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For those doing TTRPG online, what are your reasons?
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<blockquote data-quote="Thomas Shey" data-source="post: 9617875" data-attributes="member: 7026617"><p>I've just not had a single lag-related problem with VTT since I shifted to Fiber, except one short period where the Net was being generally problematic.</p><p></p><p></p><p></p><p>Your experiences are what they are. I can only repeat they're pretty foreign to my own. Other than the talking-across problem I've not seen the faintest sign of delay that didn't already happen when we were playing face-to-face. Some things are faster (though some of that may come from using dice macros instead of people fumbling around with and reading physical dice).</p><p></p><p></p><p></p><p>Unless this is the same group, this doesn't tell me much; I could run the same game for two different groups and I'd expect one of them to be potentially significantly slower for reasons having nothing to do with being online or not.</p><p></p><p></p><p></p><p>Again, I'm not negating your experience, but I have to say that's very much not been my experience, so...</p><p></p><p></p><p></p><p></p><p>We have some fairly hard time breaks we have to follow, so I think I'd be quite aware of a significant difference in time taken.</p><p></p><p></p><p></p><p>I'd take significantly longer to get a useable sketch in those situations; I'd say at least a minute to two minimum, and that would be with a relatively small or simple map.</p><p></p><p></p><p></p><p>At my end with Maptool, loading the map takes so little time I might as well be changing screens. At the player end it varies considerably, but going into the difference would go down the rabbithole of addressing how Maptool manages assets. Some maps load virtually instantly for most of the group, some can take as long as a few minutes. The ones that do the latter are things if I had to do it by hand at the time would likely take me 20 minutes or more to draw (they're normally ones that have been custom-assembled from tiles or geomorphs).</p><p></p><p></p><p></p><p>I'll give you that snadboxes would probably complicate my timing in this seriously, but then, they'd likely do that face to face too.</p><p></p><p></p><p></p><p>I can't see even simple numbered counters don't take some search-and-setup when I used them back in the day. With very small number of opponents it might be trivial.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9617875, member: 7026617"] I've just not had a single lag-related problem with VTT since I shifted to Fiber, except one short period where the Net was being generally problematic. Your experiences are what they are. I can only repeat they're pretty foreign to my own. Other than the talking-across problem I've not seen the faintest sign of delay that didn't already happen when we were playing face-to-face. Some things are faster (though some of that may come from using dice macros instead of people fumbling around with and reading physical dice). Unless this is the same group, this doesn't tell me much; I could run the same game for two different groups and I'd expect one of them to be potentially significantly slower for reasons having nothing to do with being online or not. Again, I'm not negating your experience, but I have to say that's very much not been my experience, so... We have some fairly hard time breaks we have to follow, so I think I'd be quite aware of a significant difference in time taken. I'd take significantly longer to get a useable sketch in those situations; I'd say at least a minute to two minimum, and that would be with a relatively small or simple map. At my end with Maptool, loading the map takes so little time I might as well be changing screens. At the player end it varies considerably, but going into the difference would go down the rabbithole of addressing how Maptool manages assets. Some maps load virtually instantly for most of the group, some can take as long as a few minutes. The ones that do the latter are things if I had to do it by hand at the time would likely take me 20 minutes or more to draw (they're normally ones that have been custom-assembled from tiles or geomorphs). I'll give you that snadboxes would probably complicate my timing in this seriously, but then, they'd likely do that face to face too. I can't see even simple numbered counters don't take some search-and-setup when I used them back in the day. With very small number of opponents it might be trivial. [/QUOTE]
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