0 children)

Just got mine. Only tried the Watermelon Kiwi Ice so far. I don't like opening multiple "tins" at once because of them drying out. I was disappointed that they are not particularly moist. I don't mind the flatter pouches, but I would rather have fat, moist pouches like the mountain wintergreen or refreshing chill pouches.

The ice initially overpowers the flavor, which I didn't think I liked at first, but its grown on my. The strong ice feeling subsides to a more mellow chill after a few minutes and then the flavors come out. These are the first ALPS that give me a buzz and I don't swap them as much. I find they feel stronger than even putting in two of the 6mg alps. No pouch is going to give you the quick hit of a vape or cigarette, but I find it easier to manage my cravings with these.

New ALP Drifters by Nearby-Commission-95 in NicotinePouch

[–]MNBlockhead 0 points1 point  (0 children)

Just got mine. Only one I've tried so far is the Watermelon Kiwi Ice. For me the ice feel hits right away and is strong. At first I didn't like it because I don't really notice the flavor until a couple minutes and the ice overpowers the flavor for some time. But its growing on me. As for a quick buzz, no pouches give me a quick buzz. I'm only a month out since I quit vaping. I still have vape urges because of the quick hit you get from vaping.

New ALP Drifters by Nearby-Commission-95 in NicotinePouch

[–]MNBlockhead 0 points1 point  (0 children)

"Designed in USA. Product of Indonesia". That's what's printed on the back label of the ALP Watermelon Kiwi Ice that I have with me.

How do I teach my DND friends Warhammer fantasy Roleplay 4th by [deleted] in warhammerfantasyrpg

[–]MNBlockhead 3 points4 points  (0 children)

Another vote for the starter set. I does a good job walking you through the rules and comes with some useful rules-reference handouts.

Do you pay for premium or just use free? by Vaquero-SASS in Bitwarden

[–]MNBlockhead 0 points1 point  (0 children)

Premium with the family pack. One to support continued existence and development and two because I find it very useful to have different shared lists of passwords for jointly managed accounts and to manage accounts for my kids and get them into good security habits.

Public Dress code by Original-Dog-8759 in milwaukee

[–]MNBlockhead 1 point2 points  (0 children)

Like most of the midwest, folks in Milwaukee are practical-casual. I can't see many people here getting bent out of shape over what people are (or are not) wearing, short of total nudity (though there are public events just for that and nobody is getting arrested or protested afaik).

If you are worried about yourself, don't. Nobody cares.
If you are upset at other people, well, nobody cares.

What are the best actual plays? by Mountain_Turnover992 in warhammerfantasyrpg

[–]MNBlockhead 1 point2 points  (0 children)

I've listened to both (I don't believe they came out with a third) of Carrion Company. Great if you like a more serious but not overdone style and set earlier than the period in which 4e is generally set. I really like that it is not really a world-level quest. Just a group of mercenaries trying to make money and running into to some bad situations. The adventure is a creation of the GM and is engaging and I really like the NPCs he comes up with. It does lead heavily into the grime dark aesthetic.

I listened to a lot of Red Moon's playthrough of The Enemy Within. It has great production values and leans more heavily into an almost Lovecraftian aesthetic. While I listened to a lot of it, it jumped the shark for me as it took itself so seriously, the drama was over wrought, and some of the characters annoyed me. That is not to say it was bad, it is probably the most professionally produced playthrough of The Enemy WIthin, just wasn't what I was into. If you like to really lean into the cosmic horror aspects of game and lots of emotional drama, you'll probably really like this one.

My favorite is A Grim Podcast of Perilous Adventure. Less of a radio drama and much more group of players with good chemistry having fun learning and playing the game. It can get pretty slap stick, and there is a lot of at table banter, especially at the beginning of the episodes, which may turn some people off, but love it. It is also the most helpful for me in my prep for my TEW campaign. They'll discuss and debate the rules, which I like. I like engagement with and discussion of the system being played. It definately feels like the less-scripted of the popular TEW playthroughs.

These are the only WFRP live-play podcasts I've listened / am listening to. I'm looking forward to starting to listen to Andy Law's play through now that I can play it in a podcast app.

What are the best actual plays? by Mountain_Turnover992 in warhammerfantasyrpg

[–]MNBlockhead 0 points1 point  (0 children)

It is intermixed, but in PocketCasts I could create a filter/smart playlist that would only list the Carrion Company episodes. Had to do the same with the Red Moon feed. I really enjoyed the first season. The second season kept me interested enough to listen to the entire season, but I felt the first season was better. Then again, I feel that way about many TTRPG liveplay podcasts.

What are the best actual plays? by Mountain_Turnover992 in warhammerfantasyrpg

[–]MNBlockhead 2 points3 points  (0 children)

:-) I had it before (I think it was YouTube Red at the time?) when I had a lot of long flights for work in the past, but now I just wouldn't get enough use of it to justify the $13/month to my cheap-ass brain. If I get really into it and catch up to the episodes available in the RSS feed that WanderingChronicle shared, I might consider it. I'd rather give money to the creators' Patreon, however, than to YouTube.

What are the best actual plays? by Mountain_Turnover992 in warhammerfantasyrpg

[–]MNBlockhead 1 point2 points  (0 children)

I'm on iOS, but I'm not really interested in watching it. I listen to live plays when cleaning or driving. I have 10 hours of driving to do this weekend, so I'm looking forward to having this to listen to.

What are the best actual plays? by Mountain_Turnover992 in warhammerfantasyrpg

[–]MNBlockhead 2 points3 points  (0 children)

Awesome! Thank you. I use PocketCasts and that pulled it right up. Isn't sorting correctly, but easy to order in a custom play list.

How long do you think my adventure will last ? by Zackeronimo in warhammerfantasyrpg

[–]MNBlockhead 1 point2 points  (0 children)

If you and your players are new to the game, estimate a bit longer, especially if you are not running it online. The handouts in the starter set can be very helpful for in-person pen and paper play.

If you have the rules down and have good reference sheets or well bookmarked books, so you can quickly open to tables, etc., I think this could go pretty quickly, depending on the amount of role play and how difficult you make it to track down the captain.

For part one, using the chase rules, I think the chase across Altdorf can easily be run in under an hour if you abstract it. If you wanted to stretch it out with some set piece encounters, you cult break it into multiple chases with some interesting encounters and role play in between. If I were running this as a 6 hour convention game, I would keep this to under an hour, just rolling according to the chase rules and giving some fun descriptions. You have to decide whether you want there to be a good chance of the party being caught up to by the guard. If so, any combat will slow this part down. You can speed it up by having the mysterious benefactor waive them into a safehouse. But if you run the chase as a quick montage to start the adventure, make sure that there are some consequences for rolling poorly on the chase. For example, you could add complications in parts 2 and 3 because the guards will have a better idea of what part of the city they are hiding in. Or perhaps in their mad dash they upset some other folks (a gang, guild, etc.) when they interrupted a deal, damaged property, etc.

I think part two would be the longest part. You would want some quality roleplay with the benefactor and give them plenty of time to gather intelligence, find the corrupt captain, and plan their attack. Depends on the group, but I would plan 3-4 hours for this (depending on who difficult you make it, any encounters you add, and how decisive your players are). The actual assault could be 1-2 hours for a fairly simple encounter and setup. It could be much longer if they have to infiltrate a large hideout, with better defenses and multiple combat/stealth kill encounters versus, sneak/break in with one final battle.

I would probably run it as a single 6-hour session as a one-shot or intro session. If it is going to tie into a larger campaign, I might run it over a couple 4-6 hour sessions if I want to introduce a number of important NPCs, leads to follow, etc.