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<blockquote data-quote="schneeland" data-source="post: 9136089" data-attributes="member: 6900337"><p>I have used four of them so far. In descending order of frequency of use:</p><ol> <li data-xf-list-type="ol"><strong>Owlbear Rodeo</strong>. We used OR v1 for our last D&D5 campaign and for Forbidden Lands. I appreciated the simplicity and the minimalist interface. I also really liked that you could basically turn your mouse into a laser pointer and thus circle relevant areas on the screen (I like this better than a simple ping). The downside is that the dice roller is quite limited and geared mostly towards D&D. Also, since there is no prepackaged content, all maps and tokens need to be imported.</li> <li data-xf-list-type="ol"><strong>Foundry</strong>. We used this for Forbidden Lands and Broken Compass. I like the "pay once and you're settled" approach, and there is a really nice selection of third party modules for Foundry, including adventures and campaigns (at least as long as you are fine with English). I also like the Dice so Nice 3D dice (it's basically my favourite dice roller visualization, especially when textures that mimic original game dice for a system are used). The downsides are that you need to spend quite some time to unclutter the interface. And whoever does the Foundry UI design, seems to strongly dislike old people, because the symbols on the right pane are just SO SMALL. Also, Foundry is really problematic in terms of API stability, which causes a lot of frustration with module developers.</li> <li data-xf-list-type="ol"><strong>Fantasy Grounds</strong>. I used this when I played a few sessions of AD&D2. The UI feels like a weird throwback to the 90s and in many regards the software feels dated, even though it moved to a new graphics engine a few years ago. However, the developers seems to take care of backwards compatibility and API stability, so modules break a lot less than they do for Foundry. </li> <li data-xf-list-type="ol"><strong>Roll 20</strong>. I played DCC once in Roll 20. Consistent with earlier experiences with the software, it feels like the built it once and then never really updated. I would rank the user experience even below that of Fantasy Grounds, and the only explanation I have as to why it still exists is that you don't need to set up the system on your own and that it has official D&D support. </li> </ol><p>I have also supported the crowdfundings for <strong>Role</strong> and <strong>Alchemy</strong>, but haven't really used either so far. Role turned out different than I expected and a bit too focused on video streaming/actual plays, so I might never really use it in practice. For Alchemy, I plan to use it for a game of Vaesen some time next year.</p></blockquote><p></p>
[QUOTE="schneeland, post: 9136089, member: 6900337"] I have used four of them so far. In descending order of frequency of use: [LIST=1] [*][B]Owlbear Rodeo[/B]. We used OR v1 for our last D&D5 campaign and for Forbidden Lands. I appreciated the simplicity and the minimalist interface. I also really liked that you could basically turn your mouse into a laser pointer and thus circle relevant areas on the screen (I like this better than a simple ping). The downside is that the dice roller is quite limited and geared mostly towards D&D. Also, since there is no prepackaged content, all maps and tokens need to be imported. [*][B]Foundry[/B]. We used this for Forbidden Lands and Broken Compass. I like the "pay once and you're settled" approach, and there is a really nice selection of third party modules for Foundry, including adventures and campaigns (at least as long as you are fine with English). I also like the Dice so Nice 3D dice (it's basically my favourite dice roller visualization, especially when textures that mimic original game dice for a system are used). The downsides are that you need to spend quite some time to unclutter the interface. And whoever does the Foundry UI design, seems to strongly dislike old people, because the symbols on the right pane are just SO SMALL. Also, Foundry is really problematic in terms of API stability, which causes a lot of frustration with module developers. [*][B]Fantasy Grounds[/B]. I used this when I played a few sessions of AD&D2. The UI feels like a weird throwback to the 90s and in many regards the software feels dated, even though it moved to a new graphics engine a few years ago. However, the developers seems to take care of backwards compatibility and API stability, so modules break a lot less than they do for Foundry. [*][B]Roll 20[/B]. I played DCC once in Roll 20. Consistent with earlier experiences with the software, it feels like the built it once and then never really updated. I would rank the user experience even below that of Fantasy Grounds, and the only explanation I have as to why it still exists is that you don't need to set up the system on your own and that it has official D&D support. [/LIST] I have also supported the crowdfundings for [B]Role[/B] and [B]Alchemy[/B], but haven't really used either so far. Role turned out different than I expected and a bit too focused on video streaming/actual plays, so I might never really use it in practice. For Alchemy, I plan to use it for a game of Vaesen some time next year. [/QUOTE]
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