View as a player or token
GMs can temporarily switch their view to see the canvas as a specific token or player would — fog of war, invisible tokens, lit reach, all from that perspective. Useful for sanity-checking a stealth scene, confirming what your players can or can’t see, and previewing how a reveal will land.
The picker lives in the map controls at the bottom-right of the canvas (only visible to the GM), and on the canvas right-click menu.
Switching view
Section titled “Switching view”- Click the eye button in the map controls, bottom-right of the canvas. (Or right-click anywhere on the map and choose View as… — same list.)
- Pick a target:
- Players — render as that user. You’ll see the union of their controlled tokens’ vision and their per-player fog state (if per-player fog is on).
- Tokens — render as that single token. You’ll see only what that one token’s vision covers.
- An amber badge appears above the map controls: Viewing as [name]. Click Exit on it to return to your own GM view.
What changes when “View as” is active
Section titled “What changes when “View as” is active”| Engine surface | Behaviour |
|---|---|
| Fog of war | When per-player fog is on, the displayed fog combines the shared fog with that user’s own. So unexplored areas are black, explored areas show normally. |
| Fog memory | Continues to work as usual: explored-but-unlit areas show a dim impression at the configured brightness. |
| Invisible tokens | Hide as they would for the viewed user — their tokens’ senses (See Invisibility, Truesight, and so on) determine what’s visible. |
| Token visibility flags | The viewed user’s controlled tokens are still treated as “their own” (always visible to them) — same as on a player’s screen. |
| Lighting | Renders normally. A real player’s screen shows lights wherever they reach; fog of war is what restricts what they can actually see, and that fog is computed for the viewed user. |
| GM tools | Still work normally. Clicking, dragging, the right-click menu, the inspector — all unchanged. The override only affects what’s rendered. |
Common uses
Section titled “Common uses”| Scenario | Pick this |
|---|---|
| “Can the rogue actually see what’s behind that wall?” | View as the rogue’s token |
| “What does Alice see right now?” | View as player Alice |
| “Is my invisible NPC actually hidden?” | View as a player who doesn’t have see-invisibility |
| “Will this reveal land before I describe it?” | View as the appropriate player, then trigger the reveal |
When it’s not useful
Section titled “When it’s not useful”- Solo / dev sessions — there’s no other “perspective” to switch to that differs from the GM’s. The button is still there, but the picker won’t show players (since there’s no room).
- Without per-player fog — fog of war is shared across the table, so “View as player” looks the same as your GM view in terms of fog. The main remaining effect is invisibility hiding (the viewed user’s piercing senses determine what stays visible). Turn on per-player fog for the dramatic perspective shift.
Returning to GM view
Section titled “Returning to GM view”Click Exit on the amber badge, pick a different person, or right-click the map and choose Return to GM view. Your view restores instantly — nothing is committed when you switch.
Related
Section titled “Related”- Per-player fog of war — needed for the fog-of-war side of “View as” to differ between players.
- Invisibility and illusions — the hidden-tokens piece that “View as” honours.
- Detection modes — what determines whether the viewed user can see invisible tokens.