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原始链接: https://news.ycombinator.com/item?id=37857765

根据文本材料中的讨论,龙与地下城的核心关注点是共同创作故事,而不是与其他人竞争。虽然没有必然的“胜利条件”,但游戏可以设定由DM设定的最终目标和胜利条件。DM必须持续应用所选规则或方法,尽管在故事虚构范围内改变结果是允许的。家庭规则可以根据小组进行调整,DM应满足小组喜欢的游戏风格和方式。主要目标是参与引人入胜的故事,而不仅仅是获得目标。虽然长期的游戏可能会产生强大的物品或结果,但这些物品或场景本身主要作为后续故事线的入口点。因此,游戏的主要焦点仍然在于其叙事元素。

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Show HN: I built a virtual tabletop for playing Dungeons and Dragons (diceright.com)
394 points by YakiSauce 6 days ago | hide | past | favorite | 114 comments
Diceright is a virtual tabletop for playing dungeons and dragons with friends on the web. You can watch a quick overview of how it works here: https://tinyurl.com/diceright. And there’s a list of the main features right on the homepage.

It’s a Ruby on Rails site that makes heavy use of action cable for keeping the maps and tokens in sync for all players. On the front end, I’m using HTML canvas for the maps and a js library called fabric.js for interacting with the canvas. Otherwise, just jQuery on the front end. I optimized it all to work on mobile too.

I built this as a side project for fun over of the past couple years. It took a lot longer than expected, but it was also a lot of fun. I did all the design / UX for it too which was a struggle at first but was a great learning experience.

Let me know what you think and if you have any questions. Thanks!











I like this, quick and simple to use. For example, adding images to tokens was a breeze .

Couple of suggestions from a heavy user of Roll20 ...

Too many menus and all look slightly different: you have left and right panels, the menu and the hover tool bar. Put the menu at the top of the right panel and, if you close it, have a simple

There appears to be no way for the DM to fix a mistake such as a player accidentally ending their turn early.

Some data entry tasks (e.g. setting character scores) have unnecessary steps, like I have to click "Set Strength" instead of just having a pull down. And I have to set each stat individually and click update instead of setting all 6 and then have one update button. Stats really should also have a point buy and standard array options, most people I know use one of these.

Same will spell selection ... each spell slot is a selection instead of a "Pick 6 1st Level Spells" or "Pick 2 Cantrips" multi-select.



Wow, great feedback. Thanks! Someone else suggested something similar about the main menu and the right sidebar. I can't quite picture what that would look like but I'll definitely experiment with it. And on merging the left and right sidebars, I have considered that but couldn't really figure out a way to make it work - I don't want people to ever miss the action thats happening the left sidebar. Everything else makes total sense to me - agreed on all of them. Thanks again for checking it out!


Might be worth looking at how Godot let's users position right/left side bars. Leave it up to users what the final composition looks like. Focus on opinionated logic that enables endless menu composition, not deciding your users preferences.

Perhaps add a notification icon for when users need to be made aware some result is ready for their review/acknowledgement.



The title of the right bar could just be the menu pull down showing the current selection instead.

[

Yeah, for the player the left bar being the "battle log" and the right bar being their character isn't a bad UX if the rest of the clutter is reduced.



Very nice! :) I also had a similar itch a while back and built https://gamescape.app (during the pandemic). Different focus -- all about shared maps and tokens rather than a "full" VTT. Plan is for it to be free forever. Can't work on it anymore since I started a startup that eats 100% of my time, but totally usable (my group uses it every week :) ).


This looks exactly what I started building awhile ago (and then bailed when I discovered Foundry). Do you think you'll ever release the code so it can be self-hosted?


I've toyed with OSS'ing it or releasing the code. It would be a non-trivial amount of time and energy to package it in a way that people could host it. Gamescape was a hobby thing so I used some different architectural patterns I'd been wanting to experiment and play with that aren't totally standard.


Are there downsides to just dumping the code as-is to Github with and then just archiving it?


Thanks so much to everyone for all the feedback and great comments. It's been really great reading through them all

If anyone's interested in following along as I keep building Diceright, I just set up a discord server: https://discord.gg/UpNn7yz6. I'll keep my roadmap updated there and would love to continue chatting with anyone who's interested



Personally, I would market this and build it out for any other TTRPG system but Dungeons & Dragons. I absolutely love Dungeons & Dragons but I think the writing is on the wall that DnD Beyond is going to get the lion's share of all digital DnD spending, especially for newer players. There's always going to be holdouts who don't like the corporate direction, but the majority are going to use DnD Beyond because of how well integrated it all is, and that will include both 2d and 3d tabletops soon enough. So if you're planning on turning it into a side hustle, you're probably better off targeting say Call of Cthulu players, or Fiasco players or Fate players etc.


Yeah, you make a good point. Definitely something I've thought about. When I started working on Diceright, DnD Beyond hadn't even been acquired by Wizards yet, so a lot has changed in relatively short time. That being said, they recently released an alpha of their 2d tabletop and there really wasn't much there. I assume it will get a lot better though. Still, it was a tough call on what to focus on as DnD really is a huge player in roleplaying games. A smaller slice of DnD users still might be larger than a bigger slice of another game. In the end, DnD is the game I know the most and the one I love. So I decided to do what I thought would be the most fun.


Yeah you've got to follow your passions. I reckon you could be well positioned to take advantage of an emerging market though. I'm pretty new to it all myself but I've been doing lots of reading on it the past year, and it seems the recent DnD popularity explosion mainly happened through Stranger Things bringing into the popular public conscious again and then Twitch/YouTube players like Critical Role. The latter seem to be drifting slowly away from DnD towards their own RPG systems and ecosystems. If you have a well developed product you may even be able to contact the teams behind these systems who may be interested in acquiring your product to become the base of their own DnD Beyond like system.

I'd join as many RPG reddits, forums and discord channels as you can find and then just periodically scout to see if you can spot any emerging trend and ride the wave. I personally reckon it's only a matter of time until there's some show on par with Critical Role's popularity but for detective RPGs, superheroes, sci-fi, Cthulu or whatever.



How much in the project is really D&D-specific? In your estimation, how much would have to change and be reworked in order to support, for example, Pathfinder 2e? PF 2e-support was the first thing I was thinking I wanted in this, but I am also atypical in that I don't even have a group and I'm just scouting around for a place I could use if/when I make one.


I would suggest keeping a D&D feature set, which is a "common ground" that most people are familiar with, to demo the app. But I agree with the post above, niche system players are going to love this more since they are underserved.


My counterpoint to this is just that DDB is not a super usable piece of software (it's slow, buggy, and expensive). It's got the massive advantage of having the rights to sell D&D content, but there's definitely room for disruption in that market.


They also have the advantage of the rights to create and use derivatives of D&D content, which unlicensed competitors don't.

Which somewhat limits the room for disruption in that (D&D-specific, not RPG VTT more generally) market.



As someone playing non-dnd games, I have to recognize that the market share for DnD 5e is so big that it make sense to target that even with DnD beyond. It's like wondering if you are making a gaming platform whether you should target linux since windows is covered by steam. The answer is: you should still target windows.

The other option is to make it game agnostic and focus only on the map part.



I have created this one for cairn: https://abacus-cairn-beta.wandering-mushroom.com/ but it is mapless. For smaller rpgs I really believe sparating maps and character sheet is the way to go.


This looks like a really awesome project.

But, I can't understand if this is a subscription service or I can simply self-host. I don't want to sign up without having that information first.



Great question. So far, I've just been doing this myself as a side project so I haven't spent much time thinking through how I would or could monetize it (open to suggestions on that). That being said, I think eventually, it would probably have to be some kind of subscription, if there's any real interest in it. It's not really built to be self hosted right now unfortunately.


my suggestion is don't monetize

you already did it which in a way means it's already paid for. just donate it. open source it? set it free

but it's your choice to make.



Neat. My friends and I have a campaign going on roll20.net. I don't suppose there's any way to "import" our current stuff into here? Is this just for new campaigns? Our DM manages everything so I'm not entirely sure what's involved (I think he's purchased some add-ons maybe) or if this is even a sensible question.


Hey yeah, totally sensible question - wish I had a better answer. Unfortunately there isn't a great way to transfer an ongoing campaign. That's one of the main issues with getting folks to try out new virtual tabletops - there's some pretty established platforms already out there and there's a fair amount of lock in. Especially if you consider the assets a lot of DMs have purchased on those platforms, like you mentioned.

But I'm hoping eventually Diceright will have enough 'killer features' that people will give it a shot anyway. Would be great if you guys would consider it once you finish your current campaign. Thanks!



There is a converter from Roll20 to FoundryVTT. I've used it with great success:

https://github.com/kakaroto/R20Converter



I can vouch for this one as well. I ported a massive homebrewed campaign over to Foundry with this and couldn't be happier to be rid of Roll20.


The VTTES plugin for Firefox/Chrome allows for importing/exporting between OrcPub/DungeonMastersVault, Foundry, and roll20 formats.

Worth checking out if you could support one of those as an import target.



Same. My game is using roll20 for maps and D&D Beyond for books and character sheets. There’s a chrome extension that can link them together.


Rather than using the menu drop down button, I would integrate that into the title of the right panel, so you click the title of the panel and that brings up the options for each section like "Add Tokens, Map Details" etc. I'd also move the exit campaign button out of that menu as it doesn't really affect the right panel so it doesn't feel like it belongs there. I think I'd put it on a permanent overlay in the top left corner over the dice history, and maybe have a confirm exit pop up modal with a setting to turn the modal off. I think I'd also add a way to collapse the dice history panel.


Interesting ideas. I'll take a look at how those would feel. Thanks for the feedback!


A bit tangential, but I'm not sure I could ever play D&D on a VTT. I understand the allure of playing over the internet in general, because you can pick outlandish times and don't have to be geographically collocated. But for me, D&D is more than moving tokens around, it's primarily about the roleplay, about acting out a character and seeing someone's full facial, verbal, and non-verbal responses. If I want to push tokens around I'll play some multiplayer RPG computer game.


Like YakiSauce said, for most people playing on roll20 (or similar) it's not their first choice. They can play online, or not at all. For what it's worth though, roll20 does support video as well as voice, for exactly the reasons you mentioned. I'm guessing other platforms would as well.


For us, we'd definitely prefer to play in person if we could. But like you mentioned, geography can be a real restriction. The times we have managed to play in person have been great.


Another way to look at VTTs is that they take care of the grunt work and give you more time for the things you want.


Why not do both? I run a five-player in-person D&D 5e campaign with a VTT (Foundry) and it works out pretty well for us. We offload much of the bookkeeping, tokens, maps, etc. to the VTT and still keep the in-person RP experience.


I'll check out it out my desktop later and add more thoughts, but for now, on my phone it's kinda hard to get a feel for it because everything is in desktop-sized videos. Would you consider adding some mobile screenshots of the major features, perhaps?

There are a few bad tabletops out there. This one seems like it actually had a lot of thought put in! But it's hard to tell apart from the others at a glance. The videos aren't really readable on a phone and the paragraphs don't convey how each feature works.



Hmmm yeah that's a good point. The site does work pretty well on mobile but I didn't make any mobile videos. I'll put that on my todo list. Thanks for the feedback!

And if you do get a chance to check it out on desktop, I'd love to know what you think.



Very cool. I've seen a lot of these out there for DnD specifically, and am always impressed by how polished they seem, but I've long since wished there was a better way to play WH40k or other wargames online. The closest thing seems to be Tabletop Simulator, which just feels strange as a full 3D simulator.

It strikes me as slightly ironic, since games like 40k are traditionally extremely high $ investment hobbies, so seemingly a good market for the side-hustle tech crowd.



If you haven’t seen it yet you might look at Vassal https://vassalengine.org/ which is geared towards board games generally rather than ttrpgs


I agree! I think it’s super doable to annotate a real game with modern image segmentation running on a video feed paired with rock-solid modern TTS as dice are read, turns are declared, etc. From there, it’s just a hop skip and jump to a virtual tabletop, AR set pieces, and (IMO the holy grail) non-local AR games using real pieces. It’s such a procedural, probabilistic, simplified-spatially game; seems perfect for simulation.

I really don’t think games workshop has the corporate culture to catch this wave though, which makes the prospect of a IP lawsuit a big deterrent to even OS work.

Msg me if you want a link to my last pass at it as a react app. Got slowed down figuring out how to offload work onto the server efficiently, and also daunted at the prospect of translating all the simpler unit rules into JSON. Of course, with LLMs, that task just became about 1000x easier :)



I mean, I would settle for a simple RTS style 2D web interface! A lobby and match making, if I'm really ambitious.

Unit rules are a special problem--Wahapedia has a csv download of unit and weapon rules.. I think there were several thousand in 9th edition.



Very nice! Looks like a legit VTT and not a throwaway one. What were some of the hard things about this project that you didn't expect?


Thanks!

Man, so many things. I think maybe the hardest thing was really getting into the weeds of all the class/race features and modeling them all in a way that made sense to the user and would 'just work'.

There are features that add damage, but only under some circumstances. Features that change at different levels. Features where you get to pick between a few options and then they also change at different levels. Just a lot to model out. And a lot of hard decisions about how much to automate and how much to leave on the user.

Also, designing and building it all to work on mobile ended up being more than I expected because when adding new features I often had to go back and make it mobile friendly too.

Oh and doing the dynamic lighting (where you can add walls and lights to a map and 'see' what player tokens would see) was pretty tough because it involved learning some math to do those calculations. But that was also pretty fun.



Would be cooler if you could make the map rather than just upload an image. I.e. grassy base add roads trees ...etc. Even better if it could randomly generate these maps.

I find that players don't care too much about the map other than figuring out where they are in relation to the enemies and suchlike.



Thanks for checking it out and for the feedback! Definitely agreed that map creation would be nice - something I'd like to get to.


Pretty nicely done! Making the VTT easier to use is so much more important than hundreds of features…


Thanks! Appreciate that


This is pretty cool!! Is this FOSS?


I got a page load time > 30sec in Chrome. Most people would just bounce on that.

Also, most RPG players are aware of Roll20, so why not give a brief head-to-head comparison (on your webpage)?



Ooof sorry about that load time. I had been monitoring the site for most of the day and it seemed to be holding up pretty well. It was probably under a fair bit of load because of this post. Or maybe it happened to be while I was doing a deployment. Do you recall what page that happened on?

As for a direct comparison to Roll20, that makes sense. Maybe I could make a specific landing page for it, as I do want to keep things very welcoming for first timers too.



Nice! Would make a beautiful application for Tilt5 (www.tilt5.com)


Not an RPG gamer anymore, but this looks like a true innovation in RPG playing. I wouldn't be surprised if this takes off in a big way.


I have been looking for a decent tabletop simulator, will give this a try.


Please take a look at the homepage on an iPhone. Way too much whitespace IMO and not obvious what’s going on in places


This is great! Keep going with this!


Thanks! Appreciate the kind words


Have you been harassed by Wizards of the Coast's lawyers already or not yet?


Does it work with dungeon masters vault? :)


I also made a VTT with fabric at farreachco.com


Implementing a customizable deck might be nice too.


Wow, it looks very comprehensive. Really nice work.


Nice! It looks great and very useful.


This is neat, but so far every thing like this that we've used for our D&D game has been overkill.

What we do currently:

Take a map from a PDF, load in Paint program (paint.net/photoshop/gimp/whatever), create a layer of BLACK over it. Share the screen. The DM slowly erases BLACK as we move and discover the map.

This way, the players cannot see the map. The DM can see the map. The players get to slowly discover the map.

We do dice rolls and type their output into chat. Our player sheets are player sheets, and we scanned and sent pdf's to DM. We keep group inventory via chat. Everything else is basically overkill, because it requires the DM to redesign maps via some web app and DM's already don't have time.

*edit

to be clear. we've looked into them all. the solution above is what we've now been doing for _years_ on our D&D game. Goddamn erake (our BBG).



Totally makes sense - different groups are different and whatever works for your group, works.

With Diceright (and Im sure with other VTTs), my goal was to help streamline certain aspects of the game so players can focus on the fun stuff. Mostly around combat and tracking all your character details. So for combat, on Diceright, you can target enemies when you attack and then when you damage them, the player gets an alert with a CTA to apply the damage - so players aren't always asking, wait who did you attack? How much was the damage again?

And on the character sheet side, with a standard character sheet, I've often found myself looking at my AC or one of my stats and not totally remembering how I got to that number. Diceright keeps track of all your bonuses for you and shows you how your stats were calculated.

Those are definitely all things you can do on your own, but it can be nice to have a computer automate them for you.

Again, totally agree that the system you've got works. Just sharing some of my considerations when I went into building this.



The #1 issue I've had with online VTTs is getting the VTT's grid aligned with the map's grid. I tried this with your solution and the problem was the same; it creates a grid and assumes the grid starts at the very edge of the image and goes to the other edge, meaning that if I want those grids to actually line up then I have to crop the image carefully, which is a huge hassle.

Two things that would make this tool easier to use:

1. Let me manually tune the grid in the VTT to the size of the grid in the image, either by selecting one square and having the system adjust the size and position of the grid to that, or by selecting some number of squares and specifying how many squares I selected, which would give a more accurate measurement.

2. Let me draw rooms with a box tool as well as walls with the wall tool, and let those rooms (by default) snap to the grid. Extra points if I can create a box and then add new vertices to drag out a less boxy shape (i.e. to add alcoves, cutouts, etc).

I haven't yet seen a VTT that can handle grids and boxes and rooms automatically, but as soon as someone figures out how to do AI or machine learning-powered map analysis to turn an image of a map into a (mostly? partly?) usable setup (with tweaks to be done afterwards) is going to get a lot of attention.



The big reason we do this is that being a DM, it's REALLY hard to predict what your players are going to do. I used to spend days preparing for a game, only to have the party turn around and wander out of the dungeon 10 minutes into the session, negating all my prep. This way, I can just throw up a map and have them dungeon crawl.

I suppose it make a difference that we are playing Rappan Attuk and not a mainline D&D campaign. There's a lot less dungeon crawling in today's D&D, but Rappan Attuk makes up for all of it with about 600 pages of one dungeon.



I don’t understand how dungeon crawling really felt fun for people. Or random encounters. It just doesn’t seem like a good system for fighting for fun.

I always hear the cursed phrase “I guess I attack?”

And that’s how I know the fight kind of sucks.



The dungeon itself is the game/puzzle/challenge that the players are trying to overcome, either for the default goal of finding its treasure or for a specific goal like find a specific macguffin or other target. In this mode, the players trade their resources to overcome challenges and if you can achieve your goal without fighting or expending resources at all, the more the players are able to achieve. The default is not to fight every monster you encounter but to decide if you need to engage to achieve your goal. Random encounters are a way for the dungeon to fight back against the players and to put a clock on them - the longer they take to explore the dungeon or the less efficient they are in their exploration, the more they will have to deal with encounters that are unlikely to have any treasure at all.

It’s a very complex and interesting game to play. Unfortunately newer editions have gutted this gameplay by removing xp for gold (thus removing the default goal of most dungeons) and removing all of the procedural dungeon crawling rules. The tabletop form is still superior to CRPGs as your ability to interact with the world itself and overcome challenges in interesting ways is only limited by your imagination and ability to creatively apply the tools available to your character.



The unlimited potential for creativity and collaborative story telling is what sets TTRPGs apart from video games. The mechanical side of D&D combat is fun, but I don't think going all in on encounters is what makes D&D shine. A good combo of game mechanics and creativity is the sweet spot in my opinion.

I often prefer "theater of the mind" over maps as that can be much more open-ended and encourage creativity. Many of the D&D podcasts use "theater of the mind", and they are great (special shout out to naddpod.com)



I like dungeon crawls.

Not every story has to be about emotions and intrigue and a contest of minds. Sometimes you meet a monster and kill it, and loot its corpse and the only thing that's missing is taking a selfie next to it.

Then again Call of Cthulhu is one of my favourite games. I guess it's fun seeing things from the other side of the fence sometimes. But still, it's not all about feelings: you can tell a great story about how you keep running from madness-inducing monsters.



Nowadays we have multiple genres of combat and mechanics focused video games. (FromSoft games, to CRPGs like Baldur’s Gate, to tactics games like Xcom).

In the 70’s, that space was much less populated, so pencil and paper RPGs might have been the best small tactical games people could get their hands on (not everybody wanted to sell their houses for Warhammer miniatures).



some people love and thrill on dice.

D&D is rooted in a dice and miniatures, wargame, light on the scenario building

https://en.wikipedia.org/wiki/Chainmail_(game)

enough people liked it, and enough model,miniature, hobby was around that it held, and became more embellished over time.



Basically every single tool available can support this, and so much much more.

I wouldn’t suggest you change, but to suggest this method is in any way superior to actually learning the tools and how they work is ridiculous.

And if a DM can’t spare the hour or so to reach parity with this method, that’s gonna be a long term problem for the table.



The cost, and setup time to use any of these tools has been far greater than loading up a image and sharing it.

We've found no VTT tool that can do basic fog of war _without_ loading in a bunch of other features we simply don't need.

Is it superior? I never said that, I said that the feature set was overkill.

A long term problem? Like I said above, our game has been going for _4_ years.

A big problem with these tools is the assumption that your players won't do something you didn't plan for. Which the system I described deals with well. Our DM has many times spent hours planning our game only for us to spend the entire time slot in one location, or deciding to go somewhere else. When that happens, all he has to do is roll out the setting for us to use our imaginations, or to load up a new image and black layer and share it, 5 - 10 minutes tops.



No, a big assumption of using a map is that your players will do something you didn’t plan for. Nothing changes with a tabletop engine.


I suggest checking out https://tarrasque.io/ it might just be exactly what you are looking for.


When I was still playing tabletops a lot, we had the luck of having an extremely creative game leader who was a graffiti artist. So our maps were drawn during the game, which was super awesome!

So do you just play online with strangers? Or do you also play in person?

Ah, that were great times back then...



ive used a large flat screen beneath a glass table. started with ducttape, built a mount later.

same idea starting black and slow reveal, laptop,and 2nd display, with players around the table.

the enviro sounds came later.



I always thought it was bizarre that there's no serious selfhostable FOSS virtual tabletop software [1]. The overlap between the two communities is very large and passionate. Foundry is selfhostable but it's a clunky proprietary node.js application and there's a ton of janky UI issues. Roll20 is far worse. I presume that this Diceright project is better since it's actually using a canvas. But why doesn't someone just use a proper game engine that can target the web (with wasm/emscripten/etc)? You're making a game after all, and it would mean that people who are happy downloading and running a native application locally for better UX would be able to.

[1] edit: That I was aware of when writing this comment initially.



Nit: Foundry uses Pixi.js for rendering, so it's using more or less standard JS gamedev tools to draw on a WebGL context in a canvas.

Edit: See https://foundryvtt.wiki/en/development/guides/pixi

Edit2: For an example of why gamedev toolkits don't necessarily produce performant, highly usable software, check out Dungeondraft (https://dungeondraft.net/). It's built with Godot and gets the job done, but as an application it's a total mess. I'm working on an alternative but (surprise!) it's a challenge.



> I always thought it was bizarre that there's no serious selfhostable FOSS virtual tabletop software

> Foundry is selfhostable but it's a clunky proprietary node.js application and there's a ton of janky UI issues.

I don't think it's that bizarre when a genuinely good product gets this kinda reception. It's a thankless job



Foundry is amazing. But it’s only amazing compared to the competition. I’ve ran a campaign on there for the first time yesterday, and the UI is just…


Criticism for Foundry aside, it's an extordinary effort to implement a mature self-hosted alternative, especially as FOSS implies it's going to be a side project for most if not all of its developers.

Foundry's upside is that it's extensible (modules), which increases traction and nurtures a community.

Most of the FOSS attempts will probably die if they won't take that approach (extensibility that is).



Yeah that's how I see how it would work. Just build a framework for the players to interact in according to the basic mechanics of tabletop games and then expose a rich module API and hand it off to users. If you're clever about it I could imagine you could machine-translate the art asset formats made for Foundry, or design it to use it directly.


I think Owlbear Rodeo fits the bill, somewhat.

They recently released a more feature-rich cloud-based V2, but simultaneously released the source and self-hostable images for their V1.

Edit: I meant to add this initially but just forgot: https://blog.owlbear.rodeo/owlbear-rodeo-legacy-edition/



People who are into D&D and people who are into open source programming already both have time consuming, creative, indoor and sedentary hobbies. I think they mostly look for additional hobbies that scratch less-overlapping itches.


I'm kinda curious, how many people play RPGs with map and minatures at the centre? We started with D&D and minatures, but quickly migrated away to more free-form systems and styles. For us it was always about making a story together, and nothing bogs that down faster than technicality.

If your game is centered around maps and minatures, is it also centered around combat? Just curious to find out how other people play.



Same here, As i grew older the "theater sports" of it became infinitely more interesting - to such a degree that the dices are only used for randomness these days.

We sometime play "dogma" scenarios where you are: a geriatric near 1st lvl , a 12 year old 1st lvl thief etc. but i'm getting old so these days its a social happening and not an all out drinking slugfest



Thats a really interesting question. When I first started playing DnD the thing I loved the most was the combat. Loved the mechanics and loved that it was basically a big complex board game.

Over time, I have started moving more towards the shared storytelling aspects of the game. Currently in our game, we do a light combat mix, where we only really enter combat once every 3 or 4 sessions.

Generally, it's nice that there are so many different RPG systems out there now so people can really find the ones that fit what they like.



Lots of people play D&D entirely for combat. I don't get it personally, but yeah.


Howdy! This looks awesome, and not to steal your thunder but I've also been working on a similar product. RollTable (https://rolltable.app) and a preview here, https://i.imgur.com/PuVQfnk.png

Our is a live 3D, free, no hassle online D&D VTT with a marketplace of hundreds of free miniatures. You can also play in 2D if you don't like 3D with top down, and isometric view.

You can see all the tokens on our Marketplace here, https://rolltable.app/marketplace



This looks cool! Some feedback: the marketplace page seems pretty busted, none of the filter checkboxes work and the back pagination button doesn't seem to work either.


not to steal your thunder

You can just do your own Show HN.



Thanks, I've never used HN before and I was just told by multiple people to reply here. I don't know the culture so I'll read into that and look at making a post.


>I don't know the culture

I've been using this site for a little over 3 years now and I was wondering the same thing about replying with my own VTT web app.



How does this compare to FoundryVTT? I use that for self hosting online sessions and it's been amazing. Will definitely check this out!


Thanks for taking a look!

So one of my goals with Diceright was to make it as welcoming as possible to new players (not really an easy task given how complex DnD is). To that end, I wanted to make it easy to sign on and get started, right away. And I wanted to make it easy to use on your phone. Foundry has a ton going for it, but it does require initial work to get set up and it can be a bit clunky for someone who's never used it.

Similarly, I wanted to make character creation as seamless as possible. On Diceright you just pick your classes and all the features get added automatically and rolled up to your overall character sheet (and of course you can modify anything you'd like). It's easy to make characters quickly and at the same time, you never lose track of where features or stat bonuses come from.

All that being said, Foundry as a ton of stuff that Diceright doesn't have yet, so I'm not trying to say it can go toe to toe on features. More just giving how I think my overall approach differed.



Kind of a tangential side note, for a future side project, I did find a pretty interesting monitor that could be used as part of a physical digital table top for RPG and board games. The key feature is that it is fairly thin (less than 1") and lies completely flush against the table and outlets are on the side.

LG 27" Libero Monitor

https://www.lg.com/us/monitors/lg-27mq70qc-s-ips-monitor

Also this one looked interesting but the price point was a bit higher and it seemed locked to their app store:

https://infinitygametable.com



There's a whole genre of these things.[1]

There's a true virtual tabletop: Jeri Ellsworth's Tilt Five, where the players wear AR goggles and see a 3D tabletop game world. Players look at a tabletop mat which provides an alignment target and neutral background. One of the more workable AR systems.

[1] https://www.laptopmag.com/best-picks/best-virtual-tabletop-s...



The #1 important thing I've found for collaborative online gaming (and collaborative online work in general) is *have a good mic*. Having three people in a room around one mic doing the THIS SPEAKER IS SMALL SO YOU SOUND FAR AWAY AND I'M GOING TO TALK LOUD SO YOU CAN HEAR just kills any momentum, as does "What? I...........hear.......run the........18" connection interruptions. Video, maps, everything else is pretty much optional, but audio is critical.


I "played" D&D once with some people who play quite a bit, and was confused. Maybe I was expecting more clear rules of how to "win"? It seemed like it was more of a "choose you're own adventure" story rather than a game since the dungeon master is able to change the rules as you go and pretty much decide whether or not you are "successful" with whatever goals are established at the beginning. Is that accurate? In the end, it was a little frustrating and I decided I don't get it so I've never tried again.


I'd call D&D more of a framework for collaborative storytelling that can absolutely be played as a game. The DM leads the adventure, the players decide how to respond to things. Everyone plays D&D a bit differently.

The most straightforward adventures that typically have a "win condition" are one shots/self-contained adventures from either WoTC or 3rd Party Publishers, like Curse of Strahd, Waterdeep: Dragon Heist, etc.

However, a lot of D&D groups I've played with might have characters die, but will rarely have a group "lose". However, because every group runs things a bit differently, a different group can drastically change how the game feels.



I play D&D because I’m hyper competitive and D&D doesn’t trip that “competing against other people” that makes me short circuit (and often spend a ton of money, Magic The Gathering especially got me so I won’t play that at all anymore) while still being that same kind of fun. It’s a way to hang out with my friends and tell a group story that’s fun to talk about and reminisce about “the time the evil demon lord tried to fly away and the Druid called upon the power of nature and hit him with a lightning bolt”. Or “that time the bard sold his soul to a devil”.

I don’t really remember specific combat we remember the fun and stories we told, even if they’re pretty lame compared to just reading a book. But they’re our unique story.

And if I put a ton of time into D&D that looks like “3D printing terrain” or “painting miniatures” (which are cool little statues so have some inherent aesthetic value) which are also fun hobbies (in my opinion) vs “accruing lots of thin pieces of cardboard” or “number goes up on screen”.



Correct. It is much more free form than other games (and even more free form RPGs exist).

Every group has their own style. The DM might be very strict or loose with his reading of the rules. Players could be more or less into the role playing aspect (do you have to do voices and talk in character or not). Ultimately, your character can do whatever the DM allows them to do. That might seem “unfair” but the DM is not your opponent trying to beat you, they’re telling a story with you.

There’s not really a win condition. Some groups play campaign modules which are pre-written stories the DM interprets for your group. Some make it up on the fly like an improv comedy group or nerd jazz.



There are usually fairly clear rules for executing the steps in a combat (what actions are "legal" on a character's turn), but the characters' goals in a campaign are entirely subjective. The overall flow of a campaign is collaborative storytelling: the DM sets the scene, but the characters decide their actions at any given point along the way, and having clearly delineated "go here next" is often viewed as a sign the DM is being too controlling.

Think of Lord of the Rings (both because it's a good example to make my point, and because it's the source of a lot of the inspiration for D&D). All the fellowship are independently given a vague mission to go to Rivendell. They then decide, in Rivendell, to embark on a quest to take the ring to Mordor. Consequences split them up on separate missions along the way; in a D&D game, splitting the party is poor etiquette, but it's a good example of how your immediate next steps can change in unpredictable ways. The overall journey of any given character is decided by that character based on their circumstances and personal values.



That's not entirely accurate. D&D _is_ a choose your own adventure, and there's not necessarily a way to "win"^1. However, the DM is not technically supposed to just "change the rules as you go" to decide whether or not something is successful (that said, everyone has their own house rules etc. etc.).

^1: Your DM can define an end goal/win condition for your campaign, though.



> However, the DM is not technically supposed to just "change the rules as you go" to decide whether or not something is successful

That's...highly variable. Page 236 of the 5th Edition Dungeon Master’s Guide addresses three valid approaches with pros and cons (nominally to the dice, but because of the role the dice play implicitly to the rules as a whole) ranging from using the rules, stats, and dice rolls for everything, to using the DM’s narrative judgment for everything, to a hybrid blended approach. (Previous editions of the rules had similar license to the same range of approaches with different framing.)



I would still say that in no case is the DM supposed to just change the rules as they go along. Whatever the method used by the DM, it should really be consistently applied.


You're right, D&D is more of a choose your own adventure than a game which you are meant to win or lose. It's group storytelling, where you're all writing the story as you go based on what happens.

It's not exactly accurate that the DM can change the rules as you go. The DM will sometimes say you can't do x or y, but a good DM doesn't do that capriciously. When I DM, I sometimes tell players flat-out "you can't do that", but it's because they've tried to do something which isn't possible in the fictional world (like if someone says they want to jump so high they land on the moon or whatever). Most of the time, when a player says they want to do something, they should either succeed outright (because it's not actually challenging for the character to do), or the rules of the game will give a clear way to determine success/failure. It sounds like you maybe didn't have a very good DM.



If you like the theme and ideas of the game but are looking for more of a pure strategy, win or lose by the rules sort of experience check out "dungeon crawl board games". Gloomhaven is the most popular of these, with Jaws of the Lion being a better/smaller introduction built on the same system.


Yeah, DnD is a weird one and it's hard to describe because it's really not like much else. I like to say it's one part shared storytelling and one part complex board game, but I do think you're right that in the end it's really more like playing a big game of choose your own adventure.

One thing to consider is that the DM you have can make a massive impact on your enjoyment of the game. I'd definitely encourage you to give it another shot, maybe with a different DM that more fits what you're looking for. But then again, it's also definitely not for everyone. We've had plenty of friend come into our group and just decide it wasn't for them.



When I first started playing I had the same reaction as you. I was trying to win and the rules didn't seem clear. I continued not because I liked the game, but because I enjoyed the company of my friends, even if the activity didn't make sense to me.

Now, whether as DM or player, I enjoy it not as a game to win, but as a story to explore. Like an interactive movie. Even when I am the author of the plot as DM, I can't predict what my players will do, and it becomes an enjoyable discovery as they force plot twists from their end.



its a series of wins,losses,and revelations, and choose your own path.

rule breaking is a kind of error handling, to get the game on track, sometimes as a plotline, such as chaotic magic zones, it shouldnt be the rule to break the rules.

some groups have house rules, and long game history. if you were sat down in midst of a campaign thats confusing.

some people really struggle with being a dungeon master [DM], but each DM has to play to the group and keep it provocative for everyone.



It seemed to me that if some clever thing came up like having the eagles fly the ring and drop it into Mt. Doom, the D.M. would say you can't do that even though it seems completely realistic in my opinion. I guess the primary objective was to create a long, interesting story and completing some objective was just secondary in order to meet the primary objective. I kinda prefer the former, and then just start another campaign...


i think even the eagles may have been corrupted by possesion of the ring, and the greater the victims might, the greater danger they present under thrall of the ring, thus lowly hobbits bore the ring.

whether hobbits, or eagles did it, it certainly caused a power vacuum, and the ensueing times would be the entry scenario to the next campaign.







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