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[VTT] Going Back to VTT Instead of Live Play
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<blockquote data-quote="Tun Kai Poh" data-source="post: 8443807" data-attributes="member: 6761960"><p>I'm specifically not talking about games like Zweihander. There is no jargon, there are no numbers. Lasers and Feelings and Cthulhu Dark each have <strong>one</strong> stat per character -that's not a lot to keep track of. And I do post visual aids, and if it helps, a city map or some other document to help players visualise an area.</p><p></p><p>But some games create the landscape as you go. While you could draw a map on a shared document to aid play in a game like For the Queen, play can progress faster than the time it takes to draw the map - when the structure of the game is all about answering story prompts and collaborating on flashbacks about your place in the queen's court, the focus is on character and relationships, not "I take a five-foot step." There is no place in such a game for a grid map or tokens.</p><p></p><p>I was responding specifically to the issue of how to teach new players how to roleplay without also teaching them how to use a VTT. It isn't hard if you're not using a game that requires a VTT.</p><p></p><p>On Saturday, I ran a Cthulhu Deep Green one-shot for three strangers, using voice chat and the text chat (with posting of reference photos). One had only prior experience with play-by-post, another only had experience with Vincent and Meguey Baker's Firebrands, another was basically a newbie I think. The high point of the scenario was when the investigators locked themselves inside a ghost kitchen to taste-test a mysterious foodstuff from the far realm of Carcosa. I don't think a VTT map and tokens could have enhanced what followed in any way - the situation was too fast-flowing to stop and prepare a map of the kitchen as it was!</p><p></p><p>Report on that incident:</p><p>[URL unfurl="true"]https://www.enworld.org/threads/commentary-thread-in-that-%E2%80%9Cdescribe-your-game-in-five-words%E2%80%9D-thread.682741/post-8441510[/URL]</p></blockquote><p></p>
[QUOTE="Tun Kai Poh, post: 8443807, member: 6761960"] I'm specifically not talking about games like Zweihander. There is no jargon, there are no numbers. Lasers and Feelings and Cthulhu Dark each have [B]one[/B] stat per character -that's not a lot to keep track of. And I do post visual aids, and if it helps, a city map or some other document to help players visualise an area. But some games create the landscape as you go. While you could draw a map on a shared document to aid play in a game like For the Queen, play can progress faster than the time it takes to draw the map - when the structure of the game is all about answering story prompts and collaborating on flashbacks about your place in the queen's court, the focus is on character and relationships, not "I take a five-foot step." There is no place in such a game for a grid map or tokens. I was responding specifically to the issue of how to teach new players how to roleplay without also teaching them how to use a VTT. It isn't hard if you're not using a game that requires a VTT. On Saturday, I ran a Cthulhu Deep Green one-shot for three strangers, using voice chat and the text chat (with posting of reference photos). One had only prior experience with play-by-post, another only had experience with Vincent and Meguey Baker's Firebrands, another was basically a newbie I think. The high point of the scenario was when the investigators locked themselves inside a ghost kitchen to taste-test a mysterious foodstuff from the far realm of Carcosa. I don't think a VTT map and tokens could have enhanced what followed in any way - the situation was too fast-flowing to stop and prepare a map of the kitchen as it was! Report on that incident: [URL unfurl="true"]https://www.enworld.org/threads/commentary-thread-in-that-%E2%80%9Cdescribe-your-game-in-five-words%E2%80%9D-thread.682741/post-8441510[/URL] [/QUOTE]
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