About: Playspace

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Playspace:

The playspace is where you can play modules and campaigns with your friends. There are a few areas that make up the playspace, we will go over them below.

 

Mini Sheets Panel:

A mini sheet is basically a character sheet that every miniature has available to them. This is also used as the character sheets on the player controlled heroes. You make your hero in the miniature editor, save it and then you can load it here in the Playspace. When you are ready to save your character, you do so in the “Mini Sheets” panel. This will allow you to save the character information to be loaded the next time you play. The character will be saved as a “.char” file. When loading a file in the mini sheet you can choose from a normal miniature file “.npcm” or you can load a player character sheet “.char”. It is very important to save your hero miniatures character when you are done playing because this is not done automatically.

Each mini sheet has 5 panels..

Stats: Holds all the character stats like hit points, move speed, ability scores and other important information.

Equip: The equipment currently equipped on this miniature. And a view of the miniatures avatar.

Stash: Holds the backpack inventory as well as the miniatures Skills, feats, and spells.

Notes: Holds any notes you want to save for this miniature, or any notes you want to save on your character sheet if you are using this miniature as your hero.

Status: This area allows you to enable and disable a bunch of particular status effects on the miniature for everyone to see. You can have as many or as few of these on at any time to keep track of any status effects that may be on this character in game.

This panel can be automatically filled out by selecting a character sheet in the map editor, or it can be filled out on the fly while playing. All people on the server will see the changes as they are made.

 

Convo Panel:

The Conversation panel is where you can see if the selected miniature has a conversation available to the heroes. It can also be used on informational miniatures, like the “Start Here” miniature, to explain the current module to the players, or to give some back story to the initial quest.

This panel can be automatically filled out by selecting a conversation in the map editor, or it can be filled out on the fly while playing. All people in the game will see the changes as they are made.

The first part of the panel is the main conversation and the other three fields are the choices you can make in the conversation and the results of those choices.
The conversation panel can be used on any miniature so the story you are trying to tell can be as deep as you would like it to be. Putting a conversation on an informational mini in a dungeons room can give the players a detailed description of their surrounding room as if it were ripped right out of the classic modules!

Quest Panel:

The quest panel is were a miniature can present the heroes with a quest. You can have a quest all ready to go by loading it onto the miniature from the map editor, or you can edit it on the fly while playing. All people in the game will see the changes as they are made.

Quests can be as simple as kill or fetch quests, or as intricate and solving multi-part puzzles. They can be main or side quests. They can be single or chained quests. You have full control over everything from rewards to custom fields to suit your rule set needs. Quests can also be put on informational miniatures, there is a “?” avatar specifically for this. This will allow quests to be obtained from anywhere; a town posting board, a note tacked to a tree, or even from a singing rock.
Because loot drops can be random, you can make a repayable module where the players were unable to complete the quest in the first run. If you want to limit how many times it can be completed by a hero or even limit the race, class able to do the quest.. which will make players want to try other classes so they enjoy all the quests.

Battle Rules Panel:

Co-op pen and paper RPG games, where everyone gets to enjoy being a hero was a big part of why Revolution: Virtual Playspace was made. It just turns out that the battle rules system also allows for some great single player modules. You can have battle rules all ready to go by loading it onto the miniature from the map editor, or you can edit it on the fly while playing. All people in the game will see the changes as they are made.

Battle Rules tell the players how an encountered monster or NPC is going to react in game.. in a neutral, defensive or aggressive situation. What provokes an attack, how they attack under different circumstances and most of all.. what kind of skills they have.

You can have battle rules that start conversations or quests only if certain situations present themselves. Think of it as the artificial intelligence of the miniature that is only limited by the crazy things you can think up.

 

Store Panel:

Using our powerful item editor you can crate anything you would like to see in game. This is one of the areas where that item editor comes into play. When you create a store you choose up to five items that you want the miniature to sell in it’s store. If the players have the gold, they can remove the gold from their character sheet and add the item to their inventory.

You should have stores all ready to go by loading it onto the miniature from the map editor, but you can edit one on the fly while playing, but you will not have access to the choosing of an icon for the item (too resource heavy). All people in the game will see the changes as they are made. You can even choose to edit the names, descriptions and prices of items that were already listed in the store, during play.. so you could add some generic info to some icons and fill it out properly during play.

You can also allow heroes to sell items while using a store. To keep complete rule freedom there is no built in system for sales, but it makes the buying and selling of items more fun if there is a traveling merchant in larger modules.

 

Loot Panel:

When you defeat a miniature you expect some loot, well this is the panel that handles the loot system. When setting up a loot drop list you can define a range of how much gold can be dropped, as well as the chance of an item dropping. This system also helps along co-op and single player aspect of Revolution : Virtual Playspace.

This is one of the main reasons why the item editor exists. To give players loot to drool over! You can have loot rolls all ready to go by loading it onto the miniature from the map editor, or you can edit it on the fly while playing. All people in the game will see the changes as they are made.

When you are adding items to the loot drop tables there are ten slots you can fill with items. If you want to have items drop at a certain percentage you can just add the same item multiple times.

100% Drop Rate: Fill all 10 slots with one item. (Quest Drops)
50% Drop Rate: Fill 5 slots with one time.

This will make playing a module multiple times more fun, with random loots.

 

Randomizer Panel:

The randomizer can be used to make random choices in any area of the game.. Loot, Choices, Monster Spawns, and on and on. Just fill in the fields and click “Randomize” and it will choose on of the options and output it to the chat box.

You can save and load the randomizer options which means you can prepare things in advance. You can even include instructions in the Battle Rules, Conversations and Quests to make use of the randomizer and lists you have supplied with your module.

 

Dice Roller:

A game that can be governed by dice wouldn’t be much fun without the dice, now would it?

We have built a nice simple dice roller for Revolution: Virtual Playspace. We don’t want players getting bogged down in macros and all that stuff. One of the main goals we had during development was making a Playspace that wasn’t intimidating to people who are new to the genre but could still handle all the rule sets.
Using the chat box for dice rolls is not a new idea by any means, but we know that people playing together will more than likely be using some sort of VOIP (Voice Over IP) chat system like Teamspeak, Mumble, Google Hangouts, Skype or other voice systems to aid play.. and not really need to rely on the chat area for all of the communication needs.

There are the normal dice available:

• d4
• d6
• d8
• d10
• d12
• d20
• d100
 
You can also set how many dice are rolled with the “Amount” field, so rolling a 99d6 is a reality. You can apply a modifier to the roll using the “Mod” Field, making 1d4-20 a valid roll option. And, you can even hide you rolls from everyone else in the game by enabling the “Hide Roll” check box before rolling.

Just click a dice icon and the roll will be displayed in the chat box. Apply and required amounts, mods or hidden options before you roll.

 

Chat Area:

The chat area is a very basic instant messaging chat area. We know that people playing together will more than likely be using some sort of VOIP (Voice Over IP) chat system like Teamspeak, Mumble, Google Hangouts, Skype or other voice systems to aid play.. and not really need to rely on the chat area for all of the communication needs.

 

Initiative Panel:

The Initiative system is what you use to keep track of the turn sequence of the miniatures in the game. By adding the miniatures to a list based on the initiative rule of your chosen rule set you can not only track which one is currently taking it’s turn but you can also set a miniature to delay it’s turn as well as click on the “Focus on the Miniature” button that will bring your view to the miniature of your choice.

On the Mini Sheet panel there is a new button.. “Add To Initiative” when you click this button it will simply add the miniatures name to the initiative list in the next blank slot.

To allow for the most freedom with rule sets we do not automate any of the initiative rolls for you.

To preform Initiative rolls you can use any rules needed. Roll the dice and chance the initiative on the mini sheet.. and then add the miniatures to the initiative list however your chosen rule set dictates.

Current: This is the miniature that is taking it’s current turn, multiple can be chosen for war gaming rule sets.

Delay: This lets the players know that the miniature has not taken an action yet this turn and needs to take it’s turn before the “Next Turn” Button is clicked to change over to the next turn.

Miniature Name: This is where the miniatures name is added to the initiative list. This name can be altered or removed at any time.

Focus on Mini Button: Clicking on this will take your view over to the miniature in that slot of the initiative list. The ability to focus on the miniature in the initiative is dependent on the name in the initiative list. The name in the initiative list must match the miniature it’s trying to focus on. If the name has been altered or the Miniature no longer exists in game the button will do nothing.

Next Turn Button: Once all miniatures in the initiative list have taken their turn, you can click this button to change over to the next turn in the battle.

Simple but rule set accommodating.

 

Miniature Spawner:

The miniatures panel is used to spawn the miniatures ou wish to play with. Each player can spawn minis for themselves to control. When you want to spawn a miniature just click the "MINIS" button at the bottom of the screen and you will notice a cross hair in the middle of the screen.. move that cross-hair onto the square where you want to spawn your miniature and click the miniatures button. After you have done that you can close the MINIS panel.

 

Map Loader:

When you forst host a game the map area is blank, you would use the map loading panel from the GMTools to load the map you want everyone to play in. You can clear and load new maps as you please. If you have players in the game please get them to save thier character sheets before you clear the map.. that way when the new map loads they can spawn their heroes miniature again and load the character sheet to continue playing.

 

GM Notes:

The GM Notes area is a non-saved text box for the Gm to keep notes while playing. Because the focus of this game is co-op you only need to DM if you want to.