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Best VTT for the most players?
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<blockquote data-quote="Torgaard" data-source="post: 8076988" data-attributes="member: 6679168"><p>Heh, there ya go - my experience is a <em>mirror image</em> (pun totally intended!) of yours. <a href="https://www.youtube.com/c/EncounterLibrary/playlists" target="_blank">Encounter Library's videos</a> were a godsend, and the <a href="https://foundryvtt.com/kb/" target="_blank">Foundry Knowledge Base</a> is definitely helpful, but I kept wanting to jump to a wiki (or something) for answers to specific "situational" questions and - maybe more importantly - examples. Frequently I just couldn't quite get the answers I was looking for. So every question required alot of searching in multiple areas (web, Discord, reddit, find the part in that Encounter Library video where he talks about it, etc) and more often than not I just couldn't find it. That being said - I did make it, I am there - I've pretty much figured it all out, and Foundry is pretty dang amazing! I get the impression it's already where roll20 is at, and perhaps beyond - and flags behind Fantasy Grounds only in the Combat Tracker automation.</p><p></p><p>I initially played around with the core Foundry build, and after 'x' number of hours of experimentation with it, I ended up with a list (in my coconut) of things it didn't do that I really hoped I could find as community developed Modules. Found a bunch of modules that helped, found a bunch of others that were just cool-as-hell and I "had to have!", and back into Foundry I went. Oof! Ya, that was a struggle. Couldn't tell what was a core feature, module added functionality, a conflict between modules, or just a bug. Our first session was a bit of a debacle, as a module config I messed with caused targeting to go off the rails, and frequently players ended up attacking and doing damage to themselves instead of the enemy.</p><p></p><p><s>Pro</s> Amateur Tip for new Foundry users: Resist the "Kid in a Candy Store" syndrome when exploring Foundry's wondrous array of community developed add-on modules. Kinda knew I shouldn't have taken on so many at once - so totally my fault, not Foundry's - but I just couldn't stop myself. Download a module, setup an array of tests, learn the module's functionality back-and-forth, and THEN download that next module. Then go back and do ALL the same tests (you're checking for conflicts with a previous module install). Rinse, repeat. If something breaks, simply turn that module off (and submit a bug/fix to the dev on github). Test. Rinse, repeat. Yes the testing adds time, but you're also learning Foundry as you go, training your brain how to "do stuff" with Foundry with repetition.</p><p></p><p></p><p></p><p>Ditto. I too went with The Forge for the same reasons: Didn't want to go through the potential hours of frustration helping my less-than-tech-savy players on how to open ports, troubleshoot, etc. The Forge made it all so simple. "Players - go to this link, join game, play virtual tabletop D&D". Done.</p><p></p><p></p><p></p><p>We diverge a little there. While an oft muttered mantra to my players over the years on Fantasy Grounds has been, "Don't get tunnel vision. We don't have to automate <em>everything</em>" - there is a level of automation I <em>gotta</em> have: Tracked and automated conditions and effects. Pen and paper DM's manage to keep track of all that stuff, but Cod knows how. I just don't have the head for it. I need all my (limited) brain-power to focus on painting word-pictures during combat, making smart tactical decisions for my mobs, adjudicating rules questions, etc. I just about strip a gear, and immersion breaking screw-ups (on my part) abound, when I have to focus on when this or that condition expires, who is supposed to roll what and when, etc. I am eager to learn and do the data work to learn whatever functionality comes with Foundry to enable that level of automation, but learning how to be a programmer is a bridge too far.</p></blockquote><p></p>
[QUOTE="Torgaard, post: 8076988, member: 6679168"] Heh, there ya go - my experience is a [I]mirror image[/I] (pun totally intended!) of yours. [URL='https://www.youtube.com/c/EncounterLibrary/playlists']Encounter Library's videos[/URL] were a godsend, and the [URL='https://foundryvtt.com/kb/']Foundry Knowledge Base[/URL] is definitely helpful, but I kept wanting to jump to a wiki (or something) for answers to specific "situational" questions and - maybe more importantly - examples. Frequently I just couldn't quite get the answers I was looking for. So every question required alot of searching in multiple areas (web, Discord, reddit, find the part in that Encounter Library video where he talks about it, etc) and more often than not I just couldn't find it. That being said - I did make it, I am there - I've pretty much figured it all out, and Foundry is pretty dang amazing! I get the impression it's already where roll20 is at, and perhaps beyond - and flags behind Fantasy Grounds only in the Combat Tracker automation. I initially played around with the core Foundry build, and after 'x' number of hours of experimentation with it, I ended up with a list (in my coconut) of things it didn't do that I really hoped I could find as community developed Modules. Found a bunch of modules that helped, found a bunch of others that were just cool-as-hell and I "had to have!", and back into Foundry I went. Oof! Ya, that was a struggle. Couldn't tell what was a core feature, module added functionality, a conflict between modules, or just a bug. Our first session was a bit of a debacle, as a module config I messed with caused targeting to go off the rails, and frequently players ended up attacking and doing damage to themselves instead of the enemy. [S]Pro[/S] Amateur Tip for new Foundry users: Resist the "Kid in a Candy Store" syndrome when exploring Foundry's wondrous array of community developed add-on modules. Kinda knew I shouldn't have taken on so many at once - so totally my fault, not Foundry's - but I just couldn't stop myself. Download a module, setup an array of tests, learn the module's functionality back-and-forth, and THEN download that next module. Then go back and do ALL the same tests (you're checking for conflicts with a previous module install). Rinse, repeat. If something breaks, simply turn that module off (and submit a bug/fix to the dev on github). Test. Rinse, repeat. Yes the testing adds time, but you're also learning Foundry as you go, training your brain how to "do stuff" with Foundry with repetition. Ditto. I too went with The Forge for the same reasons: Didn't want to go through the potential hours of frustration helping my less-than-tech-savy players on how to open ports, troubleshoot, etc. The Forge made it all so simple. "Players - go to this link, join game, play virtual tabletop D&D". Done. We diverge a little there. While an oft muttered mantra to my players over the years on Fantasy Grounds has been, "Don't get tunnel vision. We don't have to automate [I]everything[/I]" - there is a level of automation I [I]gotta[/I] have: Tracked and automated conditions and effects. Pen and paper DM's manage to keep track of all that stuff, but Cod knows how. I just don't have the head for it. I need all my (limited) brain-power to focus on painting word-pictures during combat, making smart tactical decisions for my mobs, adjudicating rules questions, etc. I just about strip a gear, and immersion breaking screw-ups (on my part) abound, when I have to focus on when this or that condition expires, who is supposed to roll what and when, etc. I am eager to learn and do the data work to learn whatever functionality comes with Foundry to enable that level of automation, but learning how to be a programmer is a bridge too far. [/QUOTE]
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