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General Tabletop Discussion
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What is the best system for online play?
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<blockquote data-quote="innerdude" data-source="post: 9181202" data-attributes="member: 85870"><p><em>Ironsworn</em> was by far the best system I've run online. It's the only system where playing remotely had even close to the same energy and engagement of a live session.</p><p></p><p>A lot of that has to do with how the mechanics feed into scene resolution in easy-to-digest ways, and the mechanics point directly to the fiction. It allowed for a very natural, free-flowing collaborative style, with everyone participating. There's just enough additional mechanical "crunch" above <em>Dungeon World</em> to give more decision points and meaning to player actions. The dice resolution mechanic is also incredibly easy to use in any virtual tabletop dice roller (2d10, 1d6).</p><p></p><p><em>Savage Worlds </em>also has good Foundry VTT support, but it suffered greatly from the lack of tangible / fungible "stuff" happening at that table. You miss out on the tactile sensation of dealing the cards for initiative, tossing bennies around, picking up and re-rolling dice on an explosion. The tactical and roleplaying elements are mostly . . . <em>there</em>, but there's just so much more overhead trying to keep everything organized digitally, and you basically HAVE to have a multitude of digital battle maps planned out in advance. I love <em>SW</em>, but playing online was really unsatisfying.</p><p></p><p>Pathfinder 1e was . . . okay, but for online play is really only enjoyable for basic beer-and-pretzels dungeon crawling / combat. Like, VERY casual, "throw some PCs and a few enemies on a battle mat, slug it out, rinse, repeat."</p></blockquote><p></p>
[QUOTE="innerdude, post: 9181202, member: 85870"] [I]Ironsworn[/I] was by far the best system I've run online. It's the only system where playing remotely had even close to the same energy and engagement of a live session. A lot of that has to do with how the mechanics feed into scene resolution in easy-to-digest ways, and the mechanics point directly to the fiction. It allowed for a very natural, free-flowing collaborative style, with everyone participating. There's just enough additional mechanical "crunch" above [I]Dungeon World[/I] to give more decision points and meaning to player actions. The dice resolution mechanic is also incredibly easy to use in any virtual tabletop dice roller (2d10, 1d6). [I]Savage Worlds [/I]also has good Foundry VTT support, but it suffered greatly from the lack of tangible / fungible "stuff" happening at that table. You miss out on the tactile sensation of dealing the cards for initiative, tossing bennies around, picking up and re-rolling dice on an explosion. The tactical and roleplaying elements are mostly . . . [I]there[/I], but there's just so much more overhead trying to keep everything organized digitally, and you basically HAVE to have a multitude of digital battle maps planned out in advance. I love [I]SW[/I], but playing online was really unsatisfying. Pathfinder 1e was . . . okay, but for online play is really only enjoyable for basic beer-and-pretzels dungeon crawling / combat. Like, VERY casual, "throw some PCs and a few enemies on a battle mat, slug it out, rinse, repeat." [/QUOTE]
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