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Tell us about your first experience!

1335979314
Riley D.
Roll20 Team
Hey everyone, All of the suggestions and bug reports coming in are great. Thanks so much for your feedback, and we're on top of them and hopefully will have those bugs squashed and new features implemented soon. In addition, we'd love to hear about your first "real" gameplay experience with Roll20 with your gaming group. What went well? Was it hard to get players in-game? Did the video chat work for you? We'd also love to hear about your first real attempt to create a substantial campaign. You spent an hour making that map just right -- did Roll20 make your life easier or harder in the process? I know right now a lot of folks are just logging in and tinkering so you may not be able to post about this yet, but do let us know when you have those first experiences...it's what keeps us going! Thanks!
Do you want a new thread devoted to it? I was going to launch a campaign using this tool (we've been planning it for awhile) and I was thinking about starting a thread to follow the campaign with. Could report in on how Roll20 worked after the sessions.
If you want to keep us up to date on the whole campaign, that would be great! And you can certainly start a new thread for that. If you just want to tell us your experience on here, that's fine too.
My first experience was really positive on the creative part, i love the way you guys simplified the making of a campaign, it's really what i was hoping for. On the other hand the game itself was really buggy.. the video chat didn't worked, we weren't able to see each other, and the audio was very laggy. The first time the tokens didn't worked well, so we went out of the campaign and then in again. They all saw the potential of the project, and i'm really really excited about it, unfortunately until the video chat will work i must delay our first real adventure on Roll20! I'll arrange the campaign in the meantime!
Emmanuele: Sorry to hear you were having trouble with the video chat! What issues were you having with the tokens? They weren't moving when you moved them? Or players couldn't control them...? Something else...?
So far so good. Using IE9 with ChromeFrame I get some delays when uploading maptile images. Reloading the frame seems to correct the issue
First impressions with my group playing around with the features was extremely positive, we had essentially no lag (or at least no recognizable lag) and voice chat was perfect. We all had issues with the video, either showing only a still frame, or no image at all, and we eventually disabled video, which really was fine by us. Integrated searching for tokens and maps are great, though I'll probably still end uploading my own work for my campaigns. The jukebox though was love at first use, it was easy and made for a great sense of immersion. Fog of war worked, but on the GM side it was hard to tell what was covered and what was revealed on darker dungeon/cave style maps. A GM opacity selection option underneath or replacing the 'enable' check box would help this a lot I feel, but It may be just me. The Hex/Grid options are awesome, and changing the overlay color made for some great contrast on certain style maps without completely breaking the image. The measure tool is great, but any chance of a color select would help as it was near invisible on a dark map even without fog of war enabled. Character journals don't feel currently very connected to individual players/tokens but then I am probably just not used to them yet to properly set them up. Overall me and my group are all very excited about this, and impressed with the current ease of use and professional appearance.
Thanks for the feedback, Jason. Sorry about the video chat problems. I've had a session or two where it was necessary to reload at the outset, which might be something to give a shot if you didn't try it. Hopefully as time goes on TokBox will continue to work with us to improve their program's integration with ours (they seem pretty excited about us, and we're pretty pumped about them). Glad it sounds like the rest of your session went pretty well, and we'll look into some of your fog of war ideas.
1335989655
Abd al Rahman
KS Backer
Sheet Author
API Scripter
I started a small campaign last monday. Probably we are not able to meet in person anytime soon, so roll20 just come in time. Hopefully I can continue the campaign with roll20 at saturday. Right now, I am preparing that session. I already have a drawn dungeon, which I would like to import into roll20. The import of the image itself works pretty fine. It is just a bit hard to place it on the grid, so the dungeon image is aligned exactly to the roll20 grid. I already opened a suggestion. Otherwise my Preperation works smooth.
Emmanuele: Sorry to hear you were having trouble with the video chat! What issues were you having with the tokens? They weren't moving when you moved them? Or players couldn't control them...? Something else...? Players couldn't control them, i mean, they could control them, but nobody else saw the token movements. I went out and then in again and it worked fine.
The strange thing about roll20 right now is that its grid and measurement tools fully support neither uploaded pregenerated maps (have to finagle with it to snap map to grid, no way to adjust scale other than zooming) nor drawing your own custom maps (lack of proper drawing tools). This is puzzling, but I know that it will get resolved in time. Right now I'll just work around it the best I can (as I'm sure everyone else is doing). The system I use is homebrewed and uses meters, not feet. I suppose 5 feet will have to be close enough. I'll just have to abstract most things with little freehand doodles and and boxes for battle maps. Later on, I'll try uploading scans of my own gridpaper maps and then try to get the grids to line up as best I can. If I can't do that, I'll just "do it live" on a blank grid. Whenever (if ever) better drawing tools are added, I'll actually get to draw my maps onto the grid, so it won't be an issue. Then we'll really be in business. It's great being able to upload pictures into the browser, but the way that roll20 does it and organizes things is inconvenient. I have to drag and drop most of the time, which is just time consuming, but I suppose it discourages you from uploading too much content. The image search thing is kind of neat, but in practice the options with it are limited, so I mostly end up uploading my own files. Making roll20 focus and rely on the search function is a little silly I think. There should be a one-click-away box where you can upload files from computer (perhaps even more than one at a time) and it should be easier to access and poke around with your own uploaded content. Searching for it WOULD be convenient if you didn't have to add tags to every individual image. Roll20 doesn't magically know what tags you want to give things. Also, since campaigns can't be deleted and I can't transfer pictures from one campaign to another, I'll just end up using the same campaign for any campaigns I run and delete pages to make room for new ones. As soon as the ability to rename/delete campaigns is put in, this won't be a problem and I can get rid of a bunch of useless files from an old campaign en masse without having to go in and delete every single one of them individually. And until a transfer feature is put in, I'll have to re-upload everything I actually need in such a situation.
An unfortunate fact about the jukebox feature is that it is a complete slave to soundcloud. Which means no atmospheric noise and no uploaded music from particular soundtracks you have in mind. These are the first two things I thought of when I'd heard about the jukebox, but now I have discovered that they are absolutely not an option. I don't care for the music on soundcloud and in practical application, the only thing I'd want the players to hear is background *noise* for ambient atmospheric effect and immersion. In fact, the only time I would actually choose to use music, I'd have something in mind. So that kind of sucks. But it's okay because the jukebox is not something that one needs for tabletop gaming; it's just a neat little extra. Battle maps and measurement? Practical necessities of all games with tactical combat.
I had a friend logged in and bashing pirates within 20 minutes. There was much rejoicing.
First experience was mostly positive. Just 3 of us to play around with it tonight, in advance of the 9 person slug fest on the 12th. Everyone could see my video, but nothing on the 2 players for video. Voice and music worked for all of us. Tokens could be moved by all assigned, and a characters made rectangles and shapes. They could not see the radial menu, which sucked... but overall, a positive!
Me and a friend were just messing about last night with an ad-hoc game ("you are an elf, you have a sword, you get a +4 to attack and +3 to damage - there's some goblins, kill 'em,") so he could get used to rolling/moving his tile around and I could get used to the GM-side of things. I completely botched the map-making aspect though... I had EVERYTHING on the Objects layer. Whoops! I'm making more maps today with the cunning use of Paint and art library assets so I'm quickly getting used to using the different layers. Overall, we could both see ourselves using this as a gaming platform once we get used to typing /r before every roll. A couple of little things we noticed though: - Video feeds wouldn't start. Audio was fine, not laggy, bu we couldn't get any video feed, even after reloading the page and switching the video on/off through the settings. Didn't affect us a lot as voice-chat alone worked well enough for what we were doing and my connection speed isn't exactly good so the extra bandwidth was helpful. - the roll system tallies "/r 1D20+4" as "120+4 = 124" - I suspect it doesn't recognise the uppercase "D" and is leaving it out the dice equation. A very minor thing but just letting you know, just in case. Should hopefully be playing a real session within a week and I'll certainly let you know how it goes. Regards, Paulus.
The strange thing about roll20 right now is that its grid and measurement tools fully support neither uploaded pregenerated maps (have to finagle with it to snap map to grid, no way to adjust scale other than zooming) nor drawing your own custom maps (lack of proper drawing tools). This is puzzling, but I know that it will get resolved in time. Right now I'll just work around it the best I can (as I'm sure everyone else is doing). You can move and scale objects independent of the grid by pressing 'alt'. This should allow you to load up pre-generated maps as desired. The feature isn't well documented, which is why a lot of people seem to be missing that particular one. Developers, might I suggest adding a quick note about that to the 'Maps' section of the documentation? I've seen quite a few people mention the 'map snaps to grid' issue.
I have only had a quite test encounter but I did find a couple of issues namely that the player flag disappeared and the fog of war only updated when I moved the pcs between pages. I do also have a few of suggestions, I would like the fog of war to be player specific so that one player might be in a different room and have to yell back at the others what they can see. I would also like a list of all connected players and then what rights they have in the game (specator rights, player rights etc). The last thing is summon support, having to pick out a token for the player mid encounter was a bit jarring and then when it died and was resummoned I had to do it again. A system of the player owning a summoned token and being able to place it somehow would be nice.
First session was fantastic! Exactly what we had all hoped it would be like. Everyone's really enjoyed the aesthetic, although one of the programmers in my group was complaining about your code (I do not pretend to think that I could properly translate his tech-speak). The general experience was that it's a great combination of varying software and hardware that we've tried to combine in the past to varied success. One long-term suggestion was that perhaps there be a way for players to individually manage their character's files - images, icons, and perhaps even actual character data? Definitely the most appreciated things though were that the entire thing is persistent, and that the players can move their own tokens, so I only have to deal with moving the NPCs around, and they can react on-the-fly. (our example involved sneaking around guards on patrol, which is next to impossible when the GM is managing everything, but could almost not work better with the system as is)
Developers, might I suggest adding a quick note about that to the 'Maps' section of the documentation? I've seen quite a few people mention the 'map snaps to grid' issue. Doing that.
The strange thing about roll20 right now is that its grid and measurement tools fully support neither uploaded pregenerated maps (have to finagle with it to snap map to grid, no way to adjust scale other than zooming) nor drawing your own custom maps (lack of proper drawing tools). This is puzzling, but I know that it will get resolved in time. Right now I'll just work around it the best I can (as I'm sure everyone else is doing). You can also scale the size of the page and the size of the grid in the page options. Don't know if this can also help you get it matched up properly, but it couldn't hurt to try.
On the whole, I'm very excited about the project - it seems much easier to use than Gametable and, whilst I'll have to do plenty of prep, it seems much easier to get the whole team together for it and I'll be forced to juggle far less, as I can keep tokens ready in game and spring new maps on the players as needed. Still a little rough around the edges (no go-to line tool? Oh dear, I'll have to squiggle out a dungeon walls) but otherwise very promising!
The strange thing about roll20 right now is that its grid and measurement tools fully support neither uploaded pregenerated maps (have to finagle with it to snap map to grid, no way to adjust scale other than zooming) nor drawing your own custom maps (lack of proper drawing tools). This is puzzling, but I know that it will get resolved in time. Right now I'll just work around it the best I can (as I'm sure everyone else is doing). You can also scale the size of the page and the size of the grid in the page options. Don't know if this can also help you get it matched up properly, but it couldn't hurt to try. Still won't match properly. It's just not possible, probably because the scan isn't perfectly straight. Drawing tools will be a necessity to make any use of the grid. For now I'll just get rid of it and have people just try to stay on the scanned image grid as best as possible with free movement. Either that or I'll just not use maps and abstract everything.
Still won't match properly. It's just not possible, probably because the scan isn't perfectly straight. Drawing tools will be a necessity to make any use of the grid. For now I'll just get rid of it and have people just try to stay on the scanned image grid as best as possible with free movement. Either that or I'll just not use maps and abstract everything. Even with the grid aligning tools we're currently discussing, I don't see how we could possibly align a grid to a source map that doesn't have a straight grid itself (or a hand-drawn grid, or a grid where the cells aren't uniform...)
Still won't match properly. It's just not possible, probably because the scan isn't perfectly straight. Drawing tools will be a necessity to make any use of the grid. For now I'll just get rid of it and have people just try to stay on the scanned image grid as best as possible with free movement. Either that or I'll just not use maps and abstract everything. Even with the grid aligning tools we're currently discussing, I don't see how we could possibly align a grid to a source map that doesn't have a straight grid itself (or a hand-drawn grid, or a grid where the cells aren't uniform...) It had a uniform grid (not hand-drawn) and I tried to get it as straight as possible when I scanned it. Unfortunately, it still doesn't match up. :( Not a big deal I guess. Just going without the grid and playing with free movement. Players can just try to stay in the lines, which isn't bad. I'm getting my group together to play sometime this evening so I can show them roll20!
I just want to say that so far this is a very awesome and very promising tool. So far I've only hosted a trial encounter and it went... really well actually! I didn't really experience many problems outside one small bug (the bug in question is that I would place a new token on the grid and wouldn't be able to rotate or expand the token until I had clicked off of it, then back on it). This tool has definitely made my life easier. I moved about a month ago and had to leave my gaming group behind, now I have real hope of getting back together with them to finish our campaign. I'm very excited about that. One of our group members was very skeptical about Roll20 at first, but when I got him in to try it out he instantly fell in love with it. My other players, who have no experience with online RPG tools, were able to pick up Roll20 pretty easily their first time jumping in. This is definitely going to be a great tool, and you guys are awesome for designing this thing. I would even go so far as to say this is something I would pay for with a few more additions and bug fixes. Keep up the good work!
Last night we had our first actual game using Roll20. After some initial, everyone goofing around, figuring out how to scroll, zoom and move their tokens (and way too much fun with the drawing tool) we settled in and started to play. The biggest thing for me was not having names on the tokens. As a workaround, I was assigning them numbers in one of the bars, but it still slowed things down, and make me feel a little lost when I was trying to figure out "Ok, he's attacking zombie #3" or "Ok, that token represents the Goblin Warrior, and that one is the Hobgoblin Torturer" Being able to assign a name that would pop up on mouseover would make as happy as an adventurer in a tavern ;) Overall, both performance-wise, and in terms of ease of use, Roll20 worked almost perfectly for me & my group. Besides a few bugs & glitches (which I've thrown up in the bug report forum) it got thumbs up from my entire group, and we're not planning on going back to Maptool anytime soon after last night. As for suggestions from the group: One player wants to be able to move his token using the mouse arrows (He's one of those "I use keyboard shortcuts for everything" people) Easier scrolling & zooming was a common request by the group, and one player wanted more robust drawing tools (but he was mostly using it to doodle, so you can ignore him). Semi-transparent rectangles/ovals for burst/blast/AOE effects would be handy, but I got by just freehanding them though. From my end, I found it was much easier to dynamically adjust things on the fly, and I think that using Roll20 I'm probably a lot closer to actually being able to build rooms/encounters in real time, whereas in Maptool I always felt like if it wasn't done beforehand, I was pretty much screwed. This will come in handy when my party goes barreling off the rails, finds the stairs to level two and head downstairs before clearing half of the first floor of the dungeon (like they did last night!). After actually getting to use Roll20, I'm even more excited for it than I was back when it was still just a Kickstarter, and despite the fact that we're still in early beta, it feels like a finished product. (I've had more bugs & problems with "gold" software in the past). Plus, if these forums are any indication, it looks like there's an AWESOME community knocking this program around, and I'm sure that in the coming weeks and months we'll all find ways to break this in ways that Riley never even dreamed of. Kudos, thumbs up, upvotes and gold stars for Riley, and the entire Roll20 team. You guys have created an awesome product that's going to make my Friday night's even better than they already were. One last highlight from last night: One of my players has a pet Owlbear. Another player is in love with the drawing tools. He drew angry eyebrows on the Owlbear. When the bear moved, the eyebrows stayed behind. A second later, they went zipping across the board to settle back on it's face. It looked so comical that it took almost a minute for us to stop laughing and get back to the game.
I'm porting over from Maptool as well. This morning I set aside a few hours to set things up and we'll be playing on Tuesday. I'll report back once we have some player experience.
My first experience - Hugely impressed! I had zero technical bugs that weren't my own fault from settings and various other items. Everything worked in real time, had little to no lag, dice rolling and macros worked great, fog of war worked as advertised, tokens and health bars worked properly, etc etc. My only two issues: 1) Character Sheets - Surprised this wasn't implemented, seems pretty crucial to the game. But honestly there are workarounds. 2) Image variety - Fantasy seems to be pretty solid as far as variety goes. However more modern items are pretty limited and it would be a wonderful addition for those who play that type of game. I play post apacalyptic games as well as D&D but I could see this type of token set spilling over into other genre's as well. This first experience made me feel proud to have backed you on Kickstarter. Job well done!
So, I grabbed two vict- er players and dragged them to Roll20 today. Since they have a gaming podcast, I convinced them to come along so they could feature R20 in the next episode, and they accepted. It was a pleasant experience, and the video\audio worked quite well for all the involved parties except for me, because I'd frequently freeze and be forced to restart my camera. Seeing my computer is rather powerful and my cam is new, I suspect my connection might be to blame on this. We took a bit to fiddle with the sound but it's all very intuitive. I experimented with as many of the offered options as I could, including sending private items to players, whispering and talking as NPCs. I also drew rude things on the tabletop to see if the players were paying attention. Unfortunately, I forgot I had abandoned them on the image of their house and not on the page I was, so the impact was lost. This is their opinion for the first impressions of Roll20 The Good - The virtual tabletop thing is impressive, and the ability to change players from one to the next is a huge selling point, and the reusing of old environs\creating on the fly new environments is nothing short of pure genius. The Bad - The lack of a character sheet is a huge turn off, and the whole Bio text box is not convincing a place to keep records of other things than just Bio. Other than access to character sheets, having maybe a secondary text box for information such as resources, contacts, allies, enemies, etc would be useful. The Ugly - The diceroller system is clunky and very limited for other non-D20 systems. The ideal would be to have several types of dice that can be clicked, or selected and rolled at the same time without having to write massive lines of code. Other minor features: The jukebox concept is awesome. The current version is still limited in its dependence to Soundcloud but shows a lot of promise. The option to go Camera\Mic\Both\None is a welcome addition. The GM's ability to talk as different characters is very helpful. Different colours for different characters' text or background would be welcome.
I haven't used roll20 for a game yet, but here are my first thoughts after playing with it for a while (including having a friend/player connect): * Setting a background image (instead of having to drag/resize an image) will make it far, far faster to set up a base map. Perhaps allow it as a setting in the page options. * Please allow the rectangles/freeform/text blocks we add (optionally) to be tokens themselves with bars, controllable movement, etc. Sometimes I might just want to toss in something quickly without spending time to find an image for it. "Convert to token..." menu option. * Desire to set font size/color before clicking and typing. * Chat window needs a GM-controlled /clear command. It also needs a /whistle attention-getting alarm (such as to recall attention after a break). Allow clearing/removal/tidying of saved chat logs. * Allow tokens to be named, or at least number them when there are multiple of the same image. Otherwise, tracking which is which can be a bear. * The previous will allow... DM impersonatoin of a token for chat purposes, without needing to create a character for a disposable combat entity. * Allow web links in on-map text and (especially) character/journal notes. (Chat text already allows web links.) I think this might be a good solution to everyone's request for character sheets without needing to build a custom form creator. * Edit campaign icon. I guess this will come with deleting/renaming campaigns. * Drag character from journal to map to create a token for it (using its portrait, or add a field for token associated with it). * Long term feature: content (favorite tokens, characters, journal entries) associated with an account rather than a campaign, as a library -- easily added to a campaign. Honestly, I see what's currently called a "campaign" being actually a single module or session of a campaign, with a new one created for each session (unless page management is made easier.) * The videos show bar1/bar2/bar3 being called different things in the edit window. I can only see htem named Bar1/2/3 with no apparent way to rename them. * Editing the text in the turn tracker seems to be funky/buggy. It seems to require a return after editing it, but it still sometimes doesn't seem to take it and the number often resets to what it was before editing. * Measurement tool uses the style of measurement I like, but many people prefer the D&D 3.5 5/15/20/30 diagonal movement counting. I guess this is what's meant by the mention of measurement in the roadmap. * Those who are voice only but without video have an ugly black box. Show it as a smaller icon or allow a static image replacement? In general, I think a tab or panel for video that can be resized/hidden as desired would be better than their current placement. * Map grid is fixed and rigid. Minimum size is 5x5. D&D has plenty of things smaller. Plenty of other systems use different scale sets. Should I break each of these out into their own posts or is here good?
* Drag character from journal to map to create a token for it (using its portrait, or add a field for token associated with it). Good idea, very simple---yet powerful---solution.
* Drag character from journal to map to create a token for it (using its portrait, or add a field for token associated with it). Good idea, very simple---yet powerful---solution. This could also allow players to place or create their own token, just like at a real table. I don't want to be responsible for placing them, plus it allows them to do strategic positioning when they hit the map.
1336316445
Abd al Rahman
KS Backer
Sheet Author
API Scripter
* Drag character from journal to map to create a token for it (using its portrait, or add a field for token associated with it). That's a great Idea! Could you make an own post with that, so it does not get accidentally lost?
If you have suggestions/ideas/bug reports, please do create a separate thread for them, since as others have said we may miss it in this massive thread...also gives others the chance to comment/vote up the suggestion to lend support.
Tokens moved fine, but voice and video chat had frequent crashes. Otherwise it was smooth. One of the players wants to know if there's an easy way to do multiple separate dice rolls without them adding together.
I just had my first session using Roll20. We actually all assembled in my dining room as usual and used Roll20 for maps and handouts and things like that which were all far more efficient. Some of my players wondered why even after their character had been put in their control and added to their journal, not to mention designated as PCs, they weren't able to do things like edit in biographies and information like that, and we had some minor technical issues, but I've been really impressed with the speed at which the problems we encountered were addressed. As we progressed, it became clear that using Roll20 works really well even with people in the same room. In combat situations, it helps to not have to draw, clean off, and redraw maps and look far more impressive than what I can do with wet-erase markers. In towns, or for handouts, or the like one of my players can connect their laptop to my television and display it there. I've been really impressed on how this can improve gaming even while all the players are able to be in the same room together. I figured it would be a good tool for people who can't physically meet up, but the fact that its actually useful when they can is nothing short of revolutionizing how tabletop gaming can be done. I'm looking forward to what I'll be able to do with this as I tinker with it more.
So this weekend I played with the Roll20 application. First impression: it's a pretty cool tool. I put in a (simple) test map, and made some observations based on the experience: - The library of tokens, tiles, etc, is really great. It doesn't have all the shapes I need (for example, I couldn't find a quarter circle to do a stage) but it certainly has a lot. I'm also sure the collection will grow as more users contribute (i.e. after it becomes available to the general public). - I encountered some initial difficulties because I couldn't find some things (like the "delete" option for objects). In other words, the application has a bit of a "learning curve," but nothing dramatic. - After drawing the map (minus the stage) the first time, I closed out and then re-opened only to discover that my stacked objects had changed their ordering. This is an issue that has already been raised, and is being worked. - The page options menu is not persistent; in other words, if I set a scale for the grid, the disable it and later re-enable it, the grid doesn't remember my last setting. - There is no current ability to flip graphic objects. It would be handy for things like doors. Or we could just include all the possible conditions in the library. I'm planning to invite at least some of my group members to log in so we can try out the player options, but so far it's really a great tool!
Just finished our first game. After just under a week of getting things prepared we were all impressed. Everyone really liked the system and they caught on pretty fast. The issues we did run into are: 1. The "X is typing" notifier shouldn't show up if the user starts with /w it gets distracting to see everyone typing all the time but never see any output 2. We had one player lose sync. Nothing crashed on his end he just stopped getting updates at one point. Reloading his browser resolved the problem. 3. If you stack tokens (PC standing on the corpse of a slain NPC) the markers on the NPC (notably the X) are layered above the PC even if you do Send To Back on the NPC. 4. Everyone requested a Settings option to disable the chat notification sound. Thanks again for all your hard work, we loved it and are looking forward to continuing to use the system!
My first live game was a bit of a fiasco. Everyone was very impressed with Roll20, but one player (using Chrome on a Windows machine) had trouble with his video feed, which froze from some points of view and went black from others. Reloading the page got one frame of update. Relaunching the browser got one frame of update. Switching from Chrome to FireFox got him a crash of some sort (Flash?), after which he couldn't login back in because he had forgotten his password and recovery didn't work. We played out the session in Google+ Hangouts. I'll send details of the crash when I get them from the player.
Just finished our first game. After just under a week of getting things prepared we were all impressed. Everyone really liked the system and they caught on pretty fast. The issues we did run into are: 1. The "X is typing" notifier shouldn't show up if the user starts with /w it gets distracting to see everyone typing all the time but never see any output 2. We had one player lose sync. Nothing crashed on his end he just stopped getting updates at one point. Reloading his browser resolved the problem. 3. If you stack tokens (PC standing on the corpse of a slain NPC) the markers on the NPC (notably the X) are layered above the PC even if you do Send To Back on the NPC. 4. Everyone requested a Settings option to disable the chat notification sound. Thanks again for all your hard work, we loved it and are looking forward to continuing to use the system! Really good specific feedback here. Thanks.
We had our first game tonight (pushed off from last night due to real life, but we managed to pull it together). One player was my brother, joining in from several hundred miles away; the other was my son, joining in from his computer in another room. We started a one-shot game of Barbarians of Lemuria , which is a fairly rules-light game (mostly, everything is "roll 2d6 + modifiers, and see if you beat 9") and there are only a few more fiddly areas. Overall, things went okay. We had a bear of a time getting our headsets to work with our computers, but that has nothing to do with Roll20 and everything to do with counterintuitive sound bullcrap on our machines. Upsides: 1. Easy to create maps and new pages; no sweat here. I wish I could tile a background on the map as an option instead of a fixed color, but that's not any sort of dealbreaker. 2. Communication was crisp and clear, once our headset issues were sorted. We don't have cameras, but sound was not a problem. 3. I was able to find adequate terrain and tokens, although due to the search issue earlier today I had to upload quite a few of my own things to a "storage" map and use them from there. 4. Dice rolling worked as advertised, and was simple enough to explain. Nobody had any errors or unexpected results with the dice. 5. The new layer switching and movement options are superb. Just exactly what I was hoping for. 6. The system was rock-solid: no glitches, no failures, no lag. 7. The journal system, and especially the handouts, were a huge hit. My brother, when I showed him the handouts I'd created and what the journal did, just said, "Man, that's _coooooool_." 8. The fog of war worked as expected. 9. We went gridless for this one, but I had no issues with gridded maps either. 10. We had a lot of fun, and bad guys were destroyed in the name of adventure. Downsides: 1. We simply don't like having to type to execute dice rolls. The first few times of course it was not a burden, but it rapidly went from that to "sigh, not again" - in other words, it became a big deal, and not in a good way. Whether typing a /roll command or typing a #macroname command both took up time and slowed our game down. My brother's comment on this matter was this: If I could make one single change right now, I'd make the list of macros in the Settings window be a list of clickable buttons, which would run the macro and send the output to chat, rather than a simple list of what's been created. This program is great, it could just provide a little smoothness to the rolling process. I don't want a big scripting engine, I just want it to show me a button to click, or a link, next to the macros I write so I don't have to type #something in the chat window - I can just click on the macro name. Taking into account that we both come from a MapTool background, where macros were in fact buttons that automatically executed the dice rolls contained therein, we're a bit spoiled. But, I also think that change - providing a way to just execute the macro from the list, rather than typing it, would be wonderful. The less typing I have to do, the better. 2. I had inconsistent results with group copy/pasting. It worked maybe 2 times out of 10; most of the time if I tried it it would copy one token, or none. I may just not have the trick down, or maybe I'm doing the wrong thing. I'll have to investigate it again. 3. Scrolling, zooming, and panning the map: I'm very used to being able to use the mouse to pan and zoom (e.g., hold down right mouse to pan, and use the scroll wheel to zoom), and I often did that out of habit and was surprised when it didn't work. 4. I couldn't figure out if there was a way to "force players to my view," which would be handy to make players see the same part of the screen I'm seeing. Not a huge problem, but would be a handy tool. 5. I'd almost rather the radial menu circles (the ones that correspond to bars) not have any icons, or have a small set of icons from which to choose (like, say, a shield, a heart, a sword, lightning, etc.), instead of just the heart monitor, the green heart, and the lightning bolt. Again, a tiny quibble, but I had to explain what each circle represented and tell them to ignore the icons. As a final note, we did not use the Turn Tracker at all - we use an initiative method where the person who just completed their turn designates which character (on either side) goes next, so turn tracking wasn't necessary. But! We had a great time, and it was a solid and fun experience. Roll20 is something I would like to continue using, and I can see improvement happening regularly. It handily does what it's aimed to do, no doubt. I would like to see measures taken to reduce the amount of dice roll or macro typing needed in chat, but otherwise, I have very few major complaints.
3. Scrolling, zooming, and panning the map: I'm very used to being able to use the mouse to pan and zoom (e.g., hold down right mouse to pan, and use the scroll wheel to zoom), and I often did that out of habit and was surprised when it didn't work. Maptool has me so messed up with the whole right click to pan that I keep doing it everywhere. Even google maps :)
I just ran the first floor of Labyrinth of Madness with four players. None of us could get the video or sound working so we ended up using Skype. The handouts worked pretty well I think, as did the hp tracker. The chatbox got messed up once or twice, making it impossible to send to the channel without reloading the page. We used the drawing tools for the players to position Wall of Fire areas of effect and so on, and that was useful. The players also took freehand notes on the map (I don't think they noticed the text tool) for their own use, which was fine. I did sort of wish I could have 'invisible' tokens since there are a number of invisible trolls in that part of the module, and I couldn't reveal without showing their locations to everyone. Otherwise I think it went generally well. The die roller was simple enough for them to use, and moving the tokens functioned well. There was a bit of a 'what does this do that MapTool doesn't' sentiment among the group, due to the nonfunctionality of the audio and video I think. It kind of gives a bad impression of the software when a 3rd party audio/video solution fails, which is unfortunate since its not something the Roll20 team can directly address. That said, these players are somewhat used to using MapTool, and so the ease of use aspect of having it web based probably didn't matter as much to them. Generally though, we were able to run game successfully, and it worked pretty smoothly.
Oh, sorry to crowd the post with this, but there was one sort of accidental feature that I really liked: I ended up loading the roll20 page on both my main computer and my laptop, using the laptop to respond to players and the main computer interface to scan around, pull tokens from another page, etc. Ostensibly I could've done both on the same machine, but somehow it worked out more easily because I could use both.
1336621397
Mr G
KS Backer
Ran the first game session with Roll20 last night. Very impressive work, gentlemen. We have been using iTabletop for three years (both v1 and v2) and this compares very favourably. Roll20 is less powerful for sure, but it is considerable easier to set up and use, and seems more stable. And as I run old school style "make it up as you go along" type games, I value the latter more than the former. Well done. Good Stuff 1. Very stable - no one had to restart a session all night (3 hour session, 7 people). This is unheard of with iTT. 2. No discernable sound lag. 3. Fast to load. 4. Shallow learning curve. Even my numptiest players had picked it up after 5 minutes. 5. Supports our style of play. 6. Does not require masses of in advance setup (although it helps of course). Meh Stuff 1. Had to keep dragging everyone back to the start page to collect late arriving players. Is there a way around this? It kind of broke the spell for the players already immersed in the game. 2. The /r shortcut for dice rolling didn't seem to work. 3. Video was prone to multi-second freeze frames. In the end we turned it off. We rarely used video in our iTT sessions beyond the first 5 minutes of "hellos" so this was no great shakes. 4. Sound was rather choppy. It was all legible and everyone could hear everyone all night with no discernable lag (6 players plus me, all in the UK, spread over 3 cities upto 150 miles apart), but it seemed the sound kept fading up and down as different people spoke, giving a rather choppy effect. 5. With seven participants, we were a bit bemused at first as to why no one could see all seven feeds and it was a variable number for each. Took us a while to figure out that we needed to zoom out the browser to make more on-screen real estate. Not a big deal, but probably worth a FAQ entry somewhere. Bad Stuff (will raise bug reports for this and report on replicability after next Wednesday's session) 1. As we had video turned off, there was no way (we could see) to tell which audio feed belonged to which player. Can we please have some name labels added? 2. Did not work for me on Chrome + Windows 7. Players were already in the game before I arrived and every time I entered Flash/Shockwave would crash and I could not see or hear anyone (or even see the video boxes at the bottom). Switched to Firefox and it worked fine. 3. The token library search did not work at all. All searches in all categories returned no results all session. 4. FOW map reveal has problems. Would select an area of map to reveal, that area would go white (to me) for 10 seconds, then the grid disappeared, then a messagebox telling me I had a slow running script would pop up asking me if I wanted to wait or terminate. If you select wait another 10 seconds passes and then the grid reappears and the area is revealed.
@Nicholas Guttenberg You actually can make tokens invisible now. As of the update from a couple days ago, there's an option in the right click context menu to send to GM layer, or, you can use keyboard shortcuts: Ctrl+O changes your view to the t O ken layer Ctrl+M changes your view to the M ap layer Ctrl+G changes your view to the G m layer (which is invisible to players) Ctrl+Shift+O will move any highlighted tokens to the t O ken layer Ctrl+Shift+M will move any highlighted tokens to the M ap layer Ctrl+Shift+G will move any highlighted tokens to the G m layer (Invisible!)
@Ken Bauer, good tip! I'll use that when we continue on Friday.
Just wanted to pop in and say that I'm reviewing all of this excellent feedback and adding copious numbers of items to my to-do list. Thanks!
Are you guys getting any sleep these days?
Are you guys getting any sleep these days? Hahaha... /passes out on keyboard
1336705754
Mr G
KS Backer
Sleep is for tortoises, right? :-)