For those doing TTRPG online, what are your reasons?

For those doing TTRPG online, what are your reasons?

  • Genuine enjoyment of online play dynamic

    Votes: 11 18.3%
  • Convenience

    Votes: 36 60.0%
  • Efficiency

    Votes: 16 26.7%
  • Health/medical

    Votes: 6 10.0%
  • Psychological

    Votes: 0 0.0%
  • Social

    Votes: 3 5.0%
  • Geographic constraints

    Votes: 44 73.3%
  • Lack of in-person hosting locations

    Votes: 5 8.3%
  • Travel constraints

    Votes: 15 25.0%
  • Scheduling constraints

    Votes: 19 31.7%
  • Difficulty finding in-person players

    Votes: 8 13.3%
  • Difficulty finding in-person GMs

    Votes: 1 1.7%
  • Online play dynamic particularly suits the chosen game/system

    Votes: 4 6.7%
  • Prefer gaming players to be acquaintances rather than IRL friends

    Votes: 0 0.0%
  • Prefer online tools (battle maps, electronic dice) to in-person (pen and paper, miniatures)

    Votes: 3 5.0%
  • In-person play is too "messy"

    Votes: 2 3.3%
  • Ease of advertising and recruiting for online games

    Votes: 6 10.0%
  • Game/system constraints

    Votes: 5 8.3%
  • Other (describe below)

    Votes: 3 5.0%
  • Pandemic "inertia"

    Votes: 11 18.3%
  • Family commitments.

    Votes: 8 13.3%

In decreasing importance:
  1. We find the lack of visual input due to audio only to require more words than when we can see each other
  2. We wind up repeating due to someone having noise at home interfering with comprehension. (None of us live alone.)
  3. Due to no faces visible, people talking over each other is FAR more common (more than 10x more than when we played FTF).
  4. the interface of the VTT's I've used are not faster than using real dice
    1. the ALIEN module for Foundry
      1. made adjusting dice rolls a pain - and in combat, mods are common. It's not push a button, it's right-click, wait for the modal dialogue, enter the mod.
      2. made using an alternate attribute with a given skill (an optional rule) a pain. For example, player wanting to use Heavy Machinery to analyze a problem should be using INT, not STR, but the hard link is to STR.
      3. it did speed up resolving the stress system.. unless there were rerolls.
  5. Maptools, foundary and GTove pushed my (now dead) windows laptop to the point of lag
    1. ironically, the lower spec Chromebook was less laggy on Foundry, but foundry comlained about screen size (or lack thereof).
  6. loading maps on GTove, Foundry, and maptools was much slower than pulling them out and putting them on a table
    1. one of the players usually didn't see the map until the second round of combat...his connection was slowed due to living further into the boondocks than I am.
    2. I can whip out the hex-tiles and use erasable markers far easier than I can use a VTT as a virtual whiteboard.
  7. the use of the VTT's ping feature (Foundry and GTove) is not useful if the portion pinged isn't where they are looking. "Where?" long press to ping location, "I'm not seeing it. Hold on" (30 sec and a restart of the ping later) "Oh, there1" vs face to face, I'd just touch the map.
    1. they get disorented if I snap everyone's view to a specific location
  8. Fog of war is great... but gTove doesn't have any shape but rectangles last I used it. Which meant using the radius light of the various games was a real time sink
Note that 1, 2, and 3 are not VTT specific, and are the biggest causes of slowdowns.The VTT adds additional slowdowns.
VTT play definitely requires more comms discipline than FTF. We put all the humorous asides and peanut gallery comments in text so that the people speaking can speak uninterrupted. We've been playing online for years so we have it down to where nobody talks over each other.

It's true that the more automation and stuff you bake in, the more resources and bandwidth are consumed. If you don't have good computers and internet, you're going to have a bad time. Of course, lighter weight games and theater of the mind play alleviate the need for much of that.
 

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VTT play definitely requires more comms discipline than FTF. We put all the humorous asides and peanut gallery comments in text so that the people speaking can speak uninterrupted. We've been playing online for years so we have it down to where nobody talks over each other.

It's true that the more automation and stuff you bake in, the more resources and bandwidth are consumed. If you don't have good computers and internet, you're going to have a bad time. Of course, lighter weight games and theater of the mind play alleviate the need for much of that.
These guys haven't gotten much better about comms discipline since 2016. I've given up hope on that score.

I had proper Civil Air Patrol comms training... some fights aren't worth fighting.
 

I find it slower, as it throws the guys into analysis paralysis at times; further load time on the maps and issues with the VTT all push it slower than FTF.

You must have a much more limited system and Internet connection that I have. The analysis paralysis can be a thing, but I'd have to say I've never seen my players prone to it are worse through VTT. And I can't say loading a map takes any longer--or even as close to as long--as physically placing down or drawing a new one. Usually its faster.



I've done FTF with them in the past, and TOTM over VOIP is still slower than FTF TOTM with the same players. Most weeks for the last 10 years. I find online play in general slower paced, and adding the VTT slows it further... more environmental distractions, more frustrationss with tech (one of the guys is on a 10 YO laptop...)

VTT does reduce the lack of clarity of position and facing, but doesn't help with reading the players faces.

Well, individuals always trump the general in any given case. I gotta say this is very contrary to my experience.
 

One of the reasons im way more efficient on VTT is I used to draw my maps on a battlemat with wet erase markers. Being able to fog of war on VTT is a huge time saver.

Being able to do your mapwork in advance also at least saves in-game time (how much net time it saves depends on other factors in how (and far as that goes, if) you prepare maps in general.)
 

Slow combat is 100% a GM issue. Not rules or medium. I can run Champions combat faster than many GMs can run B/X, using the same number of players and opponents/monsters. Being able to "play faster" is gained with experience.

I've got about an as much experience as a GM as, well, anyone, and if you think rules, players and medium have no impact, well, the old term was "I roll to disbelieve".
 

VTT play definitely requires more comms discipline than FTF. We put all the humorous asides and peanut gallery comments in text so that the people speaking can speak uninterrupted. We've been playing online for years so we have it down to where nobody talks over each other.

Yeah, problems there are pretty much the only downside we've had with it once we straightened out a couple technical issues.

It's true that the more automation and stuff you bake in, the more resources and bandwidth are consumed. If you don't have good computers and internet, you're going to have a bad time. Of course, lighter weight games and theater of the mind play alleviate the need for much of that.

And this is fair. I don't use a lot of automation outside some die roll macros and the like.
 

I've got about an as much experience as a GM as, well, anyone, and if you think rules, players and medium have no impact, well, the old term was "I roll to disbelieve".
That's fair. But, again, if a GM is experienced with a system and focused on making combat "move" faster, they can do just that. Some players fall into "analysis paralysis", but that can be overcome easily as well.

 

That's fair. But, again, if a GM is experienced with a system and focused on making combat "move" faster, they can do just that. Some players fall into "analysis paralysis", but that can be overcome easily as well.

I agree with the first, but not the second. At best you can annoy the player a bunch, but if they're prone to decision paralysis, that's not going to go away. At most you can make its impact less severe.

(In fact, one of my main innovations in running Hero involved something to address indecision and distraction, since I didn't find the main mechanics meaningfully slower than anything else we played).
 

You must have a much more limited system and Internet connection that I have. The analysis paralysis can be a thing, but I'd have to say I've never seen my players prone to it are worse through VTT. And I can't say loading a map takes any longer--or even as close to as long--as physically placing down or drawing a new one. Usually its faster.
I'm 10m from the wifi, which is 1m from the router, which is 50m from the fiber-to-DSL neighborhood router, the Fiber to DLS shared with exactly 2 other homes.
One of my players, however, has constant problems with internet reliability – not speed, per se, as he gets good VOIP stream – but that stream cuts out routinely.
Well, individuals always trump the general in any given case. I gotta say this is very contrary to my experience.
It's been my consistent experience in every remote game I've ever run save one - and that was with 1 player over VOIP in a game system we both were quite familiar with.

And this goes back to running remote over speakerphone in the 80's. Yes, I did have a few remote sessions even then.

Further, I'm not a terribly fast-running GM to begin with, so it's VERY much more apparent. I've also run the same adventure for both the remote and local groups in the same weeks... Specifically, for Sentinel Comics (SCRPG) and for Alien. In both cases, the remote group took longer for every scene. Both of these were run with a ship map, but TOTM zone based combat, and usually only one zone involved in SCRPG.

A 3 hour FTF takes my remote group 3.5 to 4hours. It's been consistently so since the 80s, with various groups. So, either it's me, or it's the medium, and given the exception... my wife has complained about it with groups I'm not involved in, that she's played with FTF and remotely.

I suspect most simply are not aware of the relative timing as much; teaching and being a musician both have forced me to be very time aware over short durations. My wife was a broadcast technician/master control operator, needing fractional second accuracy of actions and discrepancies above 2 sec being things requiring paperwork... We both have been.

For comparison:
Local sketch map: 2-3 sec to grab the marker, 10-15 to grab the blank side. 10-15 to draw the sketch.
Foundary (remoted into the server): 2-3 sec to trigger the menu item to select new map, 1-2 sec per map for the thumbnails to show (10 in the ALIEN adventure run), 10 - 60, size dependent,for the map to show on my end, 10-60 to get the fog, and 10-60 for the players to then see it. Plus, while loading for them, 3-10 sec per token to put it on the map.
Given that the adventure in question is a hexless hexcrawl, I couldn't preset scenes because I couldn't predict where they were going to be.
Local play getting the map: different alien adventure... grab meeples off the current map: someone else's 5 sec, while I take 5 to 30 sec to get the new one on table, I then take 5 sec to point to where the meeples go, and they put them on.

Now, counterpoint - running TFT. Map? 20 sec to wipe. setup? if I have the counters, 5-10 sec. If I don't, up to 60 sec to find them. This is part of why I switched to abstract cubes instead of counters or minis. Reduces setup time by reducing needed search.
 

I agree with the first, but not the second. At best you can annoy the player a bunch, but if they're prone to decision paralysis, that's not going to go away. At most you can make its impact less severe.

(In fact, one of my main innovations in running Hero involved something to address indecision and distraction, since I didn't find the main mechanics meaningfully slower than anything else we played).
For some people, it does go away. I know players who, by gaining experience with the rules and their character, were able to make decisions faster. Indecision has a cure, believe it or not. And if a player refused to improve their decision-making at the table, they wouldn't be gaming with me - because as GM -I can't allow one player to negatively impact the fun of the entire group. To me that's disrespectful (refusing to get better at the game),

umpire-ejection.gif
 

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