Advanced GM Techniques

Techniques for Foundry V14 that go past the basics: Scene Regions, Scene Levels, reusable prep, live-table tools and sensible automation.

Beyond the Basics

By now you can build a scene, run combat and keep your players' sheets in order. Advanced GM work in Foundry isn't about using every feature; it's about reaching for the right tool at the right moment, so the technology stays out of the way and the story stays in front.

Version 14 moved a lot of what used to need add-on modules into the core software. Scene Regions and their behaviors handle traps, teleporters and difficult terrain. Scene Levels give you multi-floor maps. Adventures and compendiums carry your prep from world to world. This page shows how to combine them, and when a macro or a module is still worth it.

The Advanced GM's Toolkit

Think of advanced play as four layers, each building on the one before:

flowchart TD A["Build the space<br/>Scene Regions and behaviors · Scene Levels"] --> B["Prepare the content<br/>Adventures · compendium packs · roll tables · journals"] B --> C["Run the table<br/>scene transitions · Cards · pop-out windows"] C --> D["Automate the repetitive<br/>Active Effects · macros · a few trusted modules"]

Dynamic Scenes with Regions

A Scene Region is an invisible area you draw on a scene with the Regions tool in the scene controls. On its own it does nothing; its power comes from the behaviors you attach in the region's configuration window. Regions arrived in V12, and V14 added cone, ray and grid-cell shapes (alongside rectangles, ellipses and polygons), shapes that stop at walls, and regions attached to a token so they move with it.

Behaviors Worth Knowing

Measured templates are gone. V14 removed the old Measured Templates tool. Spell areas, cones and lines are now drawn as regions, which means a fireball's area can also carry behaviors.

Multi-Floor Maps with Scene Levels

Scene Levels are V14's headline feature. Instead of one scene per floor, a single scene stacks several images at different elevations. Vision, movement and combat work across the levels, so an archer on a balcony can see the courtyard below. You set them up in the scene's configuration window, which in V14 has new Basics and Levels tabs. If you used the old community Levels module, you no longer need it for basic multi-floor maps.

Token Tricks That Need No Module

Automation: Core First, Then Macros, Then Modules

Every module you add is one more thing that can break when Foundry updates. Before installing one, climb this ladder:

flowchart TD A["Something happens at the table again and again"] --> Q1{"Can a core Region behavior<br/>or Active Effect do it?"} Q1 -->|Yes| R["Use the core feature"] Q1 -->|No| Q2{"Can a short script macro do it?"} Q2 -->|Yes| M["Write the macro and run it from the hotbar<br/>or from an Execute Macro region"] Q2 -->|No| P["Look for a well-maintained module<br/>verified for your Foundry version"]

A Macro for Improvised Complications

Create a roll table named Complications ("The bridge creaks", "A patrol is coming", "The torch gutters"…), then make a Script macro with this code and drag it onto your hotbar:

// Draw from the "Complications" roll table and post the result to chat
const table = game.tables.getName("Complications");
if (!table) {
  ui.notifications.warn('No roll table named "Complications" was found.');
} else {
  await table.draw();
}

Put the same macro in an Execute Macro behavior on a region, and the complication fires the moment a token steps into that corridor.

Active Effects V2

V14 reworked Active Effects. Durations can now end on combat events, such as the start or end of a turn, a round or the whole combat, so "until the end of your next turn" finally takes care of itself. Effects can change the token itself, and you can keep ready-made effects in a compendium and drag them straight onto tokens. How much an effect does to the numbers on a sheet still depends on your game system.

When a Module Earns Its Place

Some jobs still go beyond core. Modules confirmed for V14 include Monk's Active Tile Triggers (tile-based triggers with dozens of actions), Sequencer and Token Magic FX (animations and visual effects), Monk's Enhanced Journal (richer journal tools) and Dice So Nice! (3D dice). Many of the old "teleport" and "trap" uses of tile-trigger modules now fit core regions, so check there first.

Pacing and the Spotlight

The best tools in the world won't save a session that drags. Match Foundry's features to the rhythm of the evening:

Sharing the Spotlight

Session Flow

A three-act shape works for most evenings. The times below assume a session of about three hours; scale them to yours.

The Three-Act Session Structure

Act 1: The Hook (20–30 minutes)

  • Quick recap, perhaps a journal page you show to everyone
  • Start in the middle of something
  • A clear objective on the table
  • An early choice that belongs to the players

Act 2: The Development (90–120 minutes)

  • Exploration and discovery (shared fog exploration in V14 helps everyone see the same explored map)
  • Rising challenges
  • Character moments
  • A twist revealed
  • Pressure on resources

Act 3: The Resolution (30–40 minutes)

  • A climactic encounter
  • Choices with consequences
  • Cliffhanger or closure
  • Rewards handed out
  • A tease for next time

Advanced Prep Techniques

Prep the things you will use, in the place you will find them. This checklist borrows the spirit of "lazy" prep popularized by many GMs: a strong start, a few ready scenes, secrets to reveal, and flexible pieces you can drop in anywhere.

Package Your Prep as an Adventure

An Adventure is a single document that bundles scenes, actors, items, journal entries, roll tables, cards and playlists, folders included, and lives inside a compendium pack. Build a dungeon once, put it in an Adventure, and you can import it into any world with the Import Adventure button, which is exactly how official content such as the D&D Player's Handbook (2024) or Paizo's Abomination Vaults arrives. Compendium packs are also the right home for reusable monsters, items and effects: they keep your world's sidebar lean and travel between campaigns.

Improvisation Tools

When players go off-script (and they will), have a decision habit and a few one-click tools ready.

flowchart TD A["Player does something unexpected"] --> B{Quick decision} B -->|"Yes, and…"| C[Build on it] B -->|"Yes, but…"| D[Add a complication] B -->|"No, but…"| E[Offer an alternative] C --> F[Note it in a GM-only journal page] D --> F E --> F F --> G[Weave it into the story later]

Your Improv Toolkit in Foundry

Try It in Foundry

A One-Hour Prep Sprint

Set a timer and work through these in a test world:

  1. A dynamic scene (15 minutes):
    • Draw a trapdoor region with Teleport Token that drops tokens into a cellar region
    • Add a dark corner with Adjust Darkness Level
    • Mark rubble with Modify Movement Cost and drag a token across it to see the ruler change
    • Place an ambient sound for the cellar
  2. A two-floor building (15 minutes):
    • Add a second level in the scene configuration's Levels tab
    • Draw a stairs region with the Change Level behavior
    • Move a token up and check what it can see from the upper floor
  3. Layered clues (15 minutes):
    • Write three journal pages, one clue per page, each with ownership None for players
    • Reveal one by changing its ownership or showing it to players
    • Add a red herring page
  4. Reusable prep (15 minutes):
    • Create the Complications roll table and macro
    • Create a compendium pack for Adventures and bundle this scene, its journals and tables into one Adventure
    • Import it into a second world to prove it travels

Principles

Ideas in Practice

The Living City

Guards patrol on a schedule written in a GM-only journal page; shop doors are walls that you lock at night; a Display Scrolling Text region over the market says "Closed" after dark. Players who pay attention start planning heists around the patrols, without you ever explaining the system.

The Branching Finale

Prepare two or three ending scenes and preload them. As choices land, switch to the matching scene, start its playlist and let V14's scene transition carry the moment. Callbacks to early sessions live as journal pages you show at the right time.

The Villain Who Joined the Party

If the players befriend the big bad instead of fighting, nothing in Foundry stops you: change the actor's ownership so a player can control it, swap its token image with an Active Effect, and hand over a journal page with the villain's secrets.

What's Next?

These techniques are where Foundry stops feeling like software and starts feeling like a stage. The more moving parts you add, though, the more you need a calm plan for when something goes wrong.

The next part, Troubleshooting & Best Practices, covers Safe Configuration, the browser console, built-in backups and how to update without losing a campaign.