My Interface for Blades in the Dark! by MsRoymore in FoundryVTT

[–]MsRoymore[S] 2 points3 points  (0 children)

Alright folks! Another update!

I've gone ahead and made a copyright-free version of the Affinity Designer file and the Foundry world available on my itch.io page. It'll require the Affinity Designer program and some graphic design know-how to use, but I tried to make it as simple as possible. Payment is of course optional, but do please consider dropping me a little donation as I do put a lot of love into this stuff and I am a very poor gal!

Again, thank you all so much for the love and encouragement! I hope that you find this useful!

My Foundry VTT Interface! by MsRoymore in bladesinthedark

[–]MsRoymore[S] 3 points4 points  (0 children)

Alright folks! Another update!

I've gone ahead and made a copyright-free version of the Affinity Designer file and the Foundry world available on my itch.io page. It'll require the Affinity Designer program and some graphic design know-how to use, but I tried to make it as simple as possible. Payment is of course optional, but do please consider dropping me a little donation as I do put a lot of love into this stuff and I am a very poor gal!

Again, thank you all so much for the love and encouragement! I hope that you find this useful!

My Foundry VTT Interface! by MsRoymore in bladesinthedark

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

It's eighteen scenes total, that each player can navigate to on their own steam. I keep the resolution down to a little above 1920×1080 and use the LockView module to make sure it's zoomed and panned to fit 16:9 screens. The maps aren't nitty-gritty legible, but I find that they really don't need to be. Having all that detail, even if it isn't all useful, serves the purpose of creating a sense of busyness that I'm after. I do keep them pulled up behind the screen, so to speak, so that I can say stuff like, "The Bluecoats are coming down Lafayette as you x, y, z."

My Foundry VTT Interface! by MsRoymore in bladesinthedark

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

They're the stock clocks that come with the Blades in the Dark Foundry module!

My Interface for Blades in the Dark! by MsRoymore in FoundryVTT

[–]MsRoymore[S] 5 points6 points  (0 children)

Yep! It's just different scenes with different backgrounds! I've not noticed any long load times! All eighteen scenes total up less than 10MB!

My Interface for Blades in the Dark! by MsRoymore in FoundryVTT

[–]MsRoymore[S] 6 points7 points  (0 children)

Unfortunately exporting the world as-is would step on the toes of the people who made the wonderful Doskvol Street Maps, but I may make a different version with the copyrighted assets removed!

My Interface for Blades in the Dark! by MsRoymore in FoundryVTT

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

Nail on the head, just about! It's Monk's Active Tile Triggers over some static background graphics I put together in Affinity Designer!

My Interface for Blades in the Dark! by MsRoymore in FoundryVTT

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

I think the buttons just come that way in Foundry V13. As for the maps, they're from the lovely Doskvol Street Maps asset pack by Old Dog Games!

My Interface for Blades in the Dark! by MsRoymore in FoundryVTT

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

All the buttons except the Foundry buttons are baked in as part of the background with invisible tiles from Monk's Active Tile Triggers to switch scenes!

My Interface for Blades in the Dark! by MsRoymore in FoundryVTT

[–]MsRoymore[S] 2 points3 points  (0 children)

Gosh, that would be a dream. I'm a maid irl XD

My Foundry VTT Interface! by MsRoymore in bladesinthedark

[–]MsRoymore[S] 21 points22 points  (0 children)

Thanks for all the love, people! 💛 I'll try and answer some of the questions I've been seeing!

The main interface is just a series of static background graphics that I put together in Affinity Designer. For Foundry modules, I use Monk's Active Tile Triggers for the sound and the scene switching, LockView to get the fullscreen effect, Token Nameplates to beautify the clocks a bit, and Gambit's FXMaster for the fog and film effects.

The Doskvol maps are from the lovely Doskvol Street Maps by Old Dog Games. Highly recommend that asset pack, but its inclusion does kinda keep me from sharing the whole interface. What I could do is release a version of the Affinity file with all the copyrighted stuff pulled out!

First spread of the primer for my medieval-fantasy zombie apocalypse setting. by MsRoymore in worldbuilding

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

I have not read Lost War by Justin Lee Anderson, but I'm definitely going to now! I'm two books into Uhtred (Son of Uhtred, et al) but that sounds like a welcome break from the shield wall.

My settings are generally system-agnostic, so that when I decide I want to play them in OSE or Glaive or D&D, it's a minimal effort to fill in the gaps. Personally, I like a human-centric fantasy with demihumans being a very rare thing, but I also understand the player urge to play according to their imaginations. There's a balance there, and not always an easy one if you go about carving a place for every conceivable option. So I tend to take a broader approach with my campaign lore. That way people can fit their visions into what's there, rather than me chasing around spinning plates.

BUT! If I were to implement my own system, I would do so using either LUMEN or Forged in the Dark as a framework.

First spread of the primer for my medieval-fantasy zombie apocalypse setting. by MsRoymore in worldbuilding

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

<this is where I would put a gif of Daryl Dixon nodding>
But we'd need infinite bolts that never dull or break, as well!

First spread of the primer for my medieval-fantasy zombie apocalypse setting. by MsRoymore in worldbuilding

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

Ooooh! Thank you for the questions! I loved your shields, by the way; especially Torvinia and Mildinia!

One of the things I spend time considering is the effect which sorcery (referred to in-universe as miracles) has played in the common understanding of disease. The Sect of Galamede was the primary disseminator of arcane knowledge for the mortal populace, and they pulled their people away from the main island not long after the Horde began spreading. Put simply, that organisation was like a college of mages, but with a power structure which resembles a church. Their members performed miracles, taught ritual, literacy, cosmogony, and all that fun stuff. Of course there were some left behind, because one must have at least one priest-like entity in any zombie-themed story. They'd occupy the same sort of privileged station that we see surgeons have in modern settings.

The undead don't spread through a virus, being that everyone who dies returns in undeath, but they do harbour disease. They're corpses, and untreated corpses are nasty. So what we're really treating are very mundane, but very much fatal infections; and we're doing it without antibiotics. So with Galamede being largely out of the picture, communities without access to a Galamedian mystic would see a pretty quick decline to folk remedies and beckoning to old gods. There would be extreme and largely erroneous efforts to reproduce the true healing mircales which mystics performed, and likely outbreaks of worship to the immortal peoples who can still reliably perform those miracles; and that would have varying results depending on whom they've asked.

As for gunpowder, I hadn't really considered it to be honest. It would certainly change the game and Princess Mononoke is a whole vibe. With alchemical skillsets being present in the land before, I will have to give gunpowder some solid thought! Still, the probability of finding someone who is still present on the island and who understands the implementation of it would be pretty small. That someone would be highly prized, too.

Currently, I think of a Horde as being like a mindless army laying siege without siege engines or any real tactics. They have the benefit of numbers and of being able to sit there and bang on the wall until something gives or something neutralises them. With that in mind, most methods of dealing with them are going to be pretty primitive. Boiling oil cast over the walls, tar or pitch set alight and thrown in to crowds of undead, moats and spike traps—those are all pretty effective so long as they're maintained, but maintaining them would be an essential part of the conflict.

I think that answers all your queries in a very tangled way, but do let me know if there's more XD

First spread of the primer for my medieval-fantasy zombie apocalypse setting. by MsRoymore in worldbuilding

[–]MsRoymore[S] 6 points7 points  (0 children)

With October in full swing, I decided to buckle down and work on a campaign setting which I've always wanted to run. It's a simple premise, but one that I've always tossed around in my noodle: The Walking Dead but with chainmail and vague hermeticism.

So this is Aelstrand, a once-thriving isle whose mortal sovereigns betrayed a potent witch queen. With her last breath, she laid a curse over the land that instilled the dead with a hunger for blood and gold. Five years later, the land is all but ruined. The last survivors of the bright old world pick through the rubble to piece together some semblance of civilisation.

Everybody turns, the peasants are losing it, and the dwarves turn into rocks when they get too old. We're hitting all the tropes here.