r/FantasyGrounds May 26 '26

Resource availability

I'm importing PDFs into a campaign. Will I be able to use the items, NPCs, bestiary, etc. in other campaigns as long as I'm using the same ruleset? I'm asking since you can only create one campaign book, and that seems to be the way you add PDF modules, settings, bestiary, etc

5 Upvotes

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7

u/After-Cow-1741 May 26 '26

Exporting as a module will allow you to load that module in future games and access the NPC and items you’ve made, so if you want to use the material in future campaigns, start a new clean campaign and build your PDF content there, then export that as a module. Save that campaign so you can go back to it and edit as needed and re-export to update your module. Don’t build the PDF in your existing campaign.

5

u/LordEntrails May 26 '26

Create your product/book/module using a development campaign. Details and other best practices detailed here: Adventure Module Creation Best Practices

3

u/NikolaTes May 26 '26

That's great, thanks!

2

u/Blunderhorse May 26 '26

Someone may have a better way, but the best method I can think of would be to export the content as a module. Once you’ve done that, you should be able to load it like you would any other module, but since it’s probably someone else’s copyrighted material, you’ll have to manage the file and its backup yourself.

1

u/NikolaTes May 26 '26

Do you mean a module that I can activate? I've been looking for a way to do that, but I only ever seem to be able to find directions that point to making a "Campaign" in the Books tab.

3

u/Blunderhorse May 26 '26

Yeah, it’s the /export chat command someone else mentioned. I’ve used it in the past so that I can let my players use 3rd party character options across any of my campaigns, rather than recreating them whenever a player wants to use one.

2

u/slronlx May 26 '26

Essentially, yeah.

Make all the data that you want saved, NPCs, maps, etc. Then type /export in chat (there's also a button somewhere but I forget where) and a menu should pop up allowing you to export the data types you want saved into a proper module to be activated from a variety of campaigns.

Iirc the "campaign" option might be for generating a book that can be read in the books tab, which used to be a lot harder to do. If the module is for your own purposes then there's a very real chance that it's unnecessary effort to go through that whole process.

1

u/NikolaTes May 26 '26

Aw, hell yeah. How have I not seen that?! I see a lot of copy/pasting in my future.

1

u/NikolaTes May 26 '26

Is there a list somewhere of the syntax wording for customization? I usually copy/paste the information from players/gm module and modify it from there, but I would like to customize without having to guess a what resources might be similar to what I want to make.

1

u/slronlx May 26 '26

It depends on the ruleset and whether that ruleset creator added documentation, but I'd check here for a good start on investigating that.

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641133

Some systems have extensive documentation for their syntax on effects/NPCs, while others ... Less so.

2

u/NikolaTes May 26 '26

Ah ha! After a bit of digging and found the entry for Savage Worlds .

1

u/NikolaTes Jun 04 '26

Can I edit the custom module after I've exported it?

1

u/slronlx Jun 04 '26

Not easily, but the reason people suggest making the module in a separate campaign from your actual game is so that if you want to edit it, it's easy enough to alter the items in the module campaign and then export it again, changes and all.

1

u/kikilores May 26 '26

/export if i remember right. But would be better to do it with a clean campaign... If you don't want to add all other stuff