2025-04-09

Current Foundry VTT Configuration for GURPS

About a month into DFRPG Arden Vul, here is what we're using in Foundry VTT.


Core VTT software:

Foundry VTT version 12.

This is the latest stable version.  I try to avoid updating Foundry in the middle of a campaign, because even though Foundry core tends to be stable, it takes a while for modules to support the new version, so if 13 or 14 or 15 comes out and we're still playing Arden Vul, I'll stay on 12.


System:

GURPS 4e Game Aid (GGA)

This is what everyone uses to run GURPS on Foundry.  It's great.  DFRPG is GURPS for most purposes; there's no need for a separate Foundry system for DFRPG.


Modules:

About Face

Controls token facing, for games where facing matters.  Works great.  Sometimes the little arrows it projects into adjacent hexes to show facing get lost, though.  You can tweak the size and color of the arrow, but I'd really like one that automatically contrasted with the current background color.

Combat Booster: Turn Marker, Recent Actions and more

The "Turn Marker" module didn't get updated for v12, so I tried this one instead, and it does indeed mark the token whose turn it is.  I'm not using the other features.

Dice So Nice!

Animated pretty configurable dice.  This is probably the most popular Foundry module, so if you've used Foundry you probably know about it.

Hide GM Rolls

In base Foundry, if the GM makes a private roll, the game tells the players that the GM rolled dice, just not the exact roll.  This properly shuts that up, so I don't have to waste time making fake die rolls to keep my players guessing about when I'm actually making hidden Per or wandering monster checks.

Hurry Up! Combat Timer

Puts a timer on each token's turn in combat.  By default it's 5 minutes, which is forever, but at least it reminds everyone why combat is slow.  (Quit complaining about traffic if you are traffic.)  If things bog down I'll gradually reduce the time limit.

libWrapper

A dependency for other modules.  I don't use it directly.

Monk's Wall Enhancements

Adds support for one-way doors.  It doesn't do every kind of one-way doors though.  For example, you might want a realistic door that only opens from one side, but once it's open, you can pass through either way.  But if a one-way door is more restrictive than it should be, the GM can move tokens for players.

It also has other features, like if you drag an intersection point of two walls, it moves both walls, not just one.  But the one-way doors were why I added it.

Ownership Viewer

Puts player colors next to tokens, journal entries, etc. to show who has permissions.  Permission issues are annoying so making them easier to spot is good.

PopOut!

Lets you put a character sheet in a separate browser tab or window.  This is a huge quality-of-life improvement for some players.  (Less so for GMs because we need to juggle lots of sheets.)

Token Attacher

Lets you attach a wheelbarrow token to a PC token and then when the PC moves, the wheelbarrow also moves.  And then you can attach the halfling token to the wheelbarrow token and now the PC is pushing the halfling around the map.  You can do much more with it, like building complex prefabricated objects out of lots of tokens, but that's the basic idea.

Tokenizer

This is an easy way to attach portraits and token pictures to tokens, and reuse one image for both.  The UI isn't amazing, but once you figure it out, it's pretty quick.

Universal Battlemap Importer

Lets you import a .dungeondraft file as a scene with the walls and lights intact.  Manually walling a complex scene is a lot of tedious work, so if a map was built in Dungeondraft and the wall data is already there, better to use it.  (But most of the maps I'm using are plain image files so I'm mostly stuck manually adding walls.)

Z Scatter

If you put multiple tokens in the same hex, it offsets them a little so you can see and click on them rather than playing the "which token is my token hiding under?" game.  This is great and should be the default.

2 comments:

  1. I'll have to add Z Scatter and About Face. I tried using the .png included in the Arden Vul files and it just wasn't satisfying. I'm remapping the dungeon in CC3+ simple a simple black and white style similar to the .pngs. Its a tedious undertaking. I know I've seen dungeon draft mapped pngs out there for about half the levels.

    ReplyDelete
    Replies
    1. I'm using the Dungeon Draft maps, but like you said they're only available for about half the levels, so I'm going to end up redrawing the other half.

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