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Cannot print PF2 Kingmaker reference sheet through website #18

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christof337 opened this issue Nov 14, 2023 · 5 comments
Open

Cannot print PF2 Kingmaker reference sheet through website #18

christof337 opened this issue Nov 14, 2023 · 5 comments

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@christof337
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Hi there
I've Seen the "kingdom reference" file under the kingmaker tree (and translated it).
However it would seem there are no way of selecting an option to print this reference in the frontend (like a sub checkbox under "kingdom"), thus making it impossible to download the said reference sheet (much needed by my players After their very first kingdom turn tonight)

@marcus-downing
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I was working on a Kingdom Reference, but I never finished it. Kingmaker is huge and complicated, and the reference was proving to be the same. I decided not to delay the Kingmaker release for it.

And of course, there are enough other things taking my time -- like the Remaster -- that I can't promise when I'll get back to this.

@christof337
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Yeah I figured afterwards !
I've made my own (in french), getting inspiration from your own as is.
Once I'd translated it I could format it and PR it to you, if that saves you some Time in the future 🤗

Good Luck with the remaster!!

@marcus-downing
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I'd be curious to see what you make. I was struggling with how to cleanly present the sheer size of Kingmaker's actions.

@christof337
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christof337 commented Nov 22, 2023

I've actually got to play a few kingdom turns so I dug into this experience to optimize the layout. I might make it better if needed after a few tries.

scope

Before anything, it focuses only on the kingdom turn. Not all other rules such as Warfare, all structures for settlments (I just print an summaries excel file for that), climat, camping, quest, rumours , encounter tables or so

global layout

First, I divided the reference sheet into separate phases then Steps, corresponding to the adequate kingdom phases (maintenance, trade, activities) and steps.

Our first turn was indeed quite hellish because either we looked at the page where all activities were listed for each phase but we didn't know what they did, either we looked at the details (like many players said "I want to do something with {insert kingdom skill}!"), but when confronted to the given page either we didn't do the actions when WE should have , either it was frustrating to notice "oh, too late for that" or "that is later in the turn you can't do that just yet".

ANYWAY that brings me to the
Second, the commandement activities step and region activities were still too Big, so instead of dividing them into skills (hellish with the general activities that have many skills), I divided the activities depending of what they did. Arbitraries sections, such as "gaining stuff" or "reducing things". In each section subsections such as "gaining commodities", or RP, or fame ; or "reducing unrest", or ruin.
In each section, each corresponding activity•ies.

Some appeared under multiple header though.

single activity layout and entries

Last, each activity had various entries :
Name and page
Effect : homemade text describing briefly what to accomplish with it mechanically (sometimes no more than "🐔➡️🍗" 😆 ) - I took inspiration from you for the short wording
Test : the competence(s) to be tested, their corresponding minimum proficiency between parenthesis (and a color code for the relevant attribute)
Critical success, success, failure, Crit failure entries, where I strapped out all the flavor text to only keep the mechanics (in case of Crit fail/success they Can Always watch AT the given page for the citizen reactions). Usually it looks like this : "+1 Agitation, +1 ruin"

ANYWAY this layout seems pretty robust so far, each player has one.

And btw the layout is two columns

on persistent activities

One thing it lacks though IS for those interactions that influence the following turns (called persistent activities below) (+2 DD if tried again next turn, downgrade result if tried again next turn, +2 DD next turn, diminushing by 1 each Time not used...
That made me consider a "routine" entry, with things to check when you use it and steps to follow AT turn end/start to keep track of the persistent actions of the last turn (while keep making them progress and "fade" AT the end of the turn).
I think most of the time one or several clever checkboxes in each persistent activity with instruction on how to make them progress (like "check when using skill (and it does this), and check the "checked this turn" checkbox as well"), and instructions on how to handle them during maintenance (maybe like a paragraph in maintenance phase "go through all (persistent) activities entries. if checked that turn IS checked, uncheck it and move to the next (persistent) activity. If not, erase a/the checkbox if there is one checked and move on.")
might work great

Though I might have problems if some persistent activities appear under multiple headers...
Then I Guess I'd remove the arbitrary divisions along with the clones, replacing them with tags/traits/emojis/headers, and change them into individual cutable cards that Can be passed on AT the table as a deck if activities

@christof337
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Heres the link of my current sheet still in french ^^ if you wanna take a look. It IS far from the quality of things you do, it IS mainly specifically for our Friends table only, but it Can be adapted more cleanly (and without emojis xD) I think.
https://docs.google.com/document/d/1n_vFurH4WgW9V5Y2Ry2uvuwOUuc53pDA1bhlKs_nq8A/edit?usp=drivesdk

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