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Which Online Virtual Tabletop Do You Use?
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<blockquote data-quote="CleverNickName" data-source="post: 8106246" data-attributes="member: 50987"><p>Depends on what tools you need, and what resources you are using. </p><p></p><p>I like Roll20 because it's free and web-based, so you don't have to troubleshoot multiple software installations and IP connections for multiple people, every time you want to play. It has several compendiums that you can purchase for different adventure paths, campaign settings, and rulebooks. (The downside being, of course, that you have to purchase that content--and the price is roughly the same as the price of buying the hardcopy.) Still, it's nice to be able to drag-and-drop in monsters, maps, magic items, etc., and have everything already linked and rigged for lighting. </p><p></p><p>Roll20 also has a high learning curve, but once you and your players get the hang of it, you can throw a game together with a moment's notice. I imagine this is going to be true for anything...including D&D.</p><p></p><p>We tried FantasyGrounds first, but we weren't able to get it to work for all of our players. Everyone was using a different device and OS -- some were using Mac, some were using Chromebooks, some were using touchpads, others were using their work computers and didn't have permission to install the software -- it required a level of technical mastery that was beyond some of our players. So I guess it also has a learning curve...or a learning curve of a different sort. (I understand that FantasyGrounds takes a bit of effort to set up and get running, but once you do, it runs effortlessly. I can't vouch for that, because we never got it to run.)</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8106246, member: 50987"] Depends on what tools you need, and what resources you are using. I like Roll20 because it's free and web-based, so you don't have to troubleshoot multiple software installations and IP connections for multiple people, every time you want to play. It has several compendiums that you can purchase for different adventure paths, campaign settings, and rulebooks. (The downside being, of course, that you have to purchase that content--and the price is roughly the same as the price of buying the hardcopy.) Still, it's nice to be able to drag-and-drop in monsters, maps, magic items, etc., and have everything already linked and rigged for lighting. Roll20 also has a high learning curve, but once you and your players get the hang of it, you can throw a game together with a moment's notice. I imagine this is going to be true for anything...including D&D. We tried FantasyGrounds first, but we weren't able to get it to work for all of our players. Everyone was using a different device and OS -- some were using Mac, some were using Chromebooks, some were using touchpads, others were using their work computers and didn't have permission to install the software -- it required a level of technical mastery that was beyond some of our players. So I guess it also has a learning curve...or a learning curve of a different sort. (I understand that FantasyGrounds takes a bit of effort to set up and get running, but once you do, it runs effortlessly. I can't vouch for that, because we never got it to run.) [/QUOTE]
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