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<blockquote data-quote="Celebrim" data-source="post: 9026015" data-attributes="member: 4937"><p>Hmmm... another new concept. Thanks.</p><p></p><p>It definitely seems to hit the Sensation aesthetic of play, which I do have a couple of players who get into that big. "Dwarven Forge online..." seems to be the appropriate tag line. </p><p></p><p>The immediate cons are aesthetics usually come at a step price in preparation time, often fail to live up to the imagination, and everyone in the group has to pay for the platform. But at least they do seem to understand what the basic features of a VTT actually are.</p><p></p><p>I feel that I'm not the GM for this though, because I've never prioritized aesthetics as part of my prep, never been the guy that heavily invests in terrain or miniatures or so forth. I'm also the guy that prioritizes having things my way over making them look fancy. So people's handpainted beautiful battle mats always are less attractive to me than some marker lines on a battle mat that are the exact dimensions I want. One reason 3D is a downside in this scenario is I can edit in 2D just fine, but 3D is outside of my skillset and while I do have a player that plays with 3D he's not proficient enough to really help out.</p><p></p><p> I need the ability to translate my paper maps into a game and run it with the same ease that I can quickly set up encounters on a battle map, without risking giving meta information to the players. </p><p></p><p>So after just being thoroughly disgusted by FG within 5-10 minutes of the experience, I'm now choosing between Foundry and RPTools. RPTools might be the winner hands down if it supported a more robust set of line of sight scenarios that are supported by Foundry and FG, as it has the right price ($0), comes with the best free tile set I've seen so far, and is pretty intuitive to use - for example it has the 'snap to grid' functionality that I considered part of a minimum functional feature set. The killer feature would be both supports building a map easily through tiles AND has those tiles come with preset line of sight features, or at worst, set once for a named asset and then fully reusable and rotatable thereafter. So for example, a 20x10 corridor section knows that its walls are walls, and if I drop a door on one and say "Corridor with door" it thereafter knows how all "Corridors with door" work.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9026015, member: 4937"] Hmmm... another new concept. Thanks. It definitely seems to hit the Sensation aesthetic of play, which I do have a couple of players who get into that big. "Dwarven Forge online..." seems to be the appropriate tag line. The immediate cons are aesthetics usually come at a step price in preparation time, often fail to live up to the imagination, and everyone in the group has to pay for the platform. But at least they do seem to understand what the basic features of a VTT actually are. I feel that I'm not the GM for this though, because I've never prioritized aesthetics as part of my prep, never been the guy that heavily invests in terrain or miniatures or so forth. I'm also the guy that prioritizes having things my way over making them look fancy. So people's handpainted beautiful battle mats always are less attractive to me than some marker lines on a battle mat that are the exact dimensions I want. One reason 3D is a downside in this scenario is I can edit in 2D just fine, but 3D is outside of my skillset and while I do have a player that plays with 3D he's not proficient enough to really help out. I need the ability to translate my paper maps into a game and run it with the same ease that I can quickly set up encounters on a battle map, without risking giving meta information to the players. So after just being thoroughly disgusted by FG within 5-10 minutes of the experience, I'm now choosing between Foundry and RPTools. RPTools might be the winner hands down if it supported a more robust set of line of sight scenarios that are supported by Foundry and FG, as it has the right price ($0), comes with the best free tile set I've seen so far, and is pretty intuitive to use - for example it has the 'snap to grid' functionality that I considered part of a minimum functional feature set. The killer feature would be both supports building a map easily through tiles AND has those tiles come with preset line of sight features, or at worst, set once for a named asset and then fully reusable and rotatable thereafter. So for example, a 20x10 corridor section knows that its walls are walls, and if I drop a door on one and say "Corridor with door" it thereafter knows how all "Corridors with door" work. [/QUOTE]
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