What I'd really like to do is spare my players from having to sit for 5 minutes in front of each NPC to read page after page of dialogue/storyline. Instead, I'd like to have storyline (or other pertinent information) display on the screen at intervals as they play through the dungeon (e.g. the player turns a corner and the words "You feel a draft from the door on your right." display at the top of the screen). I'd also like to be able to control the display time on the words so I can vary it depending on how long the sentence is.
Does this function already exist?? I can't seem to find such a thing and the "sticky" forum foundry guides I've read haven't mentioned it.
If someone can point me in the right direction, you can have my first-born child. Or a free smiley face --->
. Whatever you'd like.
Thanks!
Comments
I've also seen players use interactibles as DM text objects - for instance, when using a door, it initiates a dialogue that says something like (in OOC) "the door is nearly completely rotted, and creaks loudly as you open it"
Hope that helps!
[NW-DN9RWCCFA]
#Solo | #Combat | #Puzzle
Ideally, I'd like to be able to set up a situation where the player is running down a 200 ft hallway (for example) toward a boss encounter and the boss is screaming a new line of text at them every 20 feet that they progress (so that I can fit ten pieces of storyline dialogue in while the player is on the move). I want to be able to achieve this without the foundry playing its little gong sound and printing "Objective Complete!" across the screen every 20 feet. I will play around with the reach point/interactibles and see if I can't get something like this to work. Thanks again!
Another issue with the reach marker idea for what you wrote above specifically (spawning new lines every twenty feet) is that they don't always activate at exactly the same time when reached so your timing on the text could be off from play to play. Also, I do believe the reach point objectives WOULD cause the printing of "Objective Complete!" for each one.
I use these quite a bit through my quests to give the player a sense of the surroundings that the game cannot give (DM: The air grows colder) or to send them a direction they may not otherwise go (DM: You hear a scuffling sound to the right).
It works well enough, but we need DM text reach markers that are not tied to an objective.