Virtual Table – first actual play experience

As planned, I was able to get a game going this evening on the beta version of the D&D Virtual Table.  I’ll start by saying that we had a fun little adventure, partly thanks to the program and partly in spite of it.

The good stuff

The best part of the evening was that I was able to get a game together almost entirely in a pick-up manner.  One of my regular Friday night MapTool game players was able to show up (thanks, Max!) but the other players were folks who were either browsing the open games or the beta message boards, looking for a game.  So, it’s clear that the Virtual Table does enable something like a pick-up game of D&D, which is pretty cool.

The built-in audio support is a good idea, too.  It’s nice to be able to talk to one another without having to deal with two different program (a la MapTool and Skype).  I’ll have more to say on this later, though.

Using the table was pretty straightforward.  As a shared battle map, the Virtual Table works.  Everyone can see their tokens and everyone else’s tokens and move their own tokens around with no trouble.  If you wanted to just have paper character sheets in front of you and roll physical dice and call out the results, you could do that very easily (though that would be a bit of a wasted opportunity).

There were even some things that I’d say Virtual Table handles a little better than MapTool.  Initiative was easy – click one button to add the party, add each monster, let everyone click the button for their own initiative roll… it all worked smoothly and just the way you would expect it to.

I was pleasantly surprised to see how well shared editing worked.  If a player was editing their token, I could see the edits as they saved them.  I could apparently also edit the token at the same time (though we didn’t experiment too much to see what would happen if we were making conflicting edits).

The not-so-good

We had connection problems in this game.  I was lucky to have one player who has apparently played in a ton of Virtual Table games already, and he was able to clarify the best way to do certain things and help with troubleshooting.  He helped another player who was lagging badly, especially on the audio side, try to figure out the the problem with his connection (he was using a Mac, which apparently is more likely to cause audio problems for some reason).  However, the problem never really got solved and the Mac player had to drop off and rejoin a whole bunch of times.  Even the experienced player started having lag issues by the end (though the other two of the four players had no problems with lag or audio at any point). I don’t know if it’s a server issue or a problem with individual players’ computers (or mine), but it was troublesome.

Setting up player character tokens is a pain in the butt, too.  Each power has to be manually programmed, and it’s not at all intuitive to use.  It’s not customizable, either.  You can program in dice expressions (like 2d6+4) but you can’t have text be displayed after them automatically (such as “fire damage, and ongoing 5 fire damage (save ends).”)  There are kludgy workarounds for this, but they’re a pain.

Manipulating hit points is fairly intuitive, but it requires a lot of mouse clicks. I like being able to click one button for damage, type a number and hit Enter.  It doesn’t work that easily in the Virtual Table.

Adding conditions was even more of a pain.  There are built-in symbols for being Bloodied and Marked, which is a good start.  You can add other conditions by typing them in manually, in which case a little exclamation point will appear over the token, and you can hover over the exclamation point to see what you’ve typed for the condition (slowed, -2 to AC, ongoing damage, whatever).  And to get to this menu, you have to go into the “Adjust hit points” menu.  Ugh.

Another thing: Bloodied is not automatic.  This baffles me, frankly, and I’m sure they’ll correct it eventually.  It’s pretty straightforward to tell if a token is bloodied or not and I think that status should pop right up.

Overall impressions

I had a good time playing tonight, technical difficulties not withstanding.  Virtual Table is in beta and must be treated as such.  I’m sure Wizards of the Coast is watching the feedback as it comes in and will make improvements over time.  Once those improvements start flowing, and especially once the automatic import of characters, monsters and maps is incorporated, Virtual Table is probably going to be a lot of fun.  Until then, though, I have to look at it as a tool under development, not anything that I would use to replace MapTool right now.

Virtual Table issues so far

Since getting my invitation to the Dungeons and Dragons Virtual Table beta a few days ago, I’ve had a chance to dig into the program a little bit more.  I’ve put together two encounters, and I plan to run one or both of them Monday evening at 7:00 PM Mountain Time (so if anyone is interested, feel free to join the game – look for 4e Home Encounters).  Keeping in mind that I’m spoiled by all of the features of MapTool, there are the issues I’ve discovered.

The obvious limitation at the moment is on the map creation side of things.  The Virtual Table has a few Dungeon Tiles to choose from, and I think it’s pretty clear that they plan to make Dungeon Tiles the main mapping tool in the future.  I won’t be surprised if they charge DMs to get access to new Dungeon Tile sets or something like that, but that might be overly pessimistic on my part.  The current Dungeon Tiles that are available are all for underground maps, and the maps I’m making right now are wilderness maps, so the tiles are useless for me at the moment.  The drawing tools that are available are… well, think “crayon drawing” and you’re on the right track.  I’m sure this will get better eventually, but it’s pretty painful right now.

The panels cannot be resized, which is a pain.  In MapTool, you can resize all of the various windows however you wish.  In Virtual Table you can either have the panel on the right side of the screen displayed or hidden, but not stretched or condensed.  That’s a big pain when you’re trying to select from multiple monsters in that panel that have similar names (Blackwinter Wolf, Blackwinter Wolf Pack Leader… they look very similar when their names are truncated).  Yes, you can get around it by abbreviating names, but it’s still a pain.

There’s no way to manipulate multiple tokens at once.  For instance, I’d like to be able to start with a map where all of the monsters are invisible (note: you CAN make monsters invisible, which is a good feature) and then highlight all of them and make them all visible at once, rather than having to click on each individual token and navigate through its menu to make that one token visible.  If the battlefield has a bunch of minions on it, this is just a pain in the butt.

On a related note, a useful MapTool feature that the Virtual Table currently lacks is a “View as player” option for the DM to look at the map.  When I’m drawing a map and I’ve set certain features to be visible to the players and others to be invisible, it’s VERY helpful to have a way for me to see what the map will look like to the players.  My Friday night players can tell you stories about the times that I’ve talked about the window that the bad guys are jumping out of or the wall of fire that’s coming toward them, only to find out that said window and wall of fire were invisible to my players!  Oops.  Not having a way to check that will make these issues crop up more frequently in the Virtual Table.  This is especially true since making parts of the map visible or invisible doesn’t discernably change anything that I’ve been able to see in the DM view.

Selecting a token is also a little strange.  You can click on a token and move it around and adjust its hit points, but its powers don’t show up on the right side unless you right click on the token and choose “View Token Detail” or select the token name from the monster drop-down.  This is something that should be automatic on a double-click or even a single-click.  Click the token, and its details should appear in the right panel (attacks, notes, etc.).

I like the fact that editing one copy of a token edits all of them.  If I add a new power to a token of which there are already five on the map and then save that change, all five of those tokens have the new power.  However, I believe it is impossible to edit a token’s image once you’ve created it.  I’m sure they’ll change this someday, but it’s a pain for now.

Finally, given that I like to run games in-person using MapTool and my projector, I would REALLY like a full-screen mode that I can run in a second window of the Virtual Table to put onto the table for the players to see.  There’s no full-screen mode right now, and even if there were I’m pretty sure I would need a second D&D Insider subscription in order to be able to run both the DM version of the campaign and the player version at the same time.  Obviously this is not the targeted use for the Virtual Table, but it would still be nice to have.  I’d also need to be able to run it without being connected to the internet (such as at a convention), which is probably never going to happen.

Overall impressions

So far, I’m impressed that there don’t seem to be many bugs per se in the Virtual Table.  Its features are limited, but the features that are in the tool all seem to work properly.  The features are SO limited, though, that playing with this program compared to something like MapTool is just a huge pain.  I’m going to keep playing with it just so I can get to know the tool, but there’s no way that I’m going to switch any of my regular games to it any time soon.

The killer features that the Virtual Table will probably be able to offer eventually are:

  • Automated character and monster importing from DDI tools
  • Full selection of Dungeon Tiles for quick map construction
  • An integrated lobby to find a game

Until these features come about, though, there’s no reason to use Virtual Table over MapTool except for curiosity and a desire to make the program better.  For those of you who don’t have beta invites yet and worry that you’re missing out – you’re not, unless you just like playtesting.  MapTool and its ilk are far better for now.  But the Virtual Table has potential to surpass them someday if those killer features get added.

In the mean time, I will keep playing with the program and posting updates here.  Actually running a game will be enlightening, I’m sure!

Finishing the Fire Forest (maps included)

Last night, my weekly online D&D 4e party finished the Fire Forest adventure, which is the second adventure in the War of the Burning Sky Series.  We only had four of the five players (sorry you couldn’t make it, Jaks!) but we played on for the climactic final encounters.

SPOILERS AHEAD

I haven’t written about each week of this adventure as I had the previous one, so I thought it would be good to recap our experiences.  The Fire Forest starts off with a couple of encounters with creatures of the forest that have been affected by the everlasting flames.  Amusingly, the very first encounter has two different fiery creatures fighting one another… with no way to hurt each other!  All of their attacks deal fire damage, and they’re immune to fire.  Oops.  Anyway, these encounters are good for giving the party a flavor of the Fire Forest, but that’s about all.

A devil, hired by the empire that is chasing the party, pops up a few times to harass and taunt the players before disappearing.  He ended up be an interesting little NPC to play with, but the party did finally get a shot to finish him off (I gave him a 50/50 shot of fighting for one more round or teleporting away – the dice said that he chose to fight, and die).The party met a dragonborn sorcerer who was researching the forest fire and attempting a ritual to put out the fire in a dryad’s grove.  The party went into some caverns to collect some mushrooms and flint that the sorcerer needed for the ritual and ended up fighting some fungus creatures.  They also found some treasures here, including a magical badge on the body of an eladrin knight.  There was a book that was discovered and discarded by the none-too-intellectual shaman in the party (I was amused by this later when we talked about it out of character).  The party helped the sorcerer put out the burning grove, though he was swallowed by the earth and surrounded by more fungus creatures that the adventurers went down to fight off.  This was a combined combat encounter and skill challenge, and I think it went pretty well.

Leaving the sorcerer to recuperate from his wounds, the party continued deeper into the forest and was contacted by a creature calling itself Indomitability, asking the party to silence some singing elves at a lake whose song was keeping him trapped in the forest.  The party agreed to help the creature (sort of).

Next up was a bridge crossing a wide river, with a tower in the middle of the bridge.  A magical mace trap made it hard to get into the tower, but the PCs found a way and discovered some background information about the forest in a journal, plus some mysterious seeds.

Map of the stone bridge with the tower - gridded

Gridless version of the stone bridge with tower map

 

On the far side of the bridge lay a ruined elf village, crawling with more fiery forest creatures.  This was another forgettable battle that, in retrospect, I probably should have skipped over.  The village did reveal some flavorful little treasures, such as a necklace of ivory leaves that would let the wearer understand and speak Elvish – but only Elvish.  Cute.

Near the village was a shrine in the shape of a willow tree, with a ghast and some skeletons living around it.  After fighting off the ghast, the party met an eladrin spirit in the shrine and finally was able to put together more of the back story of the Fire Forest.  This led them to head down the river toward the village of the seela (the magical winged elves of the forest).  It was on this journey that they encountered and finished off the devil.  They also found one of the winged elves back at the bridge, being attacked by some of the other elves.  Curiouser and curiouser.

Tiljann, the seela

At the seela village, the party did some investigating and learned about the main dryad of the forest, Timbre, who had walled herself off in her grove.  They also learned of the lake nymph, Gwenvere, who had transformed into a hag and had stolen a relic of the elf hero who had been Timbre’s love.  The party found the hag and recovered the relic, which they used to get close to the dryad.  A skill challenge with the dryad ensued, which the party succeeded on, and she agreed to help them.

Gwenvere, the lake hag

Timbre, the Fire Forest dryad

This brought us to the final session, wherein the party needed to head to the bottom of a lake to fight the creature Indomitability, trapped in the form of a flaming stag.  They rowed out in two boats and were beset by aquatic ogres. The ogres succeeded in sinking one boat, but the party was able to get back to shore.

After a short rest on shore, three of the party members piled into one boat, one swam, and one walked along the lake bed with the help of some magic boots.  The boot-wearer was the one to draw the sword out of fiery stag, which allowed Indomitability to be fought.  The interesting thing here is that the boot-wearer is a hybrid swordmage-wizard and followed up drawing the sword with casting a Web to try to immobilize the beast on the lake bed.  Unfortunately, the party’s fighter was also caught in the Web.

Indomitability

Indomitability tossed the fighter deeper into the web and then used a power that would leave the fighter dominated if he failed a saving throw- which he did.  The fighter failed, I believe, six saves in a row to continually be dominated, all while the battle was moving toward shore and the fighter was left with nothing interesting to do, even against his allies.  I felt bad about the way that turned out.

Once the stag got to shore, it started trampling all over the place, leaving fire in its wake.  It took a lot of opportunity attacks but dealt a lot of damage in the process, killing some of the seela.  I felt good about the range of the battle – it wasn’t held all in one little area.  I also used some of the Monster Vault dragon rules for Indomitability, giving him an extra attack at 10+his initiative roll and making it easier for him to shake off conditions that would leave him helpless.  Those made him much more interesting as a solo.

In the end, the fighter in the party did shake off the domination and got to the battle just in time to deal the killing blow.  That was quite satisfying for all concerned!

Now the party is finally able to leave the Fire Forest and continue on its quest southward, toward the town of Seaquen.  I believe we’ve now played either 14 or 15 sessions together.  I’m so happy with this online game – I’ve got a great group of players.

Virtual Table – first experience

Well, it seems that Thursday, December 9, was the day that Wizards of the Coast decided to really open up the Virtual Table to lots and lots of interested players.  I got my invitation, as did a whole bunch of other people I talked to.  So, I’m not a special snowflake, but at least I get to try this out!

I spent probably about two hours playing with the Virtual Table today, and I immediately had a goal in mind: Set up the first 4e Home Encounters adventure!  I had already built this encounter in MapTool, so all I had to do was re-create it in the Virtual Table.

The login process with the beta invite is a little unusual.  I received a welcome email with links to FAQs, five “passes” that I could use to play in Virtual Table games, and a link to the beta group on the WotC home page.  From that group, I had to find a link to a forum post that had the actual link to the beta itself.  From THAT link, I got a pop-up that asked for a user name and password.  Sheesh, what a lot of work!

Once I was in, things got a little easier.  I could browse open campaigns with short descriptions and indications of how many seats were open.  But I didn’t have time to play – I wanted to try setting up my own game.  Thus, I used the New Campaign button.

When you create a new campaign in Virtual Table, you start by editing its name, campaign system (which edition of the game you’re using), campaign world (core world, Forgotten Realms, etc.) and campaign format (ongoing campaign or one-shot).  I like the nod to older editions of D&D, though I’m not particularly experienced with them myself.

After you edit the info, you click the Launch button.  At this point, a Java program loads up and you are left in the map editor window.  All I’ve done so far is draw a map and create monster tokens.

It took a little bit of fooling around with the controls, but I was ultimately able to draw a rudimentary map for the first 4e Home Encounter.  Dungeon Tiles weren’t going to be an option because the beta currently has only tiles for, well, dungeons.  This first encounter takes place in the wilderness, so all of that stone wasn’t going to be helpful.  This meant that I had to draw on the virtual battle mat – old school!

The tools available for drawing are very simple.  Think Microsoft Paint with fewer options.  You can draw freehand lines, straight lines, empty ovals, filled ovals, empty rectangles and filled rectangles.  You can adjust the thickness of your lines to narrow, medium or thick.  You have a choice of six colors for your lines and shapes – red, yellow, black, blue, brown, or green.  You also have a choice of backgrounds – Battle Mat, Sand, Dirt or Grass.

Yes, I know that this is just a beta, and I’m guessing the drawing tools will be improved later.  But in a strange way, I kind of like the limited choices right now.  It feels more like drawing on an actual battle mat, and it makes it so that I’m not focused on making the map look awesome – I’m just making it look serviceable for my players.  Drawing the map did not take long at all – maybe 10 minutes once I understood the controls.

The final step for me was creating the monsters.  You begin by picking the monster image token that you want.  The selection here is limited for now, too, but I was able to pick a wolf and an orc, and I used a drake instead of an alternate wolf picture (there are two different kinds of wolves in this encounter).  Once you have the picture, you name the token and enter its max hit points and defenses.  You can also enter in notes.  Finally, you create powers.

Now this is an area where the creation is easy but the results currently stink.  You can create a “power” and within that you can create various die rolls associated with that power.  To run the die rolls, you have to click each button separately.  So, if the wolf has a Bite power, you create the power and any notes you want to see alongside it, then a die roll button that will display “Bite versus AC” and then the result of 1d20+10 or whatever.  You can also create a separate die roll button that you can call “Bite damage” that will display “Bite damage” and then the result of the damage roll.  When you want your wolf to attack a PC, you click the “Bite versus AC” button, ask if it hits, and if so you can click the “Bite damage” button.  It’s nowhere near as flexible as MapTool, of course, but it works.

I’m going into oral surgery Friday morning (I’ve scheduled this post to go up later in the day on Friday), but I’m hoping to run this encounter a time or two, perhaps over the weekend.  I’ve also put a post on EN World to say that I’m going to run it Monday evening at 7:00 PM Mountain time for anyone who wants to play, just to give the program a test drive.  Feel free to drop me a line via email or in the comments if you’re interested in playing with me (assuming you have a beta invitation yourself, of course).  Let’s see how this runs!

Review – Brother Ptolemy and the Hidden Kingdom

I had the pleasure to review Brother Ptolemy and the Hidden Kingdom before it was published, and seeing the final version makes me feel happy that the project is done and proud that I was able to help in a small way.

This new book from Nevermet Press is what they call an “adventure setting.”  It’s more than just a published adventure, though a full adventure is included in the book.  However, it’s not a full campaign setting, either.  It’s a deep look at one piece of the world, which could be any world at all.  This type of book seems aimed to inspire dungeon masters to include the city of Corwyn and its surroundings and inhabitants and events into the DM’s own campaign world.  And given that the adventure in it is aimed at 5th-level characters, it’s easy to envision a DM starting a game in a rather undefined world of their own creation and giving the player characters a reason to travel to Cormyr after they’ve had the chance to have some other adventures.

As a product, it’s a useful and creative idea.  I like to DM in my own world, so I wouldn’t want to use Dark Sun or Forgotten Realms or Eberron, as they are complete, fleshed-out worlds (though I could pick a small part of one of them for my world).  The lands within Brother Ptolemy have the potential to fit in many different campaign worlds, potentially including my own at some point.

The book is available in either a PDF or a hard copy.  The hard copy is nice – it’s a digest-sized book (the same as the D&D Essentials books) with a soft cover and nice artwork.   The front cover is appropriately dark and creepy.

Warning: SPOILERS AHEAD.  I am about to discuss the world of Brother Ptolemy and some of the back story, which I think is important for a useful review.  This review is aimed at Dungeon Masters who might use the book, however, and a player who reads it might learn more than they really want to know, thus spoiling some of the surprise.  You’ve been warned.

At the heart of this book is the “monk,” Brother Ptolemy, and his band of followers, the titular Hidden Kingdom.  The book opens with the back story of how an immortality-obsessed Duke found himself becoming an immortal and ultimately undead creature, eventually becoming the masked Brother Ptolemy.  The scene in which the Duke figures out what has happened to him – he is immortal, despite the fact that his body is effectively dead – is beautifully written and gives the DM great insight into why the Hidden Kingdom exists and what it offers its followers.  Knowing the inside story makes the Kingdom’s offers of “freedom from hunger, pain and fear” work on a deeper and more disturbing level.

What I love about this characterization of the Hidden Kingdom is its depth.  This is not simply a band of undead creatures determined to wantonly destroy the living.  There is reason behind the madness, and it comes from the horrible realization that one is alive inside a dead body, with no hope for escape.  Combined with a little insanity and the ability to pass this condition on to others via a ritual, a cult is born.  The cult’s MO of performing charitable works in a city in order to gain trust and converts is brilliant and horrifying.  These are great villains with tons of potential.

Chapter 2 of the book introduces a plague called the Red Harvest.  Naturally, the Hidden Kingdom is behind the plague, and its effect on an area is horrifying and effective as a recruiting tool (people turn to the Kingdom out of fear of the Red Harvest).  If I were to use this adventure setting in a broader campaign, I think it would use rumors of the Red Harvest as the hook.  The adventurers could come to the region after hearing horror stories from time to time, deciding to come to help out.

Chapter 3 covers the city-state of Corwyn, where the adventure takes place.  There’s a map that shows where Corwyn is in the broader region and a bit of back story on the town; fairly standard D&D fare, for the most part.

Chapter 4 contains the adventure itself.  This is the meat of the book, and it’s a bit different from most of the D&D 4e adventures I’ve read and run.  It basically takes place in three stages: investigating in Cormyr, exploring the Von Brandt Manor, and facing the music back in Cormyr.

The investigation section has a few skill challenges with combats interspersed here and there.  The PCs will have the chance to meet some well-designed NPCs and even potentially bring one with them to the second section.  I should mention that this section also has a reference to a group called Soul’s End that really appealed to me; I could see trying to give Soul’s End a bigger role in a campaign in this region.

The biggest part of chapter 4 is the exploration of Von Brandt Manor.  This begins with a lake crossing (and what lake crossing would be complete without a creepy lake monster?) and continues with a rather free-form exploration of the house.  This section feels old-school to me.  Rather than have encounters pre-planned in certain rooms, there’s a House Events Table that the DM rolls on whenever the party enters a new area.  Depending on the results of that roll, the party could discover information, items, or enemies.  This is different from the 4e philosophy that I’m used to, and I admit that I would probably add more structure and less randomness if I ran the adventure, but this book certainly lets you do that if you wish.

After the Manor section, the action returns to town with what is technically a skill challenge but is really a free-form roleplaying section with some structure.  The PCs are put on trial for their actions at the Manor, and many outcomes are possible.  If you have a party that’s not into role-playing very much, you might not use this section.  But if you have good role-players, this part is rich with possibilities!

Chapters 5 and 6 include items and rituals to help flesh out the world of the Hidden Kingdom.  The book concludes with some ideas for possible adventure hooks (including the Red Harvest).

Overall, I think Brother Ptolemy and the Hidden Kingdom is a well-made adventure setting for a group that’s looking for something a little bit creepy.  There’s plenty of background information and detail on the world, and the adventure itself is a good mixture of creative skill challenges and interesting combats.  If you want some “creeping menace” in your world, you might want to incorporate the Hidden Kingdom.

Map – Collapsing Bridge

I’ve realized that people seem to love maps.  And I suppose that makes sense.  Those of us who play D&D online, for instance, love being able to pick up a map and load it into our game and go.

I tend to draw most of my maps myself in MapTool.  Now, I’m no great artist, but MapTool makes it pretty easy to draw simple maps that look pretty good.  Given that the online D&D community seems to love maps, it only makes sense that I should start sharing these on my blog.

Today, I’ll share a map from the War of the Burning Sky’s second adventure, the Fire Forest.  This particular map is of a collapsing bridge.  The party encounters this bridge over a deep gorge (60 feet deep) with the remains of the wagon at the bottom of the gorge.  Flaming brush surrounds the area off the road, and more flaming brush lines the bottom of the canyon.  A section of the bridge has crumbled away.

I’ve included both a no-grid and a square grid version of the map.  Which version is more useful for you?  Should I also include a PDF from PosteRazor that would let you print out and tape together the map for use at a physical table?

Please let me know if you want me to keep posting maps – I’ve got lots of them!

4e Home Encounters – first encounter

NewbieDM had an idea a few months ago: Wouldn’t it be great if there were a version of D&D Encounters that players could use at home?  Wizards of the Coast has this nifty weekly program on Wednesday nights where players can drop it at their local store and play a single encounter; as they come week after week, the encounters build into adventures and small campaigns.  Unfortunately, WotC does not release these encounters for home use, even after the season is over.

So, NewbieDM and his colleagues decided to start a program for those of us who can’t get to our store on Wednesday nights (for instance, I can’t ever go because that’s my bowling night).  They call it 4e Home Encounters, and the first encounter has just been posted.  It’s very cool that they’ve gotten this off the ground!

Now, the one thing that they wanted to have for the encounters was a map that players could use – an actual JPG that could be loaded into a program like MapTool or printed out on paper to lay on the table.  Unfortunately, their cartographer had to drop out of the program, so they’ve put together an encounter map using Dungeon Tiles (which, for copyright reasons, they can’t provide high-quality JPGs of).

If I ever run these encounters (and I certainly might), I’d obviously be re-creating the maps in MapTool.  So, as a service to the community, here is my attempt at a JPG version of the first 4e Home Encounters map as drawn by me in MapTool.  Feel free to use it in your own adventure if you like!

4e Home Encounters 1 Map - original scale

 

4e Home Encounters Map 1 - full one-inch square scale

And finally, a PDF of the map that’s printable for use at a home table.

100 Posts: My top five favorites

According to WordPress, this is my 100th post on Being an Online Dungeon Master.  My first post was in late April 2010, and here I am in November 2010 putting up post number 100.

I thought I would use this momentous occasion (tongue firmly in cheek here) to chronicle my own personal top 5 posts of the first 100.

#5: MapTool programming. I’ve picked this post to be emblematic of my many posts that talk about writing macros in MapTool (these are collected on my MapTool Education Central page). I list this mainly because a lot of the traffic my blog gets is from people who are searching for tutorials on writing MapTool macros, and I’m proud of my learning process and the way I’ve documented it on my blog.  If you just want a finished product to play D&D4e in MapTool, you should definitely check out the various frameworks that are out there.  But if you enjoy writing your own macros, as I do, I hope that my blog can help you with the learning process.

#4: Are you in the RPG closet? I like this post because of the discussion it engendered.  Lots of gamers hide their hobby from certain people in their lives (often co-workers), and I’ve been guilty of this myself.  Is it a bad thing?  Well, after this discussion I decided that I wanted to be more open about my hobby and specifically mentioned it to a few people at work.  Nothing horrible has ensued.  I feel better about myself now.

#3: Eat what you kill. I love this story. In this post I tell the tale of the first game of Dungeons and Dragons 4th Edition that I ever ran as a DM.  It was totally improvised and run at a friend’s wedding all the way across the country with no gaming supplies – and we still had a blast.  That story is what led to the creation of this blog.

#2: Building a better portable projector rig: This is one of my personal favorites, because I’m proud of what it documents.  In this post, I describe how I built the final version of the rig that holds my projector above the game table so that I can run in-person games using MapTool.  I was inspired by a post from Sean Pecor in which he details the construction of his portable projector setup, but after some trial and error and some investigating online, I went in a different direction.  I would love it if other people followed my lead and built a rig like mine and used it to play RPGs with their friends – that would be quite cool, in my opinion.

#1: My online campaign begins. This one isn’t so much about the post itself as the game behind it. I knew when I started this blog that it was entirely possible that I would someday run a game completely online – finding strangers online to play with, running the game, keeping a campaign going.  Amazingly enough, I’ve succeeded on my first try.  The group that gathered online for that first session in July is still playing together in November.  I had to cut the size from eight players down to five, but those five are still playing with me in the same campaign that we started four months and 12 sessions ago.  They’re great people, too – even though we’ve never met in person, I legitimately consider them friends.  And it’s all thanks to playing D&D on the internet!

To those of you who regularly read my blog, I thank you.  I appreciate those rare occasions when you leave comments, and I appreciate those of you with whom I’ve communicated regularly.  I enjoy blogging about this hobby whether anyone reads what I write or not, but it’s always nice to hear that someone is out there.  Thank you!

Virtual Table announcement – My thoughts

Wizards of the Coast made waves in the online D&D community on Thursday, November 18, when they announced that they are working on a Virtual Table program, the closed beta of which would be starting on November 22. (FAQs are here.)

Obviously, we don’t know very much about the Virtual Table yet, but we’ve been given some information.  The approach is similar to MapTool – two-dimensional, top-down view of the battlemap with circular tokens to represent player characters and monsters.  It’s programmed in Java, but apparently within a web application (for what it’s worth, MapTool is also a Java program).  It will also apparently have integrated voice chat.

This leaves much room for speculation, and there are many unanswered questions.  Let me first say that I see this announcement as good news.  I love MapTool and would be perfetly happy to keep using it forever.  But if WotC brings out a better product, great!  I’d be happy to switch.  I’m already a Dungeons and Dragons Insider (DDI) subscriber, so I obviously approve of their tools.  I also REALLY want to get in on the beta – I’m a great play tester and I think my input would help them improve their product.

Anyway, below are the questions to which we do not yet know the answers, and my thoughts on those questions.

Pricing

What will the Virtual Table cost?  From the announcement, they haven’t figured this out yet.  This means that it’s unlikely to be just a part of a normal DDI subscription.  I see a few possibilities here.

  • Free program to everyone.  Pretty unlikely, unless they think this will drive new subscriptions to DDI or something like that.
  • Free to DDI subscribers.  This could happen, but I think it’s unlikely given the announcement.  If this is the case, I imagine that every player in the game would have to have a DDI subscription, not just the Dungeon Master.  That’s a bit of a bummer; I don’t think all of my online players, for instance, are subscribers.
  • Included as part of a “higher tier” DDI subscription.  The existing DDI could still give you access to everything it does now, but the “Gold Tier” subscription would provide access to the Virtual Table as a DM, the Monster Builder, a potential Campaign Builder, etc.  This seems like a reasonable possibility.
  • Microtransactions.  This one makes me shudder, but I fear that it might be the way they go.  The basic program would be part of DDI (or potentially totally free), but the DM would have to pay for dungeon tiles, map objects, monster tokens, trap tiles, etc.  For players, who knows?  Maybe they would have to buy access to races and classes and even powers individually (or possibly as packs that would give access to a book’s worth of content).  This has some similarities to Magic Online, which has been successful for WotC.  I really don’t like this approach as a customer, though.

This is obviously complete speculation, but my guess is that they’ll make the Virtual Table part of a regular DDI subscription, and it will include tokens for the monsters in the Monster Vault and some basic Dungeon Tiles.  You’ll probably also be able to have character tokens from Heroes of the Fallen Lands.  If you want more than that, they’ll charge you for it.  To be fair, it takes me about 10 minutes to create a new monster token in MapTool (finding the image, making it into a token, setting its properties, programming its attacks and abilities), and if I could pay a dollar and have a pre-made token, that might be worth it to me (my time is worth more than $6 per hour).

Creation of maps

I think it’s pretty clear that the Virtual Table will support Dungeon Tiles (whether you have to pay for the various sets of tiles, of course, is an open question).  So, building maps out of Dungeon Tiles will be the default.  Will there be support for drawing custom maps as in MapTool?  What about importing JPG maps?  What about extra objects to drop on top of Dungeon Tiles?  I have no idea.  If MapTool can handle custom drawing and importing and objects, it seems like it would be a failure for Virtual Table to not be able to do this.  But I won’t be at all surprised if it’s Dungeon Tiles only.

Creation of monsters and PCs

The announcement says that there is currently no integration of Virtual Table with the online Character Builder or the future online Monster Builder (I’m glad that they’ve confirmed that there will be a new Monster Builder – I had assumed as much).  Maybe that integration will never come, but that seems like leaving it out would be completely stupid.  Let’s face it, the big win for Virtual Table over something like MapTool would be easy importing of PC and monster tokens, complete with stats and powers and everything.  I know that some folks have built tools to do this with MapTool frameworks, but having it built-in as part of the program itself would be nice.

The other possibility is that you’ll have to buy PC and monster tokens individually or in packs.  Sigh.

Built-in rules support

MapTool and its ilk generally have no knowledge of rules – they’re just virtual tabletops.  I’m guessing that the Virtual Table will have some kind of rules support built in by default (though to be clear, the announcement does say that you CAN use it with older versions of D&D, just with no built-in support).  This will likely mean that the player can click a button for their attack, click for their targets, and have the effects of the attack be handled automatically (hit or miss, damage, ongoing conditions, etc.).  It could possibly keep track of triggered abilities, reminders for saving throws, and so on.  Again, some frameworks do this for MapTool, but built-in support would be cool.  D&D4e is a complicated game, though, and I think it will be tough to do this right (especially since abilities are so open-ended and interactions with other abilities are nearly infinite).

Customizability

I said above that it would be nice to be able to import monsters from the Monster Builder, but I certainly hope that there’s some support for customization.  What if I want to give a monster an extra ability or tweak some numbers?  This is easy in MapTool, and I think it’s important to keep it easy in Virtual Table.  What about house rules?  I love the Bonus Point mechanic (more on that in a future post) and I intend to keep using it.  If I can’t do that in Virtual Table, that would stink.

This is an area where I could see the Virtual Table starting off with very little support and then having some of that support get added over time.

Finding a game

I think it’s likely that there will ultimately be an “online community” around the Virtual Table, just as there is for Magic Online.  There will probably be a server that the program connects to, with various “rooms” that you can go into to meet your friends and then invite them to the appropriate “table” where your game is being held.  This would also allow for the possibility of pick-up games, which is a cool idea.  I could see this being a place for weekly Encounters games to be available to people who can’t come to their Friendly Local Game Store, for instance, or for big events that take place with multiple tables playing the same adventure at once.  If this works, it could be a big advantage over something like MapTool.

The downside of this approach is that the game runs on the WotC server, and is therefore prone to slowdowns and crashes.  This was definitely a problem with Magic Online when I played during the release of new sets, so I worry that it could be an issue the with Virtual Table, too.  We shall see.

Usability with a projector on a physical table

This one probably doesn’t matter to the vast majority of people who are interested in the Virtual Table, but it matters to me.  I am an all-MapTool DM.  I use it for my weekly online game, my weekly in-person game and my occasional turns as DM at my local store for Living Forgotten Realms.  I really need the functionality to have one instance of the program running on my main laptop screen as the DM and something like a second instance running in full-screen mode on the projector.  Would I need two separate DDI accounts for such a thing?  I have no idea.

This is another area where I could see support not existing at first (because, let’s face it, most of the users don’t care) but perhaps being added later.

Wrapping up

Overall, I’m excited about the idea of the Virtual Table.  It has the potential to be tons of fun and to make it even easier to prepare for and run D&D games using a computer (which would make me happy).  It has the potential to stink horribly, of course, but I like that they’re announcing their beta plans and that they’ll be letting beta testers blog about their experiences.

And if anyone with any connections at Wizards of the Coast is listening: Please send me an invitation to the beta test!  I would be extremely useful to you, I promise. 🙂

Online Character Builder review

As of Tuesday, November 16, the new online Character Builder is live.  Fortunately for me, I did not get a chance to try it on the day that it came out – from everything I’ve heard, there were some serious server problems at launch, perhaps because every DDI subscriber on the Internet tried to use the program at once.

Now that I’ve had a chance to see it in action, here are my thoughts.

The good things:

  • It looks pretty
  • It has Heroes of the Fallen Lands and Dark Sun
  • It’s good at recovering a character you were working on in case you accidentally close the program or it crashes
  • I have access to my saved characters at any computer
  • It has real potential for the future

The not-so-good things:

  • The character sheets can’t be customized at all
  • It’s a little slower than the downloadable Character Builder, at least on my computer
  • You can’t export characters to send to your DM or to archive on your own computer
  • The scroll wheel on my mouse does not work with the program
  • I won’t be able to play around with it on the plane tomorrow and Saturday when I leave for a business trip because it requires internet access
  • Did I mention that you can’t customize your character sheet?

I think my original impression of the program based on the initial announcement was about right.  One thing I hadn’t realized was that I wouldn’t be able to customize the character sheet as I can in the current Character Builder.  I LOVE to be able to get my character sheet down to one page, with separate pages for my power cards (I’m one of those people who likes to cut out the cards and flip over my expended powers when I use them).  That won’t work here.

For the short run, I’m sticking with the downloadable Character Builder that I happily still have installed on my computer.  It’s just a better program.  If I want to build an Essentials character, I’ll give the online program a shot at it.  But the Essentials character that I’m most interested in building is the Hunter Ranger from Heroes of the Forgotten Kingdoms – which isn’t in the Builder yet.  Sigh.

To be fair to Wizards of the Coast, I fully expect that the export function, customizable character sheets, support for house rules and use of the scroll wheel will eventually be added to the program.  But for now, the online Builder is inferior to the downloadable one.

Of course, the big news today is the announcement of the Virtual Table, which, as the Online Dungeon Master, has me excited.  But that’s a topic for another post.