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External Screen Settings

Settings → Main Settings → External Screen, or the Settings row inside the external screen controls on the game screen.

The external screen is what your players see, on an AirPlay display, a connected monitor, or a second window on Mac. It is split in two by how often you change it:

  • This screen holds the setup — themes, the physical rig, the AirPlay connection — which you configure once for a display or a campaign.
  • The external screen controls, opened from the game screen, hold what changes from scene to scene: which map is shown, the overlay, the handout.

Every change here applies immediately, except the AirPlay section, which needs a reconnect.

What the players see when nothing else is being shown.

A title displayed on the screen. Leave it empty for none — clearing the field removes the title rather than storing a blank one.

The backdrop for the default screen. You can pick from the photo library, the file browser or the clipboard, and you can also drag an image straight onto the row.

Images are written as soon as they are picked; there is no Save button on this screen.

What the players see while combat is running.

Where and how the initiative order is drawn.

Option Notes
Flow, Detail, Grid Full-screen layouts. Available only when no map is being shown.
Top, Bottom, Left, Right The order sits along one edge, leaving the rest of the screen for the map.
None No initiative order on the external screen.

The available options change with what is on screen: a map fills the display, so while one is shown only the edge styles and None remain.

Which combatant names are labelled in the initiative order.

Option Effect
All Label every combatant.
Monsters Only Label monsters only.
Players Only Label player characters only.
None No labels.

The backdrop shown during combat, picked the same way as the default background above.

Whether party members see through each other’s eyes on the player-facing screen.

Option Effect
Never No shared vision at all.
Partial Shared vision for all party members outside of player turn/combat.
Always Shared vision for all party members all the time.

Partial is the middle ground: the party shares what it can see while exploring, but during combat each character sees only for themselves.

The physical display: how large it is, and how much of it the app may draw on.

Draws the map at physical scale, for a screen laid flat in the table with miniatures on it. Off by default.

With it on, the app locks the map to a fixed zoom so that the map grid matches real-world size — one grid tile on the screen measures one inch on the table, the same as a standard miniature’s base. Free zooming on the external screen is disabled as a result.

It depends on the physical width below being correct — that is what the scale is computed against.

The real width of the display, in centimetres or inches depending on your region’s measurement system. Measure the visible picture, not the bezel.

Top, right, bottom and left margins in pixels, shown on the row as top,right,bottom,left.

Use these to keep the picture clear of a bezel, a frame, or the edge of a table cut-out.

These apply to an AirPlay connection. Reconnect to apply — changes do not affect a session already in progress.

Mirrors the game screen to the external display instead of showing the separate player-facing view. Off by default. Not available on Mac.

Draws the player-facing view in portrait orientation. Off by default.

How the picture is fitted to a display that crops its edges — common on televisions. Not available on Mac.

Option Effect
Scale Scale the picture down so the whole of it lands inside the visible area.
Inset Bounds Inset the drawing area, leaving a border.
None No compensation.