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FANTASY GROUNDS Goes 3D With TABLETOP CONNECT
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7681771" data-attributes="member: 6787650"><p>There's a huge difference between a virtual tabletop and an MMORPG. To put it in computer science terms, a good virtual tabletop is like a language with a REPL loop (Python, F#, Lisp, MATLAB) whereas an MMORPG is like a compiled .exe. The REPL loop lets you inject data/code into your execution environment at runtime so you can say things like, "Hey, make all those orcs run away at top speed now." An .exe on the other hand will require a UI and AI routines so it can know when to make all the orcs run away at top speed, and then it will handle it without any user input. The .exe is a more polished experience which doesn't require an experienced user at the wheel, but it's massively harder to develop. You can get pretty far, pretty cheaply with an interactive REPL loop and someone who knows how to use it. Since D&D is designed around having someone in charge, called the DM, there's not all that much value in trying to go the extra mile and completely automate everything with plans for everything. Instead the DM acts as the AI and the overall rules engine. "Okay, you scared them with your war paint, and now they're running away." "Okay, you hit the wall with your sledgehammer, and now that wall isn't there any more. You can go in through the back now--but something nearby may have heard you." Meanwhile the game is still acting as the execution engine so the DM knows what was in range to hear you, and how much closer it can move in two minutes.</p><p></p><p>You can do without VTT automation, but I won't lie--there are some things in D&D that are enough hassle to track (monsters out of visual range; monster positions and action declarations/resolutions in a large battle; "who hasn't gone yet?") that I occasionally write my own automation tools. (One example here: <a href="http://maxwilson.github.io/RollWeb/Roll/" target="_blank">http://maxwilson.github.io/RollWeb/Roll/</a>) I usually don't use those tools at the table, because pulling out my laptop is disruptive, but if there were a way to easily integrate my automation into the physical environment via augmented reality like Hololens, I would absolutely use those tools at the table.</p><p></p><p>"Computer: randomly generate seven combatants on this here physical grid on my table and tag them as orcs. Put the four PCs in standard matching order HERE. Begin combat." Then the computer can keep track of orc HP, movement, and initiative. That would be AWESOME.</p><p></p><p><strong>TL;DR: </strong>an MMORPG is an automated DM and an automated execution environment; but D&D doesn't need an automated DM but an automated execution environment would still rock, especially if it integrated smoothly with physical objects like my table.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7681771, member: 6787650"] There's a huge difference between a virtual tabletop and an MMORPG. To put it in computer science terms, a good virtual tabletop is like a language with a REPL loop (Python, F#, Lisp, MATLAB) whereas an MMORPG is like a compiled .exe. The REPL loop lets you inject data/code into your execution environment at runtime so you can say things like, "Hey, make all those orcs run away at top speed now." An .exe on the other hand will require a UI and AI routines so it can know when to make all the orcs run away at top speed, and then it will handle it without any user input. The .exe is a more polished experience which doesn't require an experienced user at the wheel, but it's massively harder to develop. You can get pretty far, pretty cheaply with an interactive REPL loop and someone who knows how to use it. Since D&D is designed around having someone in charge, called the DM, there's not all that much value in trying to go the extra mile and completely automate everything with plans for everything. Instead the DM acts as the AI and the overall rules engine. "Okay, you scared them with your war paint, and now they're running away." "Okay, you hit the wall with your sledgehammer, and now that wall isn't there any more. You can go in through the back now--but something nearby may have heard you." Meanwhile the game is still acting as the execution engine so the DM knows what was in range to hear you, and how much closer it can move in two minutes. You can do without VTT automation, but I won't lie--there are some things in D&D that are enough hassle to track (monsters out of visual range; monster positions and action declarations/resolutions in a large battle; "who hasn't gone yet?") that I occasionally write my own automation tools. (One example here: [url]http://maxwilson.github.io/RollWeb/Roll/[/url]) I usually don't use those tools at the table, because pulling out my laptop is disruptive, but if there were a way to easily integrate my automation into the physical environment via augmented reality like Hololens, I would absolutely use those tools at the table. "Computer: randomly generate seven combatants on this here physical grid on my table and tag them as orcs. Put the four PCs in standard matching order HERE. Begin combat." Then the computer can keep track of orc HP, movement, and initiative. That would be AWESOME. [B]TL;DR: [/B]an MMORPG is an automated DM and an automated execution environment; but D&D doesn't need an automated DM but an automated execution environment would still rock, especially if it integrated smoothly with physical objects like my table. [/QUOTE]
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