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  1. #1

    For all DMs/Gms how would you handle getting lost on a battle map in FGU?

    I have a large wildnerness map and I am trying to figure out how I can simulate players getting lost. I am using masking and reveal as they travel. What I would like is that the characters think they are one place, but are really somewhere else, and how to keep track of both. Any ideas?

  2. #2
    Trenloe's Avatar
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    I'd just move the party token (or whatever you're using to show location on the wilderness map) to where they think they are on the map. Then, either have a hidden token on the map to show you where the party actually is, or have a GM only map where you track their actual location.

    For example, using two tokens for (P)arty location - the hidden token is the actual location:

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  3. #3
    The thing is though, does that really work? For instance, you move them somewhere where is a river, but they don't see a river? The issue is that they are seeing what I unmask on the map. One idea I had was to re-mask their path behind them, then rotate the image before moving them.

  4. #4
    Just don't show them a map at all if they are lost, and describe it to them TotM
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  5. #5
    LordEntrails's Avatar
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    How would you handle it in person?
    If you show them on a map where they think they are and they go "we check out the river" what are you going to do? I would say, "there is no river... the map shows there should be a river but you don't see signs of one..."

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  6. #6
    Trenloe's Avatar
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    Quote Originally Posted by alloowishus View Post
    The thing is though, does that really work? For instance, you move them somewhere where is a river, but they don't see a river?
    As Lord Entrails mentions - that's what getting lost entails; you think you're somewhere, but you're actually not. If there are major features they expect to see, but they don't - then either their map/knowledge is flawed or they aren't where they think they are.

    If you're using a map based on the party having a map, or having knowledge of the area, then the two token approach will work. If you're revealing what they actually see, with the party not knowing what to expect, then you'll need to handle things differently. If it's the latter, then consider building the map using hex tiles so you can display what the party sees in the location they think they are. Some details on how to do that in this thread: https://www.fantasygrounds.com/forum...ex-crawl-in-FG Then you'll either need to use multiple layers on one map to keep track of what is actually in each hex, and what the players are seeing; or use two different FG maps - one for the GM to reference, tracking exactly where the party is, and one to share with the players that could have different hex tiles in certain locations.
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  7. #7
    Quote Originally Posted by deer_buster View Post
    Just don't show them a map at all if they are lost, and describe it to them TotM
    This.

  8. #8
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    As an alternative to tokens use map pins. Create two story entries (You are here) and (Actually you are really here). Pin both to the map and share the 'You are here' pin and story. The players will only see the shared pin and whilst only the DM can move the pin to wherever the players say they are going; they won't see the DM pin and not know whether they are lost or not.

    This is the method I suggested for the exploration map in Tomb of Annihilation.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

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