I like RPM and the features it has. Speaking as a professional interface designer, however, I would have to agree that it's not necessarily the easiest to use or prettiest program.
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Thanks Omokage,
If there's anything you're interested in e-mailing me with, as a professional interface designer, you would be extemely welcomed!
What RPM tries to achieve, as a user interface is the following:
- Something that works well for a player playing their PC. This is for creation, maintenance and even in-game play.
- Something that DMs can use to create adventures and extend them - drawing on powerful PC generation capabilities, but also allow super quick generation of NPCs/monsters, with tweaking and particular aspect in no particular order.
- Something that allows DMs (in particular) to jump around in-game and react to any specific RPG need - recognizing that the tool needs to be an
fast aide, rather than force you down a lengthy set of steps to get things done. For example, you don't need to follow some kind of multi-step action wizard of [roll, intiative, edit player initiatives, sequence through, perform individual actions as required] - just to do a spot/hide check.
- When it comes to actions and options, to realize that the tool could be configured for anything from fantasy to sci-fi - and somehow making interface adjust in the best way possible (for example, a hard-coded on-screen option for
Barbarian Rage" just isn't appropriate).
- Allow for either quick or detailed examination of game numbers as you progress.
- Allow quick jumping between many characters/creatures, with on the spot, examinations, lookups, quick actions, selection of options - just as happens around the gaming table with pen and paper.
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If I were to say that a program exists that copes with your individual gaming style, not forcing a particular order, or limiting your options at various points - and that it was multi-campaign and multi-genre capable.... you might be skeptical.
With reagrd to interface design, RPM is reasoably unique in the number of different functions that it offers (readily - from any current state), usable in different settings, and by people in different roles (player, preparation DM, in-game player, in-game DM, campaign designer,...).
The user interface has undergone 3 major overhauls and tuning in its lifetime.
The reality is that those who come to it with a very specific preconcieved idea of what they're after, find that the user interface is not likely optimized for what they thought might be best.
Experience shows that those who've invested a little time to discover that they lead RPM (RPM doesn't lead them) - find that it is quick, useful and fulfills the dauting task of correct in-game play behaviour.
I've been through many discussions those who have tried hard to help with a better user interface. Occassionally we've had a big user interface revamp, but 90% of attempts just end up satisfying a particular goal, to the neglect of all the other important aspects.
I should imagine that, as a professional user interface designer, a program of RPM's capabilities in functionality and roles would be a great and interesting challenge!
If you can convince me of a better design, I'll hail you as the god of user interfaces
Cheers!