Full Bleed wrote:
One player couldn't get Skype to work well so couldn't participate verbally.
You might want to try using Ventrillo or Teamspeak.
I'll look into it, but this was a hardware not a software issue mainly. Out of a tangles web of USB cables, she plugged in the wrong microphone.
Flash 10 doesn't like Linux webcams, which was a problem with the videoconferencing bit. The player I chatted with most after the game felt he thought the video didn't add much over the map and audio, so we might just drop the video.
A few things did crop up, though. I used hidden-layer tokens to mark trap locations, and found it difficult to select the PC token when the PC token was on the trap.
Use the background layer. Set them to "not visible to players". You can't select objects on the background layer without selecting the background layer.
Good idea. However, it seems the same issue would crop up with any legitimate use of hidden-layer tokens as well.
Seeing entire rooms was a problem. When the players entered one room, the reaction was "Ooh, I'm going to go look at that thing" until I went "Uh, doesn't anyone see the 3 kobolds at the other end of the room?" "What kobolds? Oh, those kobolds...". I'm sure the characters would have noticed the kobolds immediately even though they were off the screen for the players. Is there anyway to force the scale the display so the entire currently-visible area is, well, visible?
You'll have to provide more information than this because a lot depends on the vision settings that you are using. Were the Kolbolds out of range of the PC's vision? Was there no lightsource around the Kobolds that would illuminate them? Was FoW still over them? Were they set to be visible to Players? There are a number of reason why the PC's may not (and should not) have been able to see them.
The vision problem in this case was a 1000x1500px room displayed on a 1024x768 window (or similar proportions). MapTool correctly showed the entire room as illuminated, the kobolds were visible, but because of the zoom factor on the map, off-screen.
I can see use for two hot-keys: Adjust the display viewport (zoom and pan) such that the player can see (on the screen) everything the PC's can see (based on vision, light-sources, and VBL), or everything the PC's know about (based on FoW).
I also need to turn on auto-expose, although I suppose a preference would be some sort of indicator to the GM that there is unexposed stuff visible so I can be prompted to hit "expose".
There is nothing quite like this. You can View>Show as Player
to get an idea of what they can and can't see though. Personally, I expose FoW manually because for every time I'd like things to auto-expose, there is a time that players accidentally expose something I didn't want them to expose. Plus, it's easier for me to see, immediately what "new" things the players are seeing because I'm watching the screen when I hit "Ctrl-I"
I understand the arguments for/against auto-expose, and I know there are trade-offs either way. But when the complaint from the player after the game is "I moved all over the room during and after the combat carrying a torch, and my view never changed. Are those just weirdly-shaped notches in the walls?" (no, they weren't just weirdly-shaped notches in the walls, which he would have been able to tell if they had been exposed by the GM properly) one is tempted to just put on auto-expose.
More to learn, more to get used to.