Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×

View as Player: Preview

Hey everyone, it’s Lavi & Fran again! In April, we announced the upcoming View as Player feature. Since then, we’ve been heads-down refining the project’s direction and incorporating additional input from the community.  Today, we’re sharing our progress and walking through some early designs of the feature and a new View Control menu!  Unlocking More GM Power Our goal with this feature is straightforward: enable GMs to verify a player experience by giving them a way to see exactly what their players see side by side with their GM screen (without using workarounds or registering separate test accounts).  As we dug deeper into what our goal actually meant in practice, three clear needs arose: Real-time preview of player experience. GMs need to know exactly what each specific player will see in-game while they’re preparing. This includes exact permissions, character sheet/handout access, map view, and more. Fix issues without losing the room. GMs need to be able to step into a player's view mid-session to quickly diagnose and resolve issues without breaking the flow of the game. Learn faster by seeing both sides of the table. One of the fastest ways to truly understand how Roll20 works is to see the difference in GM and player views side by side.  And, if you’re thinking, “Doesn’t Ctrl+L” already do this? - not quite. That shortcut shows token line of sight, but doesn’t show a player’s view or hide GM-only elements. “Rejoin as Player” is also incomplete: the GM is still themselves, not their player, so visibility, token access, and sheet controls won’t reflect what the player will actually see based on their permissions. Nailing the View as Player feature opens the door to even more exciting developments down the road, such as Spectator Mode to support game observation and streaming, and Broadcasting to external monitors or TVs, which can be used for in-person play.   An Early Look at What We’re Building Here's where we are with designs, keeping in mind that things can still shift as we move into development: A player select menu lets GMs choose a specific player to view the game as or approximate a generic player view if your game doesn't have players assigned yet. A secondary tab opens as that player, reflecting their exact view of the Tabletop, chat, and journal, while the GM screen stays exactly as it was. A clear indicator in the secondary tab showing which player view is being previewed. The existing Ctrl+L functionality is going to stay as a complementary tool for line-of-sight checks, and we’re going to be very clear on the difference between the two, so you all will know which tool to use and when. Update: New View Controls menu Alongside this project, we’re enhancing the VTT toolbar to make tools easier to find and use. We're introducing a new View Control menu which will group all features that affect a player or GM’s view of the VTT, including the incoming View as Player feature.  The View Control menu will also relocate some of the menu options previously found in the GM Hamburger menu to make them more discoverable: Opacity sliders the Foreground toggle Dark/Light Mode Ctrl + L What's Next? Research: Expanding GM/Player Controls In addition to expanding GM visibility, we're researching whether taking actions on a player's behalf might be possible in the future. (Example: creating player macros without the player needing to be present. Think of it like when a tech support professional takes control of a user’s machine to troubleshoot or solve a problem, instead of merely trying to describe over the phone how to do it themselves.)  This functionality, although not directly requested, is one potential solution to address frustration reported when GMs can’t fully set up and verify a player’s full experience ahead of game time. We believe it could make an already useful feature genuinely delightful, so we're digging into whether we can make it happen. More to come! Development We're moving into active development now and will be back on the blog soon with more updates. In the meantime, our team continues to review the Roll20 forums, social, and community channels. We’re looking forward to continuing to build with the community, for the community.
This sounds exciting! 
1778187412
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I really like collecting all of the visibility tools in one place.
Thank you Keith! We do too :) keithcurtis said: I really like collecting all of the visibility tools in one place.
Excellent start, keep up the good work. I'm excited to start using these features.
Norman said: Excellent start, keep up the good work. I'm excited to start using these features. Thank you! We appreciate it, Norman!
This sounds very useful. Is there any ETA for when it's hoped to be live?
I'd like to mention something a newbie GM ran into in a game I am playing in... she thought enabling the Nameplate on a token was sufficient to make it visible to all. I want to remind the team that a true View as Player function should show nameplates, auras, and token bubbles as the player would see them. 
1778515068
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Mark G. said: I'd like to mention something a newbie GM ran into in a game I am playing in... she thought enabling the Nameplate on a token was sufficient to make it visible to all. I want to remind the team that a true View as Player function should show nameplates, auras, and token bubbles as the player would see them.  From what I am given to understand, the feature will be akin to actually logging in as that player. It's not so much that they have to add capabilities, as they have to subtract them. Like not giving the GM access to their art library, for instance. All that stuff like view permissions is there by default.
Hi Jan - We just started development so are in the very early stages. We hope to have something out in June, or we'll provide an update on how it's going at that time with a clearer indication of the timing. Jan K. said: This sounds very useful. Is there any ETA for when it's hoped to be live?
Keith is right on target here! Thanks Keith! keithcurtis said: Mark G. said: I'd like to mention something a newbie GM ran into in a game I am playing in... she thought enabling the Nameplate on a token was sufficient to make it visible to all. I want to remind the team that a true View as Player function should show nameplates, auras, and token bubbles as the player would see them.  From what I am given to understand, the feature will be akin to actually logging in as that player. It's not so much that they have to add capabilities, as they have to subtract them. Like not giving the GM access to their art library, for instance. All that stuff like view permissions is there by default.
While I know it's still in the "researching" state, let me say that I'd be really excited for an ability to create/modify macros for my players.  I have one bottom-of-screen macro for my players, and any time I add a new one I have to explain how to click the checkbox for Show in bar to use it (its bottom of screen because its infrequently used and I want it away from the token actions to avoid accidental use).  And I've written a couple of custom token macros for players who don't have the skills to write their own and had to email the results and explain how to install them (a fraught process with barely-computer-literate players, as some of mine are that). And, helping players debug macros they wrote would be important (albeit infrequently used; most of my players don't write macros), so having edit ability, or a permission they can set to provide it, on macros they create would be an aspect of this that matters.
Thanks Ken! We are actively evaluating the possibilities of this in an effort to make it happen. We'll definitely provide an update of where this lands! Ken S. said: While I know it's still in the "researching" state, let me say that I'd be really excited for an ability to create/modify macros for my players.  I have one bottom-of-screen macro for my players, and any time I add a new one I have to explain how to click the checkbox for Show in bar to use it (its bottom of screen because its infrequently used and I want it away from the token actions to avoid accidental use).  And I've written a couple of custom token macros for players who don't have the skills to write their own and had to email the results and explain how to install them (a fraught process with barely-computer-literate players, as some of mine are that). And, helping players debug macros they wrote would be important (albeit infrequently used; most of my players don't write macros), so having edit ability, or a permission they can set to provide it, on macros they create would be an aspect of this that matters.
This! So much! In our player group of eight people, I can walk most of them through doing this - for two, I only needed to do it once. Ken S. said: While I know it's still in the "researching" state, let me say that I'd be really excited for an ability to create/modify macros for my players.  I have one bottom-of-screen macro for my players, and any time I add a new one I have to explain how to click the checkbox for Show in bar to use it (its bottom of screen because its infrequently used and I want it away from the token actions to avoid accidental use).  And I've written a couple of custom token macros for players who don't have the skills to write their own and had to email the results and explain how to install them (a fraught process with barely-computer-literate players, as some of mine are that). And, helping players debug macros they wrote would be important (albeit infrequently used; most of my players don't write macros), so having edit ability, or a permission they can set to provide it, on macros they create would be an aspect of this that matters.
This looks like dummy accounts won't be needed.
1778805621
Gauss
Forum Champion
Doug E. said: This looks like dummy accounts won't be needed. That is the goal.
I could still see some valid use cases for keeping a Dummy Account around: streaming or screensharing; if you need to reset a game invite link; testing macros as a player, etc. But not having to rely on a Dummy Account for viewing as a player, and having the ability to view what a specific player sees will definitely be a major improvement. 
1778854578
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I think testing macros as a player would still work under View as Player, but it would need to be a specific real player, which might not be ideal for all use cases. Another thing a Dummy Account will still be good for is getting into a game that won't load because the GM is on a corrupted page. But yeah, I'm champing at the bit for this one.
  Just wanted to ask perhaps an uniformed questions...based on the announcement and some of the posts, it sounds like the GM can log in as one of the players to see what they see, but if I am setting up a game for the first time and don't have any players invited yet, does that not limit the usefulness?   Again, I am perhaps misunderstanding the announcement.  I am hoping that there will be some other GM view as a player option.  Or perhaps the use of Dummy Accounts may in fact be needed (per several above posts).
1778983931
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Yeah, without any players, you are limited to logging in as player, or better, maintaining a  Dummy Account .