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<blockquote data-quote="Retreater" data-source="post: 8196327" data-attributes="member: 42040"><p>Yeah, I also imported AoA into Roll20, and it was a lot of work, and still wasn't 100% right. Even worse than the work I had to do as GM was the extra work it put on my players - and that, to me, is what makes the experience unacceptable. Even after buying the rules modules, it has a substandard character creator and anemic compendium support.</p><p>So why I don't use Foundry....</p><p>First, I couldn't because I didn't have a computer that would run it. Now that I do, I could convert all my games, make my players learn a new system, etc, but we're already on Roll20, and it's working fine for what we do currently (which isn't PF2). </p><p>Second, I can access my game from any computer. If I'm on break at work, I can access my maps, characters, and make quick changes or look up information for my players. I don't have to be at my home computer at my home office. (This was a major problem when I lost everything in Fantasy Grounds when my dog destroyed my previous laptop.)</p><p>Third, the various modules you can add to Foundry can create a vastly different experience. This customized experience can make troubleshooting issues and learning the system a challenge, because everyone's game is different.</p><p>Fourth, there's not really an official marketplace for content. Most things on there to download are available purely as</p><p> an oversight by the companies, and if they do eventually get shut down (which has happened a few times already) GMs and their players will be out of luck. It's like the Limewire of VTTs. I'm not even sure the modules are a legal service.</p><p>Fifth, on Foundry I'm responsible for hosting or setting up a hosting client, so I'm still paying subscription costs and at the mercy of clogged servers.</p><p>Sixth, I'm good at putting in maps on Roll20. Like I can do it in a matter of minutes. I have watched numerous tutorials on Foundry, and it seems much more complex. </p><p>Seventh, I don't need features like animated battlemaps, ambient sound effects. I'd prefer just to have officially licensed modules and compendium content.</p><p>Eighth, Roll20 has a larger install base. If I'm going to find a game to play, join at a convention, or host new players, it's more likely they'll have access to Roll20. And if not, it's more accessible with many tutorials on YouTube. The basic "how to get started as a player with Foundry" is over 20 minutes.</p><p>Ninth, the sunk cost fallacy is kind of true. I've got lots of purchased material on Roll20 that I would need to buy again, custom imported maps and tokens, system knowledge, etc. To learn all that again, repurchase everything, and ask my players to do the same is something I'm not willing to do.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8196327, member: 42040"] Yeah, I also imported AoA into Roll20, and it was a lot of work, and still wasn't 100% right. Even worse than the work I had to do as GM was the extra work it put on my players - and that, to me, is what makes the experience unacceptable. Even after buying the rules modules, it has a substandard character creator and anemic compendium support. So why I don't use Foundry.... First, I couldn't because I didn't have a computer that would run it. Now that I do, I could convert all my games, make my players learn a new system, etc, but we're already on Roll20, and it's working fine for what we do currently (which isn't PF2). Second, I can access my game from any computer. If I'm on break at work, I can access my maps, characters, and make quick changes or look up information for my players. I don't have to be at my home computer at my home office. (This was a major problem when I lost everything in Fantasy Grounds when my dog destroyed my previous laptop.) Third, the various modules you can add to Foundry can create a vastly different experience. This customized experience can make troubleshooting issues and learning the system a challenge, because everyone's game is different. Fourth, there's not really an official marketplace for content. Most things on there to download are available purely as an oversight by the companies, and if they do eventually get shut down (which has happened a few times already) GMs and their players will be out of luck. It's like the Limewire of VTTs. I'm not even sure the modules are a legal service. Fifth, on Foundry I'm responsible for hosting or setting up a hosting client, so I'm still paying subscription costs and at the mercy of clogged servers. Sixth, I'm good at putting in maps on Roll20. Like I can do it in a matter of minutes. I have watched numerous tutorials on Foundry, and it seems much more complex. Seventh, I don't need features like animated battlemaps, ambient sound effects. I'd prefer just to have officially licensed modules and compendium content. Eighth, Roll20 has a larger install base. If I'm going to find a game to play, join at a convention, or host new players, it's more likely they'll have access to Roll20. And if not, it's more accessible with many tutorials on YouTube. The basic "how to get started as a player with Foundry" is over 20 minutes. Ninth, the sunk cost fallacy is kind of true. I've got lots of purchased material on Roll20 that I would need to buy again, custom imported maps and tokens, system knowledge, etc. To learn all that again, repurchase everything, and ask my players to do the same is something I'm not willing to do. [/QUOTE]
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