Fantasy Grounds Prep Less. Play More.
This is meant as a test. I can't delete it, blog's delete button doesn't respond. So... Originally Posted by Tempered7 I wrote this entry to explore QoL features of VTTs comparatively, to find a target for my first extension. And to leave it here as reference. Reducing time consumption in usage and ease of access are my focus here. But Originally Posted by Tempered7 these are by no means wishlist requests. An all-encompassing QoL feature comes to mind is, options that reduce open windows and improve visuals & accessibility of ...
Updated July 5th, 2025 at 23:05 by Tempered7
Need to create this entry stems from the bloated 1st INDEX page that can't include any other links or even words anymore. So, you can find all links to my Oracle Reviews in date order here. Hopefully, new additions will be made as SmiteWork devs add more Solo Systems to the selection. ...
Updated July 6th, 2025 at 17:46 by Tempered7
Welcome to the Library, dungeoneer, where we learn to deal with the printing press. Scribbled Note: "To Griogre. Details are at the bottom. If you search " (!) " it takes you to the biggest problem I found (Toolbox's room size gen) for manual creation with image tile tables." ~Scribe Temperen Practical References Template: Dungeon Generator, The Solo Adventurer's Toolbox, P. Bimler Template: Complete Description, Dungeon ...
Updated July 1st, 2025 at 14:57 by Tempered7
Welcome, my fellow dungeoneers, to the Class of Cartography. Herein you will find my notes on How to Create Random Dungeons by utilizing many FGU modules and tilesets. Note: This intro of a series of experiments assumes too many things on your part. Knowledge of how to create tables & work with the FGU Map Tool; Game Mastery knowledge to determine level appropriate monsters in encounter tables; and possession of referred modules and tilesets. But that doesn't mean you can't make ...
Updated July 1st, 2025 at 15:28 by Tempered7
Environmental storytelling is the art of arranging a careful selection of the objects available in a game world so that they suggest a story to the player who sees them. Think of original Bioshock. Let's continue on Bioshock (video game). Even if you remove everything but the environment, you can still deduce many things about the underwater city "Rapture" by looking at rooms full of water dripping from broken glasses, flickering neon signs, blast marks on posters on walls ...
Updated June 27th, 2025 at 16:06 by Tempered7