This article has been written specifically to help game masters and players learn how to use MyRPG's Microlite20 template to play and host games. Though the article itself is written for Microlite20, much of it will actually be describing how MyRPG works as a game engine in general, and not just specific to Microlite20.
Getting StartedWhere is the website?(Players) How do I join a Microlite20 game?If you go to the Game Lobby and have a look in the window on the right, you'll see a column called Game Type denotes the type of game running on a given line. Just look for Microlite20 in that column and click the Apply to join link for that game. You'll be taken to a page where you can fill out your Character Name select your Character Type and fill out a Character Description if you desire.
TIP: Your GM can change your character name and your description later, don't worry about making mistakes here.
TIP: It is a little known fact that you can actually apply with multiple players. Once you've been approved for your first player, have a look at the game again and you'll see a little + symbol beside the game, if you click it, you'll be prompted to apply again with a new character.
(Players) How do I setup my character?This section needs to be updated. New game mechanics now exist to make this process much more streamlined.
When you applied to join the game, you were asked to select a Character Type. This was where you were able to choose your Race. Once you get into the game, click on the World tab and it will take you to your character. You will notice that your stats have been rolled for you. The roll for each stat was done using the formula: 4d6 drop lowest. You now have the ability to swap your stats around to get them arranged for your character. To do this, scroll down to the Player/Character Options section and look for the Character Stat Generator object. It will show up in blue. This object will have 2 purple actions you can click on. The one you want is Swap Stats which, when you click on it, it will prompt you for the two stats you wish to swap. Continue doing this until your stats look the way you want.
If for some reason you need a stat boost, your GM can modify your stats.
Now that your stats are all in place, you can choose your class by locating the Class Chooser (in blue) and clicking on the class you wish to be. At this point, the rest of your character sheet will be calculated and you should be ready to pick your spells, buy weapons and anything else you need.
(Players) How do I buy weapons/armor/items?This section needs to be updated. New game mechanics now exist to make this process much more streamlined.
(Players) How do I pick spells?This section needs to be updated. New game mechanics now exist to make this process much more streamlined.
(GMs) How do I create a new Microlite20 game?
(GMs) Now what? What do I need to do? (Creating locations)Now that you've created your Microlite20 game, you'll need to setup your adventure. You'll need to add maps, monsters and perhaps even game notes to your game before you'll want players to join. So, first thing's first. Create some locations (aka maps)! Think of a location like a file folder, you can put things in it, and you can move it around. Locations can be inside of other locations (but a location can't be inside of an object ...I think, I never tried it actually...).
Here's how to create locations:
TIP: If you want to move locations so they are inside of eachother, use the same technique as moving objects (see How do I move game objects from one location/object to another).
Now you'll probably want to create some content for your game, most of which will likely be monsters. You create monsters the same way you create any other game object in the game (see How do I create monsters/NPCs/equipment/items).
(GMs) How do I create monsters/NPCs/equipment/items?
(GMs & Players) How do I change the image of an object/my character?
Players can only change their own image while GMs can change the image for any object. To change an image, navigate to the object that you want to change the image for and click on the
icon. A combo box will appear allowing you to select the image you want. If you want to upload your own image, click on the
icon in social bar at the bottom of the screen. This will take you your My Images section where you can upload your own personal images to be used in your games. Please take special note of the fact that any dashes (-) found in the filename will be used as directory separators. For example, if you upload an image called weapon-sword-sword1.png, it will be found in the (user)/(weapon)/(sword)/sword1.png folders when picking the image (it is always put in the user directory for image you upload yourself). So make sure to rename your images to organize them and make them easier to find!TIP: Remember! Images you upload yourself will always be found in the (user) directory when picking an image.
(GMs) Can I change the way the token looks on the map?If you navigate to the object you want to change the token for, then click on the
Here is what each of them do and look like:
(GMs) What do all the other icons do?
There is a row of icons on every object that allow the GM to control certain properties or perform certain actions on the object. I will list what each icon does. You may also mouse-over each of the icons to get an in-game hint telling you what each one does.
TIP: Remember! Rotate Token and Resize Token icons will ONLY appear when using a zoomable token type.
(GMs) How do I move game objects from one location/object to another?Unfortunately, at the time of writing, this is actually a bit harder to grasp than it should be. I've included some handy screenshots to assist.
TIP: As soon as a player joins, you will want to move him to his starting location using this method. Otherwise he will not be able to see anything since all players start in the Game Root.
(Players & GMs) How do I move/place a token on the map?Moving tokens around is pretty easy:
One thing to note about the current interactive map component is the fact that sometimes it can be kinda tricky getting everything placed correctly when they're really close together. It is useful to use the zoom in/out features (the +/- buttons at the top of the map) to get in close and place your tokens correctly. If you're having trouble finding the token you have selected on a rather large map, just click the Find button at the top beside the zoom in/out buttons.
(Players & GMs) How do I do OOC (out-of-character) chat?When you're in the game, at the bottom of the screen you'll see a Game Chatroom button. If you click it, the game's chatbox will pop up and you can use it to chat with people who are currently looking at the game (currently, this includes outsiders who are not a player or a GM of the game). Simply type the message you wish to send, then press the enter key on your keyboard.
(GMs) I have a player's join request, now what?You will see new applications in the Game tab on the right side of the screen. Now just accept the application and a new character will be created for them. The new character game object will appear in the Game Root. The very first thing you'll want to do is move the new character to their starting point in the game (see How do I move game objects from one location/object to another).
(GMs) How do I use the Fog-of-War controls?The current system for fog of war is pretty rudimentary. it was developed very quickly and will be replaced with something more intuitive in the future, but in the meantime, this is what we've got. The concept is as follows, you have clouds and blotches. A blotch is a single black square and a cloud is made up of multiple blotches because not all rooms are square! Sometimes you need more than one blotch to fully cover an area. I suggest creating a cloud for every room you wish to cover and name the cloud according to the name (or number) of the room. This will help you keep track of things. Creating a new cloud
Revealing/hiding areas with the cloudsBy default, clouds are Visible, in other words, they are blocking the players sight to the area. To reveal an area to your players:
If you make a mistake and need to delete a blotch, use the Non-combat Role PlayingMyRPG has a lot of specialized game-engine features but it is also built similar to a forum. For regular actions and dialogue, you're going to want to write Game Messages.
(Players) How do I play? How do I post?This section needs to be updated. There is no longer a Game tab.
Players can create a new message by going to the Game tab and clicking on New Game Message. Use these messages for both in-game dialog as well as in-game actions. Feel free to role-play here to keep it interesting. You may want to precursor actions with a >> to indicate that they are actions you wish to perform. This convention is not required and you may use whatever convention you want, but it seems like a pretty good way to do it.
Players also have the option to direct a game message to the GM by clicking the checkbox GM Only when they write their message. Use this to message the GM privately without alerting the other players.
TIP: At the moment, the OOC checkbox doesn't really do anything, its actually much better to keep OOC chat out of game messages. Please use the Game Chatroom for OOC chat instead (see How do I do OOC (out-of-character) chat).
(GMs) How do I post game messages?GMs post game messages by clicking on the New Entry tab. Here the GM will have the ability to send messages to everyone, or just a select few players. There is another tab you can use to create dice roll messages as well, though it is rather out-dated, it should at least get you started in creating dice roll formulas (for details in writing dice roll formulas, see Dice Roll Messages/Formulas). After you send a game message, you can see all the players who are able to see the message beside it. You can also edit a message by clicking on the
icon. If you need to change who can see the message, don't panic, just edit the message and check the various players appropriately.(GMs & Players) When do notification emails get sent out?A GM will receive a notification email any time a new game application is sent to a game of his, regardless of his online status. Players and GMs alike will receive a new game message notification when a new game message is received for a game they are a part of, but only if they are not currently online! If MyRPG has you in the Online Members list in the game lobby, then an email will not be sent. Also, only one notification email will be sent. If subsequent messages are added to the game, only the first one will send an email notification. Finally, a notification email gets sent for every private message sent in MyRPG. To access the private messages section, click on the little
icon in your social bar at the bottom. You can also access your private messages from the Game Lobby by clicking on the Private Messages link at the very top of the page.(GMs & Players) How do I do dice rolls? What are dice roll formulas?You will need to get familiar with MyRPG's dice roll formulas. They look like this: {{1d20+3}}. Use any combination you'd like to get the job done. Here is an example formula that is more complex: {{1d20+6-(1d6*3)+floor(3d10/10)}}. To see the result of your dice roll, simply include the dice roll formula in a game message and it will be calculated for you. If there are any errors in your formula, it will tell you what the problem was. For a much more detailed article on creating dice roll formulas, see Dice Roll Messages/Formulas.
Before you start writing out dice roll formulas yourself, I urge you to get familiar with the Microlite20 systems that have been created for you. Many of which will do the same rolls for you, but output them in a way that is more pleasant to look at, with less work for you (as an example, see How do I perform skill checks? Or any DC checks for that matter).
(GMs & Players) How do I perform skill checks? Or any DC checks for that matter?Every character and monster in the game get created with a DC Checker object, if you navigate to the player/monster, you'll see the object down below. This object is used to perform basic DC check rolls easily and quickly. The result of the roll will be displayed as a game message with nice formatting and a clear result. This is probably the least automated way of running the game (without resorting to manually writing dice roll formulas). This DC checker may also include some combat related checks but, while in combat, you will be given a different object which handles combat related actions more exactly.
The results of DC Checker actions are generally visible to players unless you choose one that specifically says otherwise. There are definitely going to be cases when you want to make a secret listen check to see if a player hears something without giving them a heads up that something is happening. If the check is successful, you can notify that particular person in a game message directed at him (and him only) letting him know that he heard something. This kind of subtlety is difficult to capture in a live game due to everyone being in the same room at the same time. So play-up the strengths of an online medium!
You could use the DC checker to attempt to attack a monster, but all it will do is give you the result of your roll. If you use the combat related objects instead, you can click to perform a move, then click to attack the monster you want with the weapon of your choice, and it's hitpoints will be reduced automatically with any other conditions (like death or unconsciousness), diseases or any other game elements (like poisons) automatically added to the monster. Otherwise, your GM would have to handle this manually. Using the combat objects will also help to ensure you don't accidentally attack twice because it will tell you when you're out of actions.
Unfortunately, these combat objects are not fully developed so I do suggest using the DC checker for most things for the time being. It wont be long though!
Combat!The Microlite20 template is constantly evolving to offer a more streamlined approach to combat. The end-goal is to have most actions completely automated while offering a very open-ended playing system. This means that you'll eventually be able to simply select the opponent you wish to attack and then click on the attack action for your weapon, and all the calculations will be done for you. Hitpoints will be reduced, death will occur automatically, everything will be taken into account from strength to AC, even special magical modifiers on your weapons!
However, until all this is achieved, there is (and always will be) a more manual approach to combat. Once these systems are all in place, you'll always be able to fallback to this manual method or even use it simply because you prefer it. If all else fails, you can certainly write out your dice roll formulas manually. Your GM will be required to edit the parameters after every combat action (like when a monster gets hit and his HP drops). But assuming not "all-else" has failed, I've created some shortcuts for you to use to get the dice rolling including the DC Checker (see, How do I perform skill checks? Or any DC checks for that matter) as well as other combat objects like the Battle Controller and some character specific combat action objects. All of these objects will be described in this chapter.(Players & GMs) Things you need to know about your character's statsEvery character and monster have exactly the same parameters (the Level parameter for a player character is actually called Level/HD for compatibility with monsters). This means monsters and players can be used in exactly the same way. All scripts are compatible with both. I'm going to go through each stat/parameter and talk about whats up and what you can do with them.
GMs can see an additional list of parameters on each character. These are used to modify automatically calculated parameters (since you can't modify auto calculated formulas in a live game). For example, if you need to modify the Melee Bonus for some reason (perhaps a custom magical buff that doesn't exist in the game). You can manually change the melee bonus here and your Melee modifier will reflect these changes.
(GMs) How do I start combat?
The Microlite20 template already has something called a Battle Controller, which helps to control the flow of the battle. It has a number of actions you can perform and they work as follows:
During the course of combat, there are lots of opportunities for players to make mistakes or overstep their bounds. It is up to the GM to keep tabs on things to make sure no mistakes are made. I suggest doing this by making sure to read and understand every System message that pops up in the game messages as the battle goes on. You'll want to check things like, "did a player attack a monster that was too far?", "did a player perform an action when they shouldn't have been able to?". The GM needs to maintain control over the battle, any scripting that is in place is there for convenience sake, entire battles cannot happen on their own.
(GMs) I don't have the battle controller beside the New Objects link. How do I get it?The Battle Controller must be created for your game. Follow these steps to create it.
TIP: If you already have a Battle Controller created, skip to step 6.
If you have two completely separate battles going on at the same time, you will need two different battle controllers. Currently, only one battle controller can be used in one location at a time. So if you're really stuck, create a temporary location that you can perform your second battle in. But this is probably an exceedingly rare case. You usually only need 1 battle controller. Feel free to keep the battle controller in the Game Root and out of the way (since its pinned and easy to get to).
(GMs & Players) How to I attack, move...do stuff, in combat?The template is constantly evolving to script a lot of these things so you don't have to do so many things manually. The automated features of the template help to enforce the rules of the game and keep things quick and easy. When a character or monster is entered into battle via the Battle Controller a Combat Actions object is created in them that can be used to perform various actions in combat. The purpose of this object is to ensure some rules are enforced while automating some of the tedious maths involved in certain actions. As of right now, there are some basic actions you can take that are completely scripted (generally only 1 button click). I'll go through them one by one.
Moving
Attacking with a weaponThis describes the scripted method for performing a standard weapon attack.
Attacking with a spellUnfortunately, at the moment, spells use is not automated whatsoever. To attack with a spell, you will need to do your rolls manually (see How do I do dice rolls? What are dice roll formulas). The GM will have to modify the parameters to keep everything up to date. This will include reducing the Hitpoints of the caster, modifying the Combat Action Points of the caster, reducing the Hitpoints of each of the targets...etc. In the near future, spells will also be automated (many of them anyway).
All other actions or manual actionsIf for some reason the scripted actions are not working or don't do what you need, then you may have to perform actions manually. The GM has full control over the parameters of each object (except for scripted for formulaic parameters). The following is a list of example actions you may need to take in game and how you would go about doing it...
Playing the game manually (without the scripts)There are lots of reasons why you should be fully versed in doing things manually in MyRPG. Scripts can fail, they can be incomplete or they may not do exactly what you need or take everything into account. When this situation occurs (and it certainly will), you may have to roll dice and modify parameters manually. This section will describe how this is accomplished.
(GMs) Modifying object parameters
Live objects can have most of their parameters edited at the whim of the GM. Certain parameters auto generated via formulas or scripts, cannot be edited by hand. If you need to change the value of one of these parameters, consider influencing the parameters these special parameters are based on. For example, the AC parameter on Characters/Monsters objects is automatically generated using the formula 10 + Dexterity Modifier + Equipment AC Bonus. If you need to increase the AC of a monster, considering upping his Dexterity or giving him an armor or shield (or even some natural armor).
To modify regular parameters, navigate to the object you wish to modify and click on the Edit button next to the Parameters heading in the left column. Then simply modify the parameters you need to and then click Save Changes when you're done. The save button is in the same place the Edit button was.
(GMs) Giving characters/monsters a condition (like Dead, Unconscious, Sleeping, Helpless...etc)
Conditions influence the way the scripts work. For example, being helpless will remove a character's dexterity modifier from his AC. It is therefore important to make sure conditions are set on characters and monsters appropriately. If you need to create a new condition on a character/monster, simply navigate to the character/monster and then follow the same technique described here: How do I create monsters/NPCs/equipment/items.
Creating your own game content (new equipment, new monsters...etc)You are welcome to use the game content provided by the template but you can, of course, create your own content as well! The next few entries will deal with how to create each type of game content with step by step instructions.
(GMs) How do I create new weapons?
The Microlite20 template comes with all the weapons listed in the M20 players PDF as well as most of the monsters natural weapons (like claw, bite..etc). Rather than creating completely new weapons, if you just need a long sword with a different damage (or some other different statistic), you might be better off just changing the damage on it when it gets created (especially if its a starting weapon for a monster/NPC). For details on how to do that, see ############.
If you really do need to create your own weapons, here is how to do it:
Finally, one of the most important steps is adding the Attack action to the weapon. This is done by adding a single line of code to a new Attack script. Just follow the following steps exactly:
(GMs) How do I create my own monsters/NPCs/Races?The Microlite20 template comes with a number of races and monsters with scripting in place to auto generate a number of stats. In most cases, the existing monsters will do the trick but in some cases, you may want to create your own monsters or races. If you just need slight modifications to the existing races, I suggest making those modifications after creating the live object. That would involve modifying the parameters of your live objects and giving them equipment to use (see Modifying object parameters and How do I create monsters/NPCs/equipment/items).
However, if you need to create many monsters with the same stat changes or specific starting equipment, it might be worth it to create your own. Unfortunately, there is no clone option in myrpg for creating similar object types, so if you need to copy most of the stats for an existing object, you'll have to do it by hand. The next instruction set will take you through the step by step process of creating a unique monster. You may also use this process to clone an existing monster, just fill in the parameters according to what the monster/race you want cloned has.
Specifying starting equipment/armor/abilities fields require special formattingThese fields (example: Starting Weapons, Starting Armor, Starting Abilities..etc) are special in that they require a special formatting. I'm going to give a number of examples so you can learn by seeing:
That should pretty much cover everything. You can see you have a wide variety of customization options when it comes to adding starting equipment and abilities. Keep in mind that you can also add things like Player/Character Options as well (like the Stat Bonus object) which allow further customization during the character creation process. Microlite20 features and controlsThe game system contains numerous helper objects and scripts to keep things running smoothly and somewhat automated. For example, there is an automatic storefront object that allows players to buy their goods without the help of the GM, while ensuring they go over budget. Automatic, player character storefrontsIf the GM desires, a storefront can be setup for players to purchase goods automatically. A storefront object can be populated with Weapons, Armor, Shields and Items, all of which have a Cost (in gold). TIP: If you wish to modify the cost of the objects in the store, you may do so by editing the objects you have filled the store with. TIP: Only the cost of an object can be modified, any modifications of any other parameters (like damage) will simply be ignored and the original Object Type's value will be used instead. Setting up your storefront
How to use a storefrontPlayers are supposed to be able to use a storefront without the aid of the GM to buy their equipment and goods automatically.
Encounter RollerThis is an object that allows the GM to a random, pre-programmed event. The result of the roll will simply be stated (hidden to the players) in a system message for the GM to see. For example, you may want to roll 1d6 where 1 and 2 result in nothing, 3 and 4 result in an encounter with an orc and 5 and 6 result in an encounter with 1d4 orcs. This object allows you to roll these kinds of things with a single click, the result of which is displayed nicely in a system message. How to setup the encounter roller
When it is time to roll the formula, just click the Roll action on the encounter roller. A new system message will be created with the result of the roll and the message will be hidden from players. Campaign: Room PackageThis is another Game Controller object that allows a campaign/adventure designer to store the contents of a room within an object for later unpacking. For example, if you had a room with 10 enemies, 12 crates and 2 chests, it might be very difficult to play with so much stuff littering the world. This object allows you to pack all those objects up until they actually need to be used in the game. It is also a convenient way of hiding objects that cannot be seen by players (until they enter the room). How to setup the room package
Now when it is time to unpack the object, all the GM needs to do is click the Unpack action. TIP: You may want to include some details about the room in the GM package; it can serve as a GM note for the room. TIP: Remember, you don't need to hide any of the objects that you're going to be packing, its actually better if you don't, because they will be hidden in the package until its time. InventoryEvery character automatically gets an Inventory object. This object is used to store things that are not considered equipped, on the character. This is where you would put extra armors and weapons that are not currently being used. Players can take things in and out of this object using it's Put in and Take out actions. Putting things IN your inventory
Taking things OUT of your inventory
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icon. A combo box will appear allowing you to select the image you want.
icon in social bar at the bottom of the screen. This will take you your My Images section where you can upload your own personal images to be used in your games. Please take special note of the fact that any dashes (-) found in the filename will be used as directory separators. For example, if you upload an image called weapon-sword-sword1.png, it will be found in the (user)/(weapon)/(sword)/sword1.png folders when picking the image (it is always put in the user directory for image you upload yourself). So make sure to rename your images to organize them and make them easier to find!



over the token.






button and then clicking on the cloud you want.
icon. If you need to change who can see the message, don't panic, just edit the message and check the various players appropriately.
icon in your social bar at the bottom. You can also access your private messages from the Game Lobby by clicking on the Private Messages link at the very top of the page.









