snikle said:
It is game system agnostic, so any game will work in it. I really feel that putting to much of the game into the VTT really takes away from the RPG feeling and makes it almost more of a video game. All you need is a map, tokens to place on the map, character sheets, a way to roll dice.....and you are good.
My thoughts too, check out
our philosophy, a philosophy that was carried over since the 1st incarnation (non-public) of the app years ago.
snikle said:
It is free, so getting new people to try it out is trivial.
I can speak volumes on this, but won't on this thread. I'll only say that the beta is free but will disappear as soon as I finish the release version.
snikle said:
Despite the fact that there are millions of gamers out there, finding players can actually be difficult due to time zones and real life.
With this I agree.
snikle said:
It runs on java, so it is OS independent, thus our Mac friends can play with us if they want (and dont believe the 'java is slow' crap). This allows you to have a larger audience of potential gamers to interact with.
Java is not slow, but native code is oodles faster. I can talk directly with the video card using native code and produce better results. Try a large map and move and zoom about in GlitterComm to see what I'm talking about.
On the other hand being multiplatform is a plus that GlitterComm doesn't have. I don't have a Mac, and every single person I know that does, have either another PC with Windows, or Windows on their Macs. I've never seen it as a big plus, but your experience may vary.
snikle said:
The RPTools team that is developing Maptool (and other RPG tools) are kick ass, very responsive to suggestions, and updates come out nearly weekly (I dare any other vtt to make that claim).
I did it

GlitterComm had updates more than once a week for a while, then I slowed it down to once a week as to not confuse people with so many versions. Then again, not many people were aware of its existence and input was mainly from my group and a couple of other groups.
snikle said:
The Fog of War in Maptool adds an amazing level of atmosphere to role playing that I have never seen. When I see players peeking around corners wondering what was around the next bend, and can hear the tension in their voice, it is stunning. You want complete immersion into the game world? This is as close as I have seen in a role playing game, real or virtual.
I thought fog of war was pretty standard, I didn't even bothered adding that to the feature list on my website. I know Battlegrounds has it, as well as Fantasy Grounds. Heck, Gametable has it.
catsclaw227 said:
I have very average (384kbps) upload speeds, and my players all have fast download (3MB/s or more), so allowing for us to pull them down from my host (I will FTP them up pre-game) will be much faster, and not dependent upon my DSL speeds for that.
When I 1st started coding GlitterComm one of my players was on dial-up. This is taken into consideration in the design. GlitterComm is polite with your bandwidth and uses an intelligent transfer system so you can start using the map right away without waiting for the whole thing to be transfered (no matter how large a map).