Commit 2b690e15 authored by Andrew's avatar Andrew Committed by acclayto

Improvement to tutorial and partnerships pages

parent 043a0c08
_static/images/world-config.jpg

125 KB | W: | H:

_static/images/world-config.jpg

119 KB | W: | H:

_static/images/world-config.jpg
_static/images/world-config.jpg
_static/images/world-config.jpg
_static/images/world-config.jpg
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  • Swipe
  • Onion skin
......@@ -88,7 +88,7 @@ def setup(app):
# The theme to use for HTML and HTML Help pages. See the documentation for
# a list of builtin themes.
#
# html_theme = 'sphinx_rtd_theme'
html_theme = 'sphinx_rtd_theme'
# Theme options are theme-specific and customize the look and feel of a theme
# further. For a list of options available for each theme, see the
......
......@@ -47,3 +47,18 @@ data directly from Dungeon Fog and importing into Foundry VTT. Learn more on the
To celebrate our partnership, you can use the discount code **FOUNDRY** when subscribing to the Dungeon Fog
service for a 10% discount on the price of subscription! Visit https://www.dungeonfog.com/foundry to take
advantage of this offer!
DunGen.app
==========
.. image:: /_static/images/dungen.png
:align: left
:target: https://dungen.app/
DunGen is a Dungeon Generator that creates high resolution maps ready to import into Foundry VTT. It offers many room
variations with several themes to choose from, and uses a custom algorithm to try and generate a logical dungeon.
DunGen is still in development and updated often with new rooms, themes and features.
In addition to the generated map images themselves, you can also
generate a full scene file including pre-built walls to take full advantage of Foundry's dynamic lighting. You can see this integration in action in `this short video <https://youtu.be/2RlPpLOFkhc>`_.
\ No newline at end of file
......@@ -22,22 +22,18 @@ how to configure things for multi-player hosting please see the :ref:`hosting`.
Worlds, Systems, and Modules
============================
When first starting Foundry Virtual Tabletop, you will be prompted to create your first World. Each world is a
collection of data and content which together defines the areas (Scenes), characters (Actors), things (Items), and
more that your players will experience during the game. Each world is stored in it's own named folder inside the
``public/worlds`` directory of your Foundry Virtual Tabletop folder.
When first starting Foundry Virtual Tabletop, you will want to install at least one game system upon which to base your worlds. You may also wish to experiment with add-on modules which customize and augment the gameplay experience.
It will be helpful to be familiar with the role of each of these concepts.
Worlds
Each world is a collection of data and content which together defines the areas (Scenes), characters (Actors), things (Items), and more that your players will experience during the game. Each world is stored in it's own uniquely named folder inside your user data directory under ``Data/worlds``.
Game Systems
Each World depends on one (and only one) game System. Each System defines key concepts, data structures, rules, and
user interfaces which are specific to the game system being played. Example game systems would be **Pathfinder** or
**Savage Worlds**.
Each World depends on one (and only one) game System which defines key concepts, data structures, rules, and user interfaces which are specific to the game system being played. Example game systems are **13th Age** or
**Pathfinder 2e**. Explore the set of systems which are available for testing on the community wiki page: https://foundry-vtt-community.github.io/wiki/Community-Game-Systems/
Modules
At this point, it's worth specifically mentioning the concept of a Module, and how they relate to Worlds and
Systems. Each Module is an extension of a game System which contributes additional features, interfaces, tools, or
content. Modules can range quite broadly from a quality of life enhancement suite which adds extra functionality
to streamline running your game system to a specialized content pack that contributes a custom set of Scenes,
Actors, or Items.
Modules extend the core functionality of the Foundry VTT platform by contributing additional features, interfaces, tools, or content. Modules can be designed specifically for one game system, or can be generally applicable to any system. Modules range broadly from quality of life enhancement suites to specialty content packs. Explore the directory of community Modules which are available for testing on the community wiki page: https://foundry-vtt-community.github.io/wiki/Community-Modules/
Creating a World
......@@ -48,24 +44,19 @@ Creating a World
This is the World configuration screen, used to create and update worlds.
When creating a new world, you must fill in some mandatory details. The world name is a human-readable string that may
contain special characters. The file path to your world defines the subdirectory name within the ``public/worlds``
folder where your world will be saved.
contain special characters. The file path to your world defines the subdirectory name within the worlds directory where your data will be stored.
.. warning::
The file path for your world will be used in web URLs, so it is best to adhere to common web standards in choosing
this name. Avoid spaces or special characters, instead using hyphens to separate multiple terms.
You must choose the Game System that your world will use. Foundry VTT comes with some common game systems built-in,
but more game systems are available through our excellent community of mod developers. To install a new game system,
simply download the system definition and extract it within the ``public/systems`` folder. For a new system to be
recognized by the software you must restart the application.
You must choose the Game System that your world will use. The simplest way to install a game system is to use the **Install System** button on the Systems tab of the setup menu. Paste the manifest link for the system into the input field and system installation will occur automatically! If you wish to manually install a system, you can do so by extracting the system directory into ``Data/systems``, but it is recommended to use the automated installer.
.. warning::
A world's game system cannot be changed once the world is created, since any data created in that world will use
the data model and schema for that system.
Lastly, you may provide a text description of your World that can be used to keep track of details about the world or
advertise it to potential players.
Lastly, you may optionally provide a text description, background image, or scheduling information for your work to provide it with some additional flavor and help share a brief description for your setting.
Player Configuration
......@@ -75,7 +66,7 @@ One important final setup step is to create and configure the Users who will be
a User record for each player you expect to join your game. Control of Actors and other permissions are configured at
the User level, so having different users allows you to give players access to different content.
.. figure:: /_static/images/player-config.jpg
.. figure:: /_static/images/players-config.jpg
This is the Users configuration screen, used to create, edit, or delete User records.
......@@ -160,7 +151,7 @@ Once you have created and configured a Scene, a great next step to practice is c
Actor within the Scene by creating a Token. To learn all about Actors and their properties please visit the
following page: :ref:`actor`.
.. figure:: /_static/images/actor-config.jpg
.. figure:: /_static/images/actor-sheet-5e.jpg
Creating an Actor will allow you to test placing Tokens as well as experiencing the Scene from the player's
perspective.
......
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