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<blockquote data-quote="AbdulAlhazred" data-source="post: 8170475" data-attributes="member: 82106"><p>Ever played in an MMO? I was involved in the original EQ, WAY WAY back when it first started. Obviously no 'VR', but the interplayer and PC/NPC interactions were basically as you describe. So why would you have 'turns'? They simply don't make sense in a game where everyone is doing what they do in real time. There were 'cool downs' or something similar for whatever abilities, and obviously 'hit points' and whatever, but nothing like turns is needed. Any sort of prep work (making items and such) happens on your own time basically, though you might miss out on something else because you're busy. </p><p></p><p>And turn-based is just a bear when people aren't in the same room. I mean, I have run MapTool and Roll20 based games online extensively as well. It works, but its SSSSLLLLLLOOOOOWWWWWW and clunky. Now, maybe with some REALLY good VR/VTT thing that could be mitigated, but I think the market has already proven that real time kind of play, or semi-real time wins hands down. Frankly I think this is why VTTs bite rocks in heck, because anyone good enough to make one that didn't suck long ago went to Blizzard or wherever to work on software with 500x bigger user based and thus 500x more investment. </p><p></p><p>So, MAYBE, unproven, there is a market for 'party-level multi-player online' where the structure is like a D&D campaign (small number of players and a GM who play together) where the tech is similar to what is used in MMO today. I'm not convinced, because it is a LOT less social than MMOs and there's a lot of emergent stuff you won't get, but in 20 years the tech might be at a point where that gets viable and isn't beyond the realm of a small team to implement and test out. Maybe. </p><p></p><p>Another option is just that 'online D&D' is never going to be an attractive investment, PnP everything just basically dies, and the game lands in the dustbin of history, a quaint anachronism like quilting bees and the Grange.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8170475, member: 82106"] Ever played in an MMO? I was involved in the original EQ, WAY WAY back when it first started. Obviously no 'VR', but the interplayer and PC/NPC interactions were basically as you describe. So why would you have 'turns'? They simply don't make sense in a game where everyone is doing what they do in real time. There were 'cool downs' or something similar for whatever abilities, and obviously 'hit points' and whatever, but nothing like turns is needed. Any sort of prep work (making items and such) happens on your own time basically, though you might miss out on something else because you're busy. And turn-based is just a bear when people aren't in the same room. I mean, I have run MapTool and Roll20 based games online extensively as well. It works, but its SSSSLLLLLLOOOOOWWWWWW and clunky. Now, maybe with some REALLY good VR/VTT thing that could be mitigated, but I think the market has already proven that real time kind of play, or semi-real time wins hands down. Frankly I think this is why VTTs bite rocks in heck, because anyone good enough to make one that didn't suck long ago went to Blizzard or wherever to work on software with 500x bigger user based and thus 500x more investment. So, MAYBE, unproven, there is a market for 'party-level multi-player online' where the structure is like a D&D campaign (small number of players and a GM who play together) where the tech is similar to what is used in MMO today. I'm not convinced, because it is a LOT less social than MMOs and there's a lot of emergent stuff you won't get, but in 20 years the tech might be at a point where that gets viable and isn't beyond the realm of a small team to implement and test out. Maybe. Another option is just that 'online D&D' is never going to be an attractive investment, PnP everything just basically dies, and the game lands in the dustbin of history, a quaint anachronism like quilting bees and the Grange. [/QUOTE]
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