Thread: Homebrew Modules
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December 9th, 2004, 20:20 #1
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- Dec 2004
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Homebrew Modules
I was curious if it's possible to make our own modules -- and, since I don't actually know what a module does, what you could do with them
My guess was that modules might be a way to store all the maps, graphics, story notes, and NPCs for a scenario without having to dump all the images in the main campaign folder. My guess is that my campaign's images folder will fill up with a bunch of funny named maps before long, so having some way to organize that would be handy.--Steve Peterson
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December 10th, 2004, 08:41 #2
You guess correctly. Basically, a module contains all the stuff a regular campaign can (stuff you listed), but no ruleset/reference material. At the moment, you need to work with some XML to build modules, but you can easily start off of a campaign you've made.
I'm going to cover this better in a tutorial later. Until then, get some stuff ready to put in thereTero Parvinen
Fantasy Grounds Guru
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