Fantasy Grounds

atomn

Explorer
Hi all,
the GM of my group is going to be moving to Sweden for an unknown period of time. We wanted to try to keep the game going and we're considering play by e-mail or possibly Fantasy Grounds. If you've used it, what are your opinions on Fantasy Grounds? Is it worth it or is there a better option for long, long distance roleplaying? Thanks!!
 

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We use it in my group, where a few folks have graduated from college and others haven't yet. I recommend using a voice-chat program, such as Skype, along with it. And plan on games taking a bit longer than they would at the table. But as far as programs for playing over long distances, Fantasy Grounds is the best we've found.
 

Ah, good tip in the voice chat suggestion. That was one of my major concerns, that action, story, etc. would suffer because of the slower response time due to typed responses.
 

Assuming everyone gets past any persistent connectivity issues and router snafus, port forwarding and so forth (which can be an entirely frustrating experience) the use of Fantasy Grounds plus a voice communication program - such as Skype (good for small groups - poorer for larger) or Teamspeak or Ventrillo (much inferior to Skype in smaller groups - but outperforms with larger chat groups) will lead you to a very decent game experience that can be, paradoxically, a more focused game experience and can - when it is going - even be a faster game experience then face to face.

Those who suggest gaming via IRC is slow and, therefore, FG must be too have simply never tried FG and stuck with it.

The additional speed for many comes from a more clear and faster battlemap display together with a combat tracker and die roll system that - once you get used to it - is damned fast.

It's the connectivity issues (and keeping connections) that tends to frustrate users - not the use of the software itself. For that purpose - it is extremely serviceable. Once everyone gets to know the software so that it no longer becomes a new barrier to the game but simply a means to an end - the novelty of which has worn off - you will find that Fantasy Grounds is an excellent means of overcoming distance barriers and continuing your game.

You need to stick with it though. The first session will probably be awful and the next two or three still quite awkward. After that, it starts to slip into the background and the technical dragons will be largely slain by that point as well.

Stick it out. Can't emphasize that enough. Good luck!
 
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I've probably been a part of 10+ FG games over the past few years and while it is a different experience than live play, it is entirely enjoyable and functional.

As opposed to what others have suggested, we started with voice chat and later went back to just typing. It kept most of the out of game chatter to a minimum plus it was great to have a full chat log of everything that happened in the game.
 

We've been using FG for games for a few years on and off. It's been great. We haven't bothered with the voice as yet, because we've found that the chat works just fine and tends to keep things in game. But that's just a matter of taste. Now-- assuming a good gaming group-- if having to choose between a face to face game and FG, I'd go with a face to face game. But, it isn't an option these days. My best gaming buddies are all over the country these days.

Anyway, I'd highly recommend it. Getting everyone connected can be a little frustrating at first, but it's not that big an issue once you figure it out. You just have to know a few basic things (like port forwarding if you are using a router). But the folks over at the FG message board are pretty helpful for that stuff.

Cheers,
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I have been using FG for over a year and my group loves it. We had to start using it when players started to move.

Here are a couple things that I have learned.

1) Like everyone else, Voice software is a must. How we use it is all in-character stuff is typed, out of character is spoken
2) Macros make life easier. For common skills and attacks, having everything calculated ahead of time and a simple push of the button is nice. Sure there are some additional stuff like for example bless spell but that is not hard to add on the fly.
3) Maps - These can be tough. You have the ability to use really nice maps so it is best if you can. I am lazy so I have been using Age of Worms from Paizo, a simple grab of the Online maps, a quick conversion and I have a really nice map.
4) Tokens - To go with the nice maps. The basic tokens leave alot to be desired. Check out Four Ugly Monsters, they have some nice tokens that are not too expensive.
5) Time - Things do tend to take a bit longer online. One way to help with that I found was to run a message board also. Anything that can be taken care of outside of the online sessions are done there. Shopping, training, any RP that deals with just one or two characters, etc etc.
 

atomn said:
Ah, good tip in the voice chat suggestion. That was one of my major concerns, that action, story, etc. would suffer because of the slower response time due to typed responses.

However I would add having a log of the entire game is pretty damn useful. I would recommend some type of combo approach.
 


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