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The thought of switching VTTs is so daunting
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<blockquote data-quote="osarusan" data-source="post: 9144039" data-attributes="member: 13950"><p>Recently I switched from using Fantasy Grounds for close to 15 years to Foundry VTT.</p><p>The switch wasn't super easy, as I was intimately familiar with FG (as were my players) and I liked it a lot. And in some ways, FG is more intuitive than Foundry. But Foundry, while young, seemed to be developing at a faster rate and also seemed far far easier to create custom rulesets and content for. The main reason for me was support for alternate rules systems. FG has great support for things like D&D and Call of Cthulhu, but for less-popular systems like Mythras or HackMaster it was lacking, and the process for making new rules systems was arcane.</p><p>Looking back I am glad I switched, and my players are too. I don't see myself going back; but I also hope I don't have to switch again, because really... we just want to play the game instead of bothering with learning how to use VTTs.</p></blockquote><p></p>
[QUOTE="osarusan, post: 9144039, member: 13950"] Recently I switched from using Fantasy Grounds for close to 15 years to Foundry VTT. The switch wasn't super easy, as I was intimately familiar with FG (as were my players) and I liked it a lot. And in some ways, FG is more intuitive than Foundry. But Foundry, while young, seemed to be developing at a faster rate and also seemed far far easier to create custom rulesets and content for. The main reason for me was support for alternate rules systems. FG has great support for things like D&D and Call of Cthulhu, but for less-popular systems like Mythras or HackMaster it was lacking, and the process for making new rules systems was arcane. Looking back I am glad I switched, and my players are too. I don't see myself going back; but I also hope I don't have to switch again, because really... we just want to play the game instead of bothering with learning how to use VTTs. [/QUOTE]
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The thought of switching VTTs is so daunting
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