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Fog Of War

Errors edited this page Jun 25, 2026 · 3 revisions

Fog of war controls what parts of a scene players can see. It lets the GM hide unexplored areas, reveal rooms as players enter them, conceal tokens, and manage visibility during exploration.

Fog is controlled from the GM View and applied to the Player View.

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What Fog Of War Does

Fog of war can hide or reveal areas of the map in Player View.

Use fog of war to:

  • Hide unexplored dungeon rooms.
  • Reveal areas as players move.
  • Conceal enemies until they are discovered.
  • Block off unrevealed parts of a battle map.
  • Prepare multiple reveal areas before a session.
  • Create suspense during exploration.

Fog of war affects what players see. The GM can still manage the full scene privately.

Fog Modes

Each scene can use a fog mode.

Common fog modes include:

  • Fully revealed.
  • Fully hidden.
  • Partially revealed.

Fully Revealed

Use fully revealed mode when players should see the whole map.

This is useful for:

  • Open battlefields.
  • Social scenes.
  • Town or region maps.
  • Maps where secrecy does not matter.
  • Scenes where fog is not needed.

Fully Hidden

Use fully hidden mode when the scene should start concealed.

This is useful for:

  • Dungeon crawls.
  • Exploration-heavy maps.
  • Ambush scenes.
  • Horror or mystery encounters.
  • Maps where players should discover areas gradually.

Partially Revealed

Use partially revealed mode when some areas should be visible and others should remain hidden.

This is useful for:

  • Starting players in a known room.
  • Revealing a camp, tavern, or entry area.
  • Preparing a map with only safe areas visible.
  • Mixing hidden and revealed regions.

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GM Fog Opacity

GM fog opacity controls how fog appears in the GM View.

A lower GM opacity lets the GM see the hidden map underneath while still showing where fog exists.

A higher GM opacity makes fog areas more obvious while editing.

Use whatever opacity helps you manage the scene comfortably.

Player Fog Opacity

Player fog opacity controls how fog appears in Player View.

Use higher opacity when you want hidden areas strongly concealed.

Use lower opacity when you want hidden areas to feel dimmed or obscured instead of completely blocked.

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Fog Tools

Fog tools are available from the Tools menu.

Fog tools include:

  • Brush.
  • Rectangle.
  • Circle.
  • Polygon.

These tools can create reveal or hide shapes depending on the selected fog behavior.

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Brush Tool

Use the brush tool for freehand fog editing.

The brush is useful for:

  • Revealing irregular tunnels.
  • Cleaning up edges.
  • Following natural cave shapes.
  • Gradually revealing exploration paths.
  • Making quick adjustments during play.

Rectangle Tool

Use the rectangle tool for rooms, corridors, buildings, and clean map areas.

Hold Shift while dragging to constrain the rectangle to a square.

The rectangle tool is useful for:

  • Dungeon rooms.
  • Buildings.
  • Rectangular chambers.
  • Map sections with straight edges.

Circle Tool

Use the circle tool for round areas.

The circle tool is useful for:

  • Light radius reveals.
  • Spell effects.
  • Circular rooms.
  • Auras.
  • Vision bubbles.

Polygon Tool

Use the polygon tool for precise custom shapes.

Polygon drawing supports:

  • Enter to finish.
  • Double-click to finish.
  • Escape to cancel.
  • Right-click to remove the last active point.

The polygon tool is useful for:

  • Irregular rooms.
  • Angled walls.
  • Caverns.
  • Complex map regions.
  • Revealing areas with precise edges.

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Reveal Shapes And Hide Shapes

Fog shapes can reveal or hide areas depending on how they are created.

Use reveal shapes when:

  • The scene starts hidden.
  • Players discover a new area.
  • You want to uncover a room or corridor.
  • Player-visible tokens should appear inside the revealed region.

Use hide shapes when:

  • You need to conceal an area again.
  • You want to cover part of a mostly visible map.
  • You are preparing a partial reveal.
  • You need to correct an accidental reveal.

Fog Sub-Layers

Fog shapes appear as sub-layers under the Fog of War layer.

Fog sub-layers can be used to:

  • Select a fog shape.
  • Rename a fog shape.
  • Reorder fog shapes.
  • Toggle GM visibility.
  • Toggle Player View visibility.
  • Delete fog shapes.
  • Highlight a fog shape temporarily on the canvas.

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Select Fog Shapes

Fog shapes can be selected from the layer list or directly from the GM canvas.

When selected, a fog shape can be highlighted, renamed, hidden, reordered, or deleted.

Fog shapes can also be accessed from context menus on the canvas.

Fog Shape Visibility

Fog shapes can have GM and Player View visibility controls.

This is useful when:

  • Preparing fog shapes ahead of time.
  • Testing reveal areas privately.
  • Temporarily disabling a fog shape.
  • Keeping editing helpers visible only to the GM.

Reorder Fog Shapes

Fog shape order matters when reveal and hide shapes overlap.

If fog does not appear as expected, check the order of fog sub-layers.

A later shape may affect the visible result of an earlier shape.

Fog And Tokens

Fog of war can affect token visibility in Player View.

In partially hidden or fully hidden fog modes, player-visible tokens are shown only where a player-visible reveal shape overlaps them.

This means a token can be marked visible to players but still remain hidden if it is inside unrevealed fog.

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Fog And Player View

The Player View receives the fog result, not the GM's private editing state.

Players see:

  • Revealed map areas.
  • Hidden or obscured areas based on player fog opacity.
  • Player-visible tokens inside revealed regions.
  • Player-visible drawings, templates, and effects according to visibility rules.

Players do not see GM-only fog editing controls.

Snapping With Fog Tools

Some fog tools support snapping while placing shapes.

Ctrl or Cmd can show nearby snap points for tools such as rectangle, circle, and polygon placement.

Depending on the scene grid, snapping may target:

  • Square grid corners.
  • Hex corners.
  • Other grid-aware placement points.

Use snapping when you want fog shapes to line up cleanly with map cells.

Fog During Play

A common fog workflow during play:

  1. Start the scene fully hidden or partially revealed.
  2. Send the scene to Player View.
  3. As players move, use brush, rectangle, circle, or polygon tools to reveal new areas.
  4. Check Player View after major reveals.
  5. Move visible tokens into revealed areas as needed.
  6. Save the scene after important changes.

Preparing Fog Before A Session

Before the session, you can prepare reveal areas in advance.

For example:

  • Create one fog shape per room.
  • Name fog shapes after room numbers or locations.
  • Keep shapes hidden from Player View until needed.
  • Reorder shapes so reveal behavior is predictable.
  • Test the scene in Player View.

This can make live reveals faster and cleaner.

Common Fog Problems

If players can see too much:

  • Check the scene fog mode.
  • Check Player fog opacity.
  • Check whether a reveal shape covers the area.
  • Check fog shape order.
  • Check Player View visibility for fog shapes.

If players cannot see enough:

  • Confirm the area has a player-visible reveal shape.
  • Check whether a hide shape is covering it.
  • Check fog opacity.
  • Confirm the correct scene was sent to Player View.

If a token is missing from Player View:

  • Confirm the token is player-visible.
  • Confirm the token is inside a revealed area.
  • Check the Tokens layer visibility.
  • Check whether the scene is in a hidden or partially hidden fog mode.

Fog Setup Checklist

Before play, confirm:

  • The scene fog mode is correct.
  • GM fog opacity is comfortable for editing.
  • Player fog opacity looks right.
  • Starting player-visible areas are revealed.
  • Hidden areas remain concealed in Player View.
  • Important tokens appear only when intended.
  • Fog shapes are named clearly if using many reveal areas.
  • The scene has been saved.

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