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Darkvision Ruins Dungeon-Crawling
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<blockquote data-quote="Bill Zebub" data-source="post: 9555154" data-attributes="member: 7031982"><p>I last used dynamic lighting on roll20 several years ago. There was some amount of learning curve and setup time, although not terrible, and it worked pretty well. You can change settings in a number of ways. For example, two options are:</p><ul> <li data-xf-list-type="ul">Players can only see what literally their own character could see. </li> <li data-xf-list-type="ul">Players can also see what other PCs in the party could see, if the lighting is appropriate. (So, for example, if another PC is in a different room, with a torch, you could also see that room.)</li> </ul><p>The former is perhaps more realistic, and allows for some interesting narrative tension because you can still HEAR the other players. But, honestly, it's also kind of a pain.</p><p></p><p>The other thing I didn't like about roll20 virtual lighting at that point was that shadows were pitch black. So, for example, as you moved around a column the other side of the column was literally black. In a room with a bunch of columns it made for a very disorienting scene. I would have preferred an almost-black version that let you see the basic features of the room, but with creatures (especially enemies) invisible.</p><p></p><p>But the main reason I backed off from using these sorts of features, and now exclusively use Owlbear Rodeo, is that RPGs were beginning to feel more and more like video games and less like something you play around a table with friends.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9555154, member: 7031982"] I last used dynamic lighting on roll20 several years ago. There was some amount of learning curve and setup time, although not terrible, and it worked pretty well. You can change settings in a number of ways. For example, two options are: [LIST] [*]Players can only see what literally their own character could see. [*]Players can also see what other PCs in the party could see, if the lighting is appropriate. (So, for example, if another PC is in a different room, with a torch, you could also see that room.) [/LIST] The former is perhaps more realistic, and allows for some interesting narrative tension because you can still HEAR the other players. But, honestly, it's also kind of a pain. The other thing I didn't like about roll20 virtual lighting at that point was that shadows were pitch black. So, for example, as you moved around a column the other side of the column was literally black. In a room with a bunch of columns it made for a very disorienting scene. I would have preferred an almost-black version that let you see the basic features of the room, but with creatures (especially enemies) invisible. But the main reason I backed off from using these sorts of features, and now exclusively use Owlbear Rodeo, is that RPGs were beginning to feel more and more like video games and less like something you play around a table with friends. [/QUOTE]
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