![]() I assume there is way to identify the game initiator, and as gilthe suggests add a special state for monster selection, followed by a state to load player data, both with UI, Then a multiactive player state that lets the players and GM insert future events into a "deck", and then a couple of game states that pop events out of the deck based on class of event(move,adjust,defense, attack) and time the event should occur. That can all go into the game definition files. I think I can get most of the data as static (the monster) and that is where I want the persistence. And thanks for reading the other post and understanding that I'm not interested in doing the graphics on BGA, but more the action taking and sequencing of events. Thanks guys, this is the sort of information I need. (Disclaimer: my inference of what you are trying to accomplish is based on the other question apologies for any misunderstanding) This part of the API makes functions like "retrieveLegacyTeamData" or "storeLegacyTeamData" available that would help transferring a party from a prior table to the next. For persistence, BGA supports a campaign-type setting but in a limited manner: the studio doc says only up to 64K per player. The downside is having to reenter character information repeatedly. If you isolate BGA involvement to combat or similar scenes and leave the rest outside of BGA, it might be a feasible project, essentially as a "fake" game with no meaningful ELO/stats. What is not clear to me is how much persistence you want to have, if any. That's generally unnecessary because you can use a unique setup state as mentioned above. Afaik, in the BGA framework, it is not possible to defer entry of players until later either. You'll have better control managing it all in a custom database imo. ![]() I don't think it is feasible to create a custom combat scene through game options. Of course the complexity of the required UI is a concern (rules- and scenario-dependent). It is straightforward to have this state be only visited once and never thereafter. As mentioned, you would have to provide a UI for it, but that it is, presumably, preferable to having your game masters write custom input files to upload. In this state, only the master can interact with the board, e.g., set up monsters, obstacles, etc. ![]() Following RicardoRix, if you wanted to do something like this and have it fit more into the BGA framework, it should be possible to define a unique state (along with unique, selected player roles) that is entered on starting a new game. ![]()
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