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Theater of the Mind and VTTs: Oh Brave New World...
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<blockquote data-quote="Jacob Lewis" data-source="post: 9580195" data-attributes="member: 6667921"><p>Most of the popular VTTs flaunt really cool features that highlight things that are often difficult or expensive to do at a real table. Things like line of sight, fog of war, or just having a plethora of unique, large, well-drawn maps at the ready. This promotes a specific, but common, style of play in RPGs that involves maps and minis, especially for those built around combat encounters. Not surprisingly, a lot of people assume that's what VTTs are specifically designed for.</p><p></p><p>But just because they have these features doesn't mean that's all they're good for. If you used them just for the character sheets alone, you'll find that tracking information can be a huge benefit in any system, especially in complex games with a lot of information. Little things we take for granted, like initiative order, can be one less thing to burden yourself. And not just players, but also monsters, NPCs, and other challenges. And if vehicles, mounts, ships, and/or companion creatures are involved, DMs can get overwhelmed quickly. If you're closer to my age, you know what I'm talking about when your own mental capacity starts becoming premium real estate!</p><p></p><p>Most VTTs also keep logs of what happens. This makes it easy to remember what went down three weeks ago, or find little details that might not have been important at the time. Also, good for DMs who want to review past sessions, maybe find inspiration for the next one.</p><p></p><p>TLDR; I think a lot of practical applications get overlooked because we think VTTs are largely designed and marketed for a particular kind of RPG. But there's a lot of helpful utility built into them, even if you don't use all the bells and whistles as intended.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 9580195, member: 6667921"] Most of the popular VTTs flaunt really cool features that highlight things that are often difficult or expensive to do at a real table. Things like line of sight, fog of war, or just having a plethora of unique, large, well-drawn maps at the ready. This promotes a specific, but common, style of play in RPGs that involves maps and minis, especially for those built around combat encounters. Not surprisingly, a lot of people assume that's what VTTs are specifically designed for. But just because they have these features doesn't mean that's all they're good for. If you used them just for the character sheets alone, you'll find that tracking information can be a huge benefit in any system, especially in complex games with a lot of information. Little things we take for granted, like initiative order, can be one less thing to burden yourself. And not just players, but also monsters, NPCs, and other challenges. And if vehicles, mounts, ships, and/or companion creatures are involved, DMs can get overwhelmed quickly. If you're closer to my age, you know what I'm talking about when your own mental capacity starts becoming premium real estate! Most VTTs also keep logs of what happens. This makes it easy to remember what went down three weeks ago, or find little details that might not have been important at the time. Also, good for DMs who want to review past sessions, maybe find inspiration for the next one. TLDR; I think a lot of practical applications get overlooked because we think VTTs are largely designed and marketed for a particular kind of RPG. But there's a lot of helpful utility built into them, even if you don't use all the bells and whistles as intended. [/QUOTE]
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