Per-player fog of war
By default, fog of war is shared across the table. When one player’s token reveals a room, every player’s fog clears — fine for most adventures, awkward for split-party scenes and stealth genres where one PC seeing something shouldn’t tell the rest of the table.
Dynamic vision gives every player their own view of the map, seen through their own tokens: what a token can see right now is bright, places it has explored before are dim, and the unseen stays black. Turn on Private exploration as well and each player keeps their own explored map — a scout’s reveals stay the scout’s.
Turning it on
Section titled “Turning it on”- Open the Scene Lighting panel.
- Scroll to Player Vision.
- Toggle Dynamic vision on.
- For split parties and stealth scenes, also toggle Private exploration on. Off, everyone shares one explored map; on, each player explores for themselves.
The fog immediately switches to “your own perspective”. Players see through the tokens they control, starting fully fogged. The GM sees through every token on the map, so the table’s whole picture stays visible from behind the screen.
What changes when it’s on
Section titled “What changes when it’s on”| Reveal source | Shared exploration | With Private exploration |
|---|---|---|
| A player’s token moving | Everyone’s explored map | Only that player’s map |
| GM uses the Fog tool (paint / erase / reveal-all) | Everyone | Everyone |
| A scene light with “Reveals fog of war” | Everyone | Everyone |
So the GM still has tools to “give everyone visibility” of a room (point a streetlamp at it; use Reveal Area on the Fog tool); player movement is the only path that diverges.
When to use it
Section titled “When to use it”| Scenario | Recommendation |
|---|---|
| Split-party session | Dynamic vision + Private exploration — the whole point of split-party is keeping reveals separate. |
| Stealth-genre scene | Dynamic vision + Private exploration — a rogue scouting ahead shouldn’t gift their reveals to the rest of the party. |
| Standard combat / dungeon crawl | Dynamic vision, shared exploration — the bright/dim/black view without split bookkeeping. |
| Theatre-of-the-mind with occasional maps | Probably off — plain shared fog is easier to manage. |
Caveats and current limits
Section titled “Caveats and current limits”- Shared tokens follow one player. A token with several controllers reveals fog for the first listed controller only.
- Private explored maps are saved with the scene. During a live session your reveals follow you, including across a reconnect. Between sessions, the explored maps that survive are the ones on the table when the scene was last saved — if in doubt, save before you wrap up.
- Convenience, not secrecy. Private exploration keeps other players’ reveals off each other’s screens; it isn’t a security boundary. Don’t rely on it to hide information a determined player absolutely must not see.
Related
Section titled “Related”- How fog of war works — the underlying reveal mechanic.
- Light-driven reveal — GM-controlled reveals that always affect everyone.
- Fog memory — keep explored areas dimly visible (orthogonal feature; works alongside per-player fog).