DM Familiair vs. Campaign Suite vs. others...

Ok, need some advice, looking to get some sort of DM assisstance program, need everyone's opinion. Which do you use? What do you use them for? Basic functionality, opinions on which is best and why you think so. Any help would be appreciated very much.

Thullgrim
 

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I just wrote this comment yesterday at rpgshop.com. You might want to check out the other reviews here too.

I have been using DM's Familiar since it first appeared a year or so ago. It has been steadily improved the whole time, and is a fantastic aid to my games. I run a couple of games that are approximately weekly. DMF's combat board and references have sped up our gameplay significantly allowing me to spend that effort on improving my descriptions and such.

The combat board handles all the initiatives. I use the option in DMF to let my players roll their own dice, so DMF rolls up the initiative for all the NPC/Monsters, and I enter the PC’s as they roll them. They are then sorted in initiative order. All the PC/NPC/Monster attacks are listed, and with a click I get the rolls that tells me what AC is hit, what damage is done, if it’s critical and what damage that would do. It even handles monsters like dragons that have multiple attacks, breath weapons, special attacks and all. Once again, I choose to let my players roll their own dice on most rolls instead of using DMF. But when I need a search roll, or another roll that the players shouldn’t see, two clicks of the mouse, and I have a search rolled for everyone.

DMF is also central to my preparations for a game. I enter the necessary info on NPC’s and special monsters easily, and review any existing ones to remind me of all their abilities. You just click on a feat, skill, or spell, and the description pops up for you to review. It even imports stat blocks from Etools and PCGen! I setup the Codex Tree, which is a list-like tool that holds all the info I want about a game. Some games, I have each room listed, with it’s monsters, description, and treasure. I just drag and drop the room to the combat board, and all the monsters in that room are loaded into the combat board for me, with their initiative already rolled. The codex tree can hold links to things too. I sometimes put links to music (mp3s) in it so with a click, I can play the sound.

And if all this isn’t enough, it comes with incredible support. The author has a message board that he actively participates in. (http://groups.yahoo.com/group/dmsfamiliar/) You can get so much help and ideas there, as well as make suggestions for things you’d like to see. I’ve seen my suggestions show up in a release as quick as a few weeks later. Also, there is a community message board where people are sharing the data they’ve input into DMF.

I have trouble coming up with negatives about DMF. If you don’t have access to a computer at your gaming table, it would reduce the benefit of DMF a lot. I’ve rearranged out game room to allow me to have a PC next to the game table, and the entire group really likes it.

I’ve just barely glossed the surface of DMF. If you want a gaming aid for prepping for and running your games, give DMF a try.
 


For pre-game prep I can't say enough about Campaign Suite. It's possibly the closest thing to the concept of Master Tools out there. And with the promise of a town/world generation it's going to get closer IMO.

The character generator is solid and when one finds a bug the programmer fixes it post haste. The nice thing about this generator part of the program is your allowed to adjust everything within the program. I'm not a programmer, so this was a hands-down easy choice. I mean I entered all the PrCs from the splats, Librum Equitis I and II, and several others and I had no problems. Keep in mind no software is going to facilitate some of those really crazy prereqs properly tho I can get a lot of mileage out of CS with this.

The ability to input a module/adventure into this thing was also a big plus in my book. Even if I didn't have a module and wanted it to do all the monster/encounter generation for me I can do it with less work then paging through the books.

I have my whole campaign world set up with the fantastic note-taking ability. There's a lot more really, but for someone like me, who had all of my stuff in doc format before, CS is a huge time-saver.

V
 

I too use (and love) DM Familiar. It is a very useful program for all of the reasons already mentioned. I have recently been trying out DM Genie though ( www.dmgenie.com ) and it seems very promising as well. DM Familiar is (at this point) the most user friendly DM helper program I have used (especially when it comes to entering custom content).

[UPDATE]
After spending all of last night playing with DM Genie...I've come to a conclusion.....it is a very very nice program..on par with DM Familiar even....but I can't decide which I like better...soo..I'm going to use both....

DM Familiar
This will be my DMing program of choice...it is very quick and easy to use...plus it works really well with my spontaneous and freeform DM style....everything is right in front of me and allows me to do what I need to, when I need, how I need to...Its dice roller is very easy to use and easy to get to. While DM Familiar doesn't have a Character Gen, it doesn't really affect me at all since I still prefer to make my NPC's the old fasion way (sitting on my bedroom floor surrounded by my library of books and pen and paper :) )

DM Genie
After playing with this one, I've come to a decision....although I prefer DM Familiar for DMing....DM Genie is my prefered choice for my PC characters...It gives me every aspect of my character on the screen or within 1 click away so I always have what I need when I need it....The Conditions it uses allows me to keep track of all my bonus to saves, attacks, damage, etc are all up to date (like when the bard in my group is using one of his Bard Music powers...I just click on the Condition and its added to my total!). It also helps me with my summoned creatures I have them and all their stats there on screen as well...Letting DM Genie do all the math for me and keeping track of my spells and various statistics it allows me to focus on being in character and playing rather then fub\mbling through books or papers.... I'll still roll my own dice though (you're not a PC unless you roll the dice :)...besides the dice roller seems a little buried..but it is rather easy to use...) -- DM Genie has a lot

Overall, both are equally remarkable programs....

I have started a Yahoo group for DM Genie (very very similar to the DMFamiliar Unofficial one).... http://groups.yahoo.com/group/dmgenieUFG/

the DM Familiar one is http://groups.yahoo.com/group/DMF_Unofficial_Fan_Site/

Myself...I'm apart of both of these groups and use both programs.....
 
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What makes DM software excellent?

"Why?". Now there's a big, open question...

What to look for in DM software
Getting the best out of at-the-table DM software, for me, relies very heavily on the support for the game rules mechanics, and the ability to get the most out of game preparation, as well as "on-the-fly" incidents.

Ultimately, it would be nice if your DM software could give you the level of automation, yet ultimate control, that exists in NeverWinterNights. Of course, you wouldn't accept the severe constraints that NeverWinterNights places on you in your gaming world - but the assistance for game mechanics, that allows you to focus on your roleplaying, is very important.

The sorts of things I'd look for in DM software are:

General
* An integrated package.This is invaluable for speed. Integrated software can create and access what it needs very quickly, using a commun user interface.

* Rules Manageability.
- Openly viewable way to easily see, modify and add to the modifiers and game rules.

*Campaign Management.
- Create your own encyclopaedia of standard rules, special rules, campaign setting (maps and notes), and anything else you want.
- Flexible, hierarchical management with decent wordprocessing.
- Easy import/export to share.

*Source Management.
- Import or create your own sources (eg. Sword & Fist) as a collection of item, race, class, skill, spell, feat, encyclopaedia entries etc.
- export easily to share.
- select from available sources to suit your current game.

* Generators.
- Text generators for names, plot ideas - almost anything.
- Table generators for making tables of Races (random encounters), items (NPC equipment), etc.

*Flexibility.
- Ability to adapt to a gaming style (react well to jumping around), rather than force a particular sequence of control (like a wizard").

*Speed and Simplicity.
- The final aim is to simplify the game, and make it quicker. Speed (flexibility) is a particular issue when using a compter at the gaming table. The computer should not be a distraction. At the very least, if used to full capacity, it should be less of a distraction than the book and map reading and general page searching, that it replaces.

Creature Management
* Character/NPC/Monster Builder. This should be fully featured, allowing you to either create characters step-by-step, in detail, or quickly create an entire encounter. It should support easily adding templates, changing races, adding class levels and adding equipment. It should ideally be able to make racial adjustments to randomized ability rolls (str, dex, etc), so that you can add the appropriate flavour (eg frail orc, or brutal orc), and not be tied to the straight monster manual template.

*Creatures must calculate from the game rules mechanics pulling together all the modifiers for racial abilities, class features, feats, equipped items, spell effects, and especially current conditions. The individual modifiers need to be properly tallied according to stacking rules, building a correct "statblock" for the current situation. Playing from a printout statblock can easily become very difficult in a flexible game, particularly at higher levels with lots of effects and magic in play.
I'd rate this as being the hardest thing to do - but done *very* well in NeverWinterNights.

* You need to be able to easily add magical effects to your items (primarily weapons and armor), or select from a large database. The mechanics, where relevant, should be included.

Preparation
* You should be able to build complete adventures. This would include:
- Open capacity for a lot of plot and background detail.
- Maps (imported or created), complete with locations and player/DM descriptions.
- Generating quick, or detailed encounters, with a "Group" capability that allows for easy EL calculation and tactics descriptions.
- Capability to print out *complete* adventures, in case you don't want your computer at the gaming table.

Game Play
*There needs to be support for creature options during game play. There are many instances of what this could mean, including things such as points allocated to power attack or expertise feats, rapid shot option, multi-class Monk's deciding on using Monk BAB or flurry of blows, barbarians using rage (which causes lots of knock-on effects). Basically, you should be able to easily change your options, and have everything down to the attack/damage descriptions of your attacks instantly updated.

*Actions.
- There should be a simple action selection for attacks, skill checks, saves and other actions.
- Selected actions should carry their description, avoiding lookups.
- The selection should build up the success picture for you (eg. attack vs AC, skill vs opposed skill or DC type, save vs DC), showing all the different modifiers, and allowing for real dice rolls, as well as DM adjustments (esp. for things like "Cover").
- Skill checks should show you the various DC options, and note especially bad failures (eg drowning, rather than just "no progress" when swimming).
- Successful attacks should show default damage, including specials such as sneak, critical or special resistances/immunities.

*At a base level there needs to be overall management of encounters, which includes.
- Instant encounter generation, including EL.
- Proper initiative handling, including effects of flatfootedness.
- Manual dice/editing overrides.
- Instant XP calculation and distribution.
- Flexibility to play with a windowed map, or a simple list (for when miniatures are used.
- Remembering actions for all creatures during the encounter, so that you know where you are with AOOs and similar issues.

*A "BattleMap" is a nice option which would:
- Allow you to import a map, or use a built-in mapper.
- Perform distance calculations, for targeting, moves and steps.
- Allow the use of the mouse for moving and accessing functions such as targeting and action selection (primarily attacks).
- Make full use of prepared adventures, with mouse clicks on location markers instantly bringing up the appropriate detail.


- There's other stuff, but this is more than enough for a "quick post".
------------------------------------------------

I haven't really modelled these requirements around the RolePlayingMaster (RPM) app. Rather, I've modelled RPM around those requirements.

How complete is RPM for all this? Pretty much complete.
I'm currently completing a patch update to fix a few niggles, and make it a lot easier to create modifiers (rules mechanics). Of course, many spells still need to be coded up for game mechanics (there's so darn many of them!). Also, my "next big thing" is better integration of the generators to creating creatures, for equipment generation.
There are still some ease-of-use issues to improve on, based on feedback and ideas yet to be received. When you manage this much complexity, and expose it to be open for review and adjustment, there is naturally more of a user-interface challenge than with many typical apps.

In all, I have*many reports of players gushing over the usefulness of RPM, and I can highly recommend it.

Regards,
 

I use DM Familiar very often
The best out there for the DM-Table, IMO
The strength of this programm were described in the former post
already so I will just state here that I'm using the programm...

Second I use PCGen for Character Generation the most...
The unbeatable pluses are
1. Supporting an incredible amount of published material
(in fact, I sometimes buy a product only because it is in PCGen)
2. Update rate is very high
3. The non SRD Books are out (sounds like a negative point)
but they will be back (I'm sure of this)
4. Many things are customizable and easy to change
5. It's freeeeeeee !!!!! (No costs, nothing, but if you like it you should make a donation)

And I use E-tools for monster advancement as for now (I like this programm, it's a controversial discussion regarding the likes and dislikes of E-Tools, but I believe strongly the programm will make it's way in the future)

Jamis Bucks NPC Generator is another programm I use for fast generation of ... NPCs ;)

Just downloaded DMGenie trial version (60 Days with all features activated ! That's a really good offer). Will try it...

But as for now I'm happy with the programms I use. It's enough I say for one person.

Keep gamin'
Eric
 

Hello Thullgrim,

I wrote DM Genie, which you can download at: http://www.dmgenie.com/download.shtml.

I'll give you a quick summary of why I think DM Genie is the best DM's aide program (in my humble opinion, of course :) )

- It's user-friendly, displays information clearly and it adapts to your needs. There are many small details like clickable labels that make it easy to use.
- It keeps track of nearly all of the math involved in the rules, automatically. Changes from conditions are applied instantly.
- The combat tracker will easily sort by initiative, and it handles delaying/readying quite well.
- It's loaded with features: adventure writing, weather generator, race editor, dice roller, time/movement calculator, etc.
- It's customizable and expandable - adding new feats, skills, spells, items, etc. is very easy and you can import/export the data between DM Genie users. The basic rules can also be customized, even what kind of dice to roll when attacking!
- Overall, it will make your game run faster and drastically reduce the time spent looking for rules or stats on a piece of paper (which means fewer, shorter pauses for the players).

You can see more of the features at http://www.dmgenie.com/features.shtml.

Thanks,
 

I am not sure what the original poster needs in a DM's tool. I will say that the main thing I need is something to organize the huge mess of stuff that I need to keep up with. If that is the need, you may want to check out DA: The Role Player's Digital Assistant. It is new over on the shareware electronic aids section. The program looks to be in beta, but after looking through it for a few minutes it looks great. It has the ability to organize all my campaign, NPC, location, rumor, adventure, PC, and historical information is a good logical crossindexed way with the ability to add links and imports.

I think this one is worth a look if an organizational tool is what you want.

Mike
 

I'd certainly recommend trying out RPM. I've recently decided to buy it after playing around with it for a while.

It offers the freedom of adding custom feats, races, equipment, spells, cleric domains etc. For example, I have recently added a player race, a couple of spells and the Dwarf domain from FRCS. The domain automatically adds the Great Fortitude feat and the final output takes that into account.

I give it a big thumbs up.
 

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