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<blockquote data-quote="Luke" data-source="post: 681097" data-attributes="member: 602"><p>I talked a bit about doco 2 posts up, but that was more about developing your own RPG material with game mechanics included.</p><p></p><p>In the Guide you find a step-by-step tutorial for in-game combat management (which is oviously the hardest part of RPG computer use). I recently uploaded a character generation tutorial by RPM fan Joe Sweeney, which you can find in the news.</p><p></p><p>I gather, however, that you're more into adventure preparation, which I don't yet have a "step-by-step" for. Its usually quite useful to press the help toolbar button found at the top of (almost) every window, for notes on whatever you happen to currently have open.</p><p>One problem with "step-by-step" tutorials is that they typically need lots of screenshots which either make for very large downloads, or slow browsing.</p><p>There's also a slight philosophical difficulty with RPM and "step-by-step" tutorials. The issue is that RPM is designed to be a flexible tool that lets you operate the way you want to, rather than something that precribes a particular way of doing things ( step by step).</p><p>This admittedly does mean it takes a little more initial time to learn things when you first start to use RPM, but people tell me that ultimately its much more flexible, and they can use it in a way that best suits their own taste.</p><p>I'll use a recent misconception I've addressed: you don't *have* to formally set up an encounter to do actions (attacks, damage, skill checks, saves etc). That is only really necessary when you want automatic XP calculation at the end. Also, you don't *have* to use the initiative system. That's just useful if you want RPM to keep you informed of whose turn it is next. Lastly, you don't *have* to manage your encounters with the initiave/round system. Thats just useful if you want RPM to automatically manage time for you, and automatically expire conditions, spell effects and do stabilize checks for dying creatures.</p><p>Similarly with adventures, use of the details tree (for plot, credits, chapters etc), or for maps (along with locations and items), is all optional.</p><p>That said, as soon as time permits, or a fan produces something (as Joe has), I'll make more step-step examples available.</p><p></p><p>Don't worry about tact. Net text is notorious for getting yourself misinterpreted, and I was the one taking the risk <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Regards,</p></blockquote><p></p>
[QUOTE="Luke, post: 681097, member: 602"] I talked a bit about doco 2 posts up, but that was more about developing your own RPG material with game mechanics included. In the Guide you find a step-by-step tutorial for in-game combat management (which is oviously the hardest part of RPG computer use). I recently uploaded a character generation tutorial by RPM fan Joe Sweeney, which you can find in the news. I gather, however, that you're more into adventure preparation, which I don't yet have a "step-by-step" for. Its usually quite useful to press the help toolbar button found at the top of (almost) every window, for notes on whatever you happen to currently have open. One problem with "step-by-step" tutorials is that they typically need lots of screenshots which either make for very large downloads, or slow browsing. There's also a slight philosophical difficulty with RPM and "step-by-step" tutorials. The issue is that RPM is designed to be a flexible tool that lets you operate the way you want to, rather than something that precribes a particular way of doing things ( step by step). This admittedly does mean it takes a little more initial time to learn things when you first start to use RPM, but people tell me that ultimately its much more flexible, and they can use it in a way that best suits their own taste. I'll use a recent misconception I've addressed: you don't *have* to formally set up an encounter to do actions (attacks, damage, skill checks, saves etc). That is only really necessary when you want automatic XP calculation at the end. Also, you don't *have* to use the initiative system. That's just useful if you want RPM to keep you informed of whose turn it is next. Lastly, you don't *have* to manage your encounters with the initiave/round system. Thats just useful if you want RPM to automatically manage time for you, and automatically expire conditions, spell effects and do stabilize checks for dying creatures. Similarly with adventures, use of the details tree (for plot, credits, chapters etc), or for maps (along with locations and items), is all optional. That said, as soon as time permits, or a fan produces something (as Joe has), I'll make more step-step examples available. Don't worry about tact. Net text is notorious for getting yourself misinterpreted, and I was the one taking the risk ;) Regards, [/QUOTE]
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