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RPG Aids: Online Virtual Tabletops

My friends and I play a lot of RPGs, some using a system, others more of a collaborative storytelling thing (akin to most MUXes, if you've ever played on one).  In the case of those that use a system, one of the biggest problems we have is that we aren't always able to get together, and it can be pretty hard to play a tabletop RPG (which needs maps, character markers, hex or square grids, and the like) over an instant messenger program.

So, over the years, I've looked into online virtual tabletop programs.  Now, I should note that I've not used these very much, largely due to the fact that we, again, play a lot of RPGs and therefore our solution to the problem of system-based RPGs being hard to play online is to play one of the non-system RPGs online instead, in most cases.


A virtual tabletop is, in general, just that: an online environment that pretty much mimics the feel of playing at the same table.  In most cases they have virtual dice that can be thrown, a chat area for the actual roleplaying, the ability to display images and maps, character tokens to move around, and at least some level of point tracking capability (such as for tracking damage to characters).  They'll frequently be able to handle both square and hex-based grids, and usually be able to handle character facing as well.  In many cases, they have advanced options so that--with some programming knowledge--a person can automate certain tasks and make the program suit the RPG system they've chosen to use.  And, of course, most of the programs also have forums where particularly adept users have already made several system mods and presented them, so you don't have to do all the work yourself.

Over the years, I've looked at Fantasy Grounds II, Klooge, Screen Monkey, and Maptool in a fair amount of detail, and given a few others a quick once-over.  I honestly can't say that I've used any of them enough to give a fair review of them, so I'm going to just say that you should really look into them and--for the commercial ones--try the demos and look at videos to determine if they have special features that are worth the price.  If all you want is a program you can use to display where characters are, do some dice rolling, and show some pictures, you really don't need to spend money...go get Maptool or the free version of Screen Monkey and you'll be all set.  If you want more than that, you'll want to take a good look at Maptool, Fantasy Grounds II, or possibly Klooge, all of which have builds made for a variety of systems that automate some of the tasks.  Maptool is free, and that makes it pretty tough to beat, but your mileage may vary.

Now, these are pretty nice tools, and all of them are well made and functional.  However, I do have to admit I have an issue with virtual tabletop programs, and that's really that they tend to just be virtual tabletop programs.  It strikes me that this technology just hasn't been taken as far as it could be.  Yes, the programs are often able to (with some setup work) automate a lot of tasks, but the thing is that they're all still looked at as player and GM aids rather than being the game themselves.  I don't mean this as a critique of existing programs, to be honest--but I think that new programs made for this market need to start pushing things further.

My dream for this sort of program is more of a video game than an RPG aid.  Think about it--the GM sets up the battle, selecting from the available monsters (or making his own through an included monster builder) and placing them on the map, determining their starting conditions, and choosing from some AI presets that suit different fighting styles (or he can opt to control the monster side himself).  When the players' turns come up, their characters possible movement ranges are displayed in highlights on the map, like in a game like Fire Emblem or Final Fantasy Tactics.  Attack ranges are displayed similarly.  When the player selects an attack, the game automatically resolves it, possibly pausing momentarily (like the Magic: the Gathering video games) to let players decide to use interruption abilities, and it handles all the stat tracking and condition tracking without the GM or players having to do any of it.  It feels just like playing a video game, except that the battles are all being created by the GM with an easy-to-use scenario builder.  And, importantly, you only need one or two computers for it (and you only need two if the GM is handling the monster movement himself instead of letting the AI do it).  Basically, what I'm talking about is kind of Neverwinter Nights with a turn-based tactical battle system instead of the semi-real-time one they did, I guess.  And hey, if you wanted to go all out with the game part of it and make a real campaign and all, that's fine too!  (For what it's worth, good old NWN itself--or its sequel--almost works, except that its semi-real-time battle system means you'd most likely need a computer for each player.)

Now, I realize that this would probably not be possible for the various "generic" virtual tabletop programs out there...to get this level of system automation, you'd need the maker of the program to be directly associated with the maker of the RPG system.  That's where Wizards of the Coast, with their D&D Insider and their relationship with Atari, are in are pretty unique situation.  They already have an online character builder, an online monster builder, and a relationship with a video game company.  Yet WotC has chosen, from all early indications (and if someone has been in the beta for this thing, feel free to prove me wrong) to build a tabletop program that is essentially the same thing as any of the others: an aid, but one that still puts a lot of the work on the GM and players.  It's strange, particularly given the fact that WotC has licensed D&D out to so very many game companies in the past, and a number of these games reportedly did a great job of emulating the full turn-based D&D system.

Interestingly, Atari is having a game made as part of its advertising for the new Neverwinter...uh...MMO-ish thing...that is kind of close to what I've been discussing.  Heroes of Neverwinter is a Facebook (O_O) game that is using the D&D 4e turn-based battle system, and it actually looks quite good.  I've heard rumor that it will include dungeon building, so depending on how many liberties it takes with the system, maybe it could actually serve as a battle system usable by tabletop GMs?  I don't know, but I'm actually very interested in this one.  (A Facebook game, though...wow.  I can't believe that a Facebook game looks like the truest representation of D&D in video game form since, oh, the Temple of Elemental Evil game.)

What we have now is pretty good, but I really hope to see something truly amazing in this field down the line.

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