Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Why is WOTC so awful at providing digital content?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Rygar" data-source="post: 6581864" data-attributes="member: 6756765"><p>Actually, it probably wouldn't be all that bad.</p><p></p><p>What we're talking about here is: A series of states, a series of variables, and a series of rules that affect states or variables. A scripting language is probably the easiest way to go about implementing it, but by no means the only way.</p><p></p><p>Your example of the right is a good one. "I have a ring that gives me a +6 to Dex, but only when flying", broken down to important keywords it is "Ring gives +6 to Dex when flying", written out into a "Rule" it is "[object] [increases] [target variable] [value] [in state]" A pretty substantial portion of the game can be expressed that way, and can be even further generalized to make it even more flexible..."[source] [increases] [target variable] [value] [in state]" and it gives us a "rule" which can express any positive magic item, spell, or special ability and we can just use the same thing to decrease or just change [increase] to [alters] and let the +/- handle the effect.</p><p></p><p>At its root, as far as any VTT goes, all you're doing is some fairly basic math, you never actually transform anything. "State" in this sense is just some value attached to the character/critter.</p><p></p><p>That's never been a VTT's problem really, a VTT's problem's are...</p><p></p><p>1. The game allows arbitrary input and while the character can easily be modeled, the events of a game can never be. I can model how the citizens in a town would react to various reputation states, but I can never model the Player's ability to arbitrarily state "I pee in the town square's fountain" and have the VTT compute the results.</p><p></p><p>2. The VTT requires a pretty substantial amount of graphics to be useful, I can describe anything in an RPG, a VTT needs to be able to display an enourmous range or it's really just a giant automated spreadsheet. </p><p></p><p>Modeling the gamerules isn't the hard part, handling the input to the system and not showing the same image for every tiles/critter/etc is the hard part. Honestly, the best use of a VTT is probably just as a battleboard and the aforementioned spreadsheet and let the rest of the game play as it always did. Trying to automate a game that allows arbitrary input and infinite environments/appearances is never going to work.</p></blockquote><p></p>
[QUOTE="Rygar, post: 6581864, member: 6756765"] Actually, it probably wouldn't be all that bad. What we're talking about here is: A series of states, a series of variables, and a series of rules that affect states or variables. A scripting language is probably the easiest way to go about implementing it, but by no means the only way. Your example of the right is a good one. "I have a ring that gives me a +6 to Dex, but only when flying", broken down to important keywords it is "Ring gives +6 to Dex when flying", written out into a "Rule" it is "[object] [increases] [target variable] [value] [in state]" A pretty substantial portion of the game can be expressed that way, and can be even further generalized to make it even more flexible..."[source] [increases] [target variable] [value] [in state]" and it gives us a "rule" which can express any positive magic item, spell, or special ability and we can just use the same thing to decrease or just change [increase] to [alters] and let the +/- handle the effect. At its root, as far as any VTT goes, all you're doing is some fairly basic math, you never actually transform anything. "State" in this sense is just some value attached to the character/critter. That's never been a VTT's problem really, a VTT's problem's are... 1. The game allows arbitrary input and while the character can easily be modeled, the events of a game can never be. I can model how the citizens in a town would react to various reputation states, but I can never model the Player's ability to arbitrarily state "I pee in the town square's fountain" and have the VTT compute the results. 2. The VTT requires a pretty substantial amount of graphics to be useful, I can describe anything in an RPG, a VTT needs to be able to display an enourmous range or it's really just a giant automated spreadsheet. Modeling the gamerules isn't the hard part, handling the input to the system and not showing the same image for every tiles/critter/etc is the hard part. Honestly, the best use of a VTT is probably just as a battleboard and the aforementioned spreadsheet and let the rest of the game play as it always did. Trying to automate a game that allows arbitrary input and infinite environments/appearances is never going to work. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why is WOTC so awful at providing digital content?
Top