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Playtesting Series: Thoughts after first scenario-based playtest!

Ok, just finished a five-player playtest of a scenario using the Serenity RPG Cortex system. Our heroes were attacked by Space Pirate Goblins! After a battle on board a lifeboat, we sat down and went over what we thought about Roll20. Here's the list we got. I know some of these are already addressed and some are more minor. For completion's sake, I am listing all of the things that came up. Overall impressions was that my players were blown away by the program. My real-life tabletop group even wants to use it in our face-to-face games. Very well done! - First and foremost, we need a way to tell who was in the room and who isn't. I sent the link to several old groups I played with as well as others and we had people drop in and out throughout the game. Problem was, we couldn't tell who was currently in. - Secondly, with every person adding to the room we have additional names get added to drop-boxes, character journals, etc. Eventually I had a selection of a good dozen people to speak as, even though only five were current players. That's not including characters! A way to delete names from the room is needed. Even now, when I fire up my campaign we tested it with I still have a list of names. It seems to add the players persistently. When we start up our second series of playtests, it's going to be tough to wade through the list. - In addition, the ability to name tokens would help sort through a multitude of tokens as well identical minion tokens. - The ability to remove individuals from the initiative order. As they killed Space Goblins the turn order stayed the same. I either had to recreate the turn order or just play past the dead. - The Players Tab was deleted off of an old map page and I lost the functionality to move players from page to page. It still isn't there and I will have to start a new campaign to gain it back, it looks like. - The characters page was a little awkward. I wanted the ability to talk, as a GM, as a group of NPCs. For example, I wanted to address the group as "Space Goblin Pirate Ship". I had to create a character page as "Space Goblins" so I could talk as "Space Goblins". In addition, after creating pages in this fashion to talk as those characters I had to go into edit mode to delete them. A way to quickly delete character pages would be nice. As an aside, the ability for every player logging on to be tied to a certain character page, token, etc would be awesome. - The chat box needs to be bigger. THe ability to have multiple e chat boxes would be nice. We had both In-Character chatting and Out-of-Character chatting. The ability to separate the two would be nice. That way the logs wold show only IC, if we wanted. Anyways, that is just stuff we were thinking of as we went along. I will update more as we continue our playtest scenarios over the next couple of days. I am about to launch an actual campaign using the platform and will continue to update as we play through with a real campaign.
All very concerning issues.
Caleb, Thanks for the feedback! It sounds like you guys had a good time, we're glad. As you said, a lot of those are already on our list, and we'll be sure to add those that aren't. One thing I will address -- we didn't really design Roll20 with the idea of having "drop-in guests" actually in the game. In the past we've used a streaming service like Twitch.tv if we wanted others to watch us play. But if it's a popular request, maybe we could add a separate "guest" link so that they don't clutter up the player lists and whatnot. I will say that it's a good feature to have players be persistent between games, because as you prepare for your next session you can pre-assign characters and tokens you create to players even though they're not logged in -- once they've joined the game once, they're always available to assign things to, which is very handy.
Riley, I actually agree with you. We were all aware that Roll20 wasn't suppose to act as a "community" RPG platform. It is for groups that consistently play and I don't think it would be a good thing to shift away from that focus at all. The issue we found was basically adjusting our player lists as needed, in the context of the people playing. To be more specific, I had various people coming and going before five guys decided to all play the scenario I whipped up real quick. During the scenario, two guys had to leave. The ability to remove them from the players list wasn't there. It seems that there needs to be "two" lists; a list of my players that are playing in my game and then a list of those that are actually logged in to player. I think this would be extremely helpful. If Bob can't make it today, I would like the ability to remove him from the drop-down lists because his character is now off in the shuttle hunting space frogs. Or if he leaves the campaign on a permanent basis. I do like having the persistent feature. I can assign those players their tokens even if they aren't there. It would be nice if I could attach them things and it be persistent across sessions. Such as tokens and the like. Bob logs in and he has Zokk's tokens, journals and everything else already loaded. As it is, we have to re-find the tokens we were using. Granted, my Art Library makes that easy but it just be nice for the system to know that this token is Zokk's token and thus is tied to his journal and everything else. Once again, this is from an initial playtest with the goal of playing a "real" game and seeing how Roll20 performs. As we play consecutive playtests and then move into an actual weekly campaign, I am sure we will mold certain things to Roll20's style and find others that are actual problems. Some of these may not be actual issues in the long-run, once the initial learning curve is out of our way.
A "Player" tab might be nice with checkboxes next to them for enable/disable or hide/show or something like that. Also, a way to mark a character as "Dead" or "Away" might also be handy because I don't want to delete characters but they may not currently be active. The goddess of light might decide Lars needs to come back to life and avenge her, etc :)
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Pete
KS Backer
To speak "as" an NPC it would be nice if the GM had a shortcut, maybe a command such as: /as "Orc Leader" Drop your weapons, before my horde tear you limb from limb! And if macros can accept variables, then it would nice to have macros for frequent characters, so a macro for: #OL =/as "Orc Leader" & would mean that the GM would just need to type: #OL Drop your weapons, before my horde tear you limb from limb! -- Pete.
Peter: Macros are already interpreted inline. So for example using the whisper command (since there is no /as command right now), I can do: #tob = /w Bill And then in my text chat do #tob Hey there! And it will correctly interpret as /w Bill Hey there! and send the whisper. So even though macros aren't complicated enough to accept variables, they can be used inline like that to add on to them. Another common one I see a lot is people setting up a damage roll and then adding on a one-time modifier e.g. #attack +2 - RD