Hi! Nice to see more feedback on GM mode.

Lets start answering!

Originally Posted by Noctro
You can invite people as secondary GM, I think

No, sadly you can't. This is a localization mistake in lobby screen.

Originally Posted by morez

multiple GM. At least one Santa's little helper GM slot which maybe hasnt full control, but can place objects / characters


Ah! We thought of that during development but in the end we decided to use 1 GM because it is closer to the table top experience. That's why we try to give the GM as much control as we can by encouraging usage of the pause and peace modes as much is possible.

Originally Posted by Dark_Ansem

10)No ingame Wizards for creating NPCs, encounters, improvised dialogs, etc.
11)If you create an NPC in the game master mode, you can't set emotes, patrol waypoints, or make him sitting on a chair


The idea behind game master mode is not to allow you to run Story-like adventures with scripted events and smart AI. Neither was it intended to make an in game toolset editor like the Divinity Engine 2. The idea is to use our game as a platform for your table top sessions. Real life roleplay tabletop games offer unlimited freedom as one of their main perks and this freedom is basically impossible to reproduce with AI scripting, triggers creating and etc. That is why we don't want or expect the player to manually script every event or dialog in his scenario. Forcing GM to go through such process seemed like a bad decision to us.

If we were in a table top session - the GM would ask - "what you want to do?" And then players decided what exactly by group or each member would do what (s)he wants in turn based fashion.
Now lets imagine we doing same thing but in videogame. No one holds players, they can go immediately whenever they want discussing things on the fly and talking with NPC without consulting with group or Game Master.
That leads can quickly lead to a broken table top experience because the Game Master has lost control and can't follow 4 players simultaneously.

To come closer to your case - if you have 3 players in 3 different dialogs - the GM would need to be able to roleplay all of them in the same time.
Imagine if a players wants to say something else what is not in dialog and at the same time 4th person is attacking a guard who is set to patroling area?
Those scenarios are more suited to a standalone adventure as a GM would not be able to roleplay and manage the game anymore.
Iagine having a guard patrolling the area - how it should react if for example player spawned wall of barrels on his way? Should he just avoid it, or feel suspicious about that and start investigating?
The GM has to roleplay this, and Ai could then easily hinder the GM by visually doing something else.

That is why we decided not to offer tools in Game Master mode (you still can do that for standalone adventure) that allow you to automate things.
Because, as we see it, automation will backfire at GM the moment he didn't think of a player doing something crazy.
And in table top adventure you cannot predict everything - sometimes you need to improvise - which is why the tools focus on fast interactions and giving all control to the GM himself.

That being said, we're here to help you by showing how we generally handle these situations. Sitting on a chair for example is done by possessing a character and then sit him down on the chair.

Originally Posted by Dark_Ansem

you can't set emotes


I would suggest you to use Status Panel (it's button pop up when you select a character). It has a lot of statuses like "Fear", "Sick", "Knocked down" which you can use to set a particular emotion. Making duration -1 will cause statuses to stuck forever until you will collapse them or manually delete. I personally use that to roleplay NPC emotions in my sessions.

Originally Posted by Dark_Ansem

10)No ingame Wizards for creating NPCs, encounters,
...
13)Unable to control encounter difficulty in an easy way.


As Kevin showed, you can create and manage encounters via encounter panel. The button is on the GM tools panel. From there you can set encounter level, encounter alignment, follow current state of HP and armor (press + for that), drag NPC between encounters, rename them,... You can also drag monsters into the encounter from the Monsters and Items panel or select an encounter by clicking on it and spawning monsters on the ground - they will be automatically added to encounter getting its alignment. You also can "deactivate" an encounter - that way you can disable all creatures in it (helps for ambushes). Use right mouse click to access those options.

For NPCs - you can spawn one from the Monsters and Items panel and then fully manage it via right-click and selecting "manage".
In the "appearance" tab you can alter their appearance. Not all NPCs have th same options though, these are defined by the visual sets made in the editor.

Absence of wizards - I understand. But Game Master mode aims to allow you create things based on the templates you have in a fast manner, keeping your game flowing. If you want the full power of customizing these templates - you need to use Editor because this is where the data comes from. As I said Game Master is not a toolset to build standalone campaigns. It is a set of tools allowing you to visualize you tabletop experience.

Originally Posted by Dark_Ansem

8)Different players can't be in two different areas (scenes)


Good you noticed that. The engine indeed does not allow that. In Game Master, however, mode you have work around. Since tabletop session in mainly turnbased, and for example your party could want to go separate ways you can "disable" (with right click) a player character, go to needed scene with another player, have some role play there, then do the same for the other player(s). This way you will be able to mimic "different areas" at the same time and the player won't be bored when the GM's attention is on another player because they still will want see what happens in the scene.

Originally Posted by Dark_Ansem

Item creator is vague, you can't see how is the object you make in game until you make an NPC equip it (no preview). Also you have to create it from a copy of a previous object instead of picking the model and create it from scratch


Hmm... I don't see what you mean by Item Creator. We have pre-defined items in the Monsters and Items panel (works same as spawning NPCs but you also can drag it directly from panel into inventories) and we have the Item generator. The Item generator allows you to quickly create randomized items you want with a pre-set rarity and level scaling. If you want to some in-depth managing - as with a character - with right click - you set and manage almost all properties items have.

Originally Posted by Dark_Ansem

theres NO LOOP BUTTON. In addition, STOP/PLAY buttons work a weird. When you play a song you can't stop it right away, losing control ot the atmosphere if you missclick.


All songs and ambiances are supposes to be looping by default, but you are right - there is a bug there and we are working on improving that panel.

Originally Posted by Dark_Ansem

12)Unable to control several npcs at once


That is true. We will keep that in mind.

Originally Posted by Dark_Ansem

improvised dialogs


For that you have vignettes. You can add text there, with options to answer, you can group them by folders (to have chapter based logic) and depending on what players want you can add new answers or select next vignette. Note: if you publish a vignette and then click "edit" - players will still see the old vignette - that should help you keeping them in the narrative flow if you're adding other answers or selecting appropriate vignette images. If you have a linear dialog structure (not branched) - you can scroll between vignettes - right from the published mode. Be sure to group vignettes by folders in needed order by dragging and dropping them in the side panel because that helps organizing things a lot.


Sooo... i think this is it. I maybe missed something - but don't to hesitate to bring it up again.

Last edited by Seter; 05/10/17 03:03 PM.

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