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Hello everyone!

Thank you so much for your patience during this break!

I am very happy to finally present to you  the new tier structure and the new concepts for the a day at Patreon!

Don't worry, you will get the same or more content with your current tier and you won't have to pay more.

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If you are currently in the

casual gm tier: You don't have to do anything, everything stays the same.

just assets tier: Your tier will be renamed to creative gm and the premade maps (and backlog of the maps) will be added to that tier.

creative gm tier: Your tier will be renamed to thorough gm and you'll gain access to the assets incl. the backlog as well as the new modular elements such as prefabs and modular rooms.

thorough gm tier: The tier will be closed - but this does not mean that you will lose access to your content. It just means that no new patrons will be able to join this tier. The Tier remains as long as members are part of it. However, I recommend that you switch to the new Thorough GM so that you are not paying more for the same content. To avoid confusion while changing tiers I'll add "(old)" to the current thorough gm tier.

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These changes will be implemented over the next week here on Patreon and on the Cloud.

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Basically, I have decided to take this step to implement the insights I have learned while running this Patreon the past year.

That´s why I will slightly adjust my approach to the modular elements.

With a day at I aim to enable people to create their own individual battlemaps - but with less preparation time. I don´t want to change that core thought but rather adjust it a little bit.

All of the following shown topics are initial concepts that may undergo further changes as I go forward.

As always, I am open to ideas and feedback :)

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Introducing: a new approach for the modular elements

I had to realize over the last year that the modules as you know them were rather restricting on how you could place them. While this wasn't much of a problem for cities and industrial areas it proved to be a big challenge when you wanted to place modules in a more organic way.

So the main goal is to give you more creative freedom in designing your maps. For this I have detached the content from its background and treat them more like prefabs. This makes it possible to use them in different biomes and enables you to arrange them more individually.

Example of a prefab with a transparent background (Work in Progress)

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Introducing: modular rooms

Modular rooms allow you to realize your own furnished buildings according to your own ideas and requirements,  without having to go through the time consuming process of placing each wall, wheelbarrow and cabbage individually.  As modular rooms are not bound to a specific background you can use them in different settings.

The goal is to create rooms matching the respective content pack and thus create a growing library of rooms.

It might look something like this:

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I would be very happy if you let me know what you think about the concept of modular rooms and the overhaul in general!

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Last but not least:

Thank you so much of being a part of a day at! I truly appreciate it!

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Greetings from Ana

Files

Comments

John Clark

I think the change in the prefabs makes totally sense! But we would also need some backgrounds as well.

a day at

yes! backgrounds as separate images will definitely be part of it. I'm still tinkering with what size makes the most sense in relation to the file size. But the backgrounds will be modular, so you can also put several next to each other when you create a larger map. In Dungeondraft they make less sense but if you want to assemble the map in a vtt of your choice it will be possible in any case. thanks for your feedback

SalieriC

A shame DD doesn't support walls and such in prefabs. Would make it infinitely easier to import everything in the VTT. This way, walls still need to be manually placed in the VTT. But all in all it looks easy to handle and pretty versatile, eager to give it a try. One suggestion though: Adding the thumbnails as a separate download would make the first startup with the DD packages a whole lot faster.

a day at

Yes, I think that's a shame too! However, in DD you can also "color" the walls to be transparent and quickly redraw the walls if they are in the grid. You just have to remember where you put them ^^ I also tried a few things in preparation for the upcoming content pack, but unfortunately DD has its pitfalls, especially when it comes to prefabs, and the simple placement of modular rooms in particular is a bit of a pain because DD sets the selection frame larger than the object itself, which is why you can no longer snap nicely. I'm curious to see how things will continue with the mods in the future. Thanks for your suggestion, I'll have a look at that.