PDA

View Full Version : Impressions and Questions, and Klooge vs. FG



Vroomfogle
March 26th, 2006, 04:28
I checked out the demo with a couple players of mine and it really is far superior to anything else that is out there. Kudos to the developers! So I'll have to suck up the $40 I already dropped on klooge (so i could eval it with custom ruleset), and drop another $80 on Fantasy grounds and 4 clients and begin the process of making a Rolemaster ruleset.

The thing that I like about Fantasy Grounds is the approach that has been taken in it's design. Klooge took an OpenRPG approach where you have an organized directory structure representing a campaign. But in reality it's just not a very intuitive way to look at things - it's a geeky computer-user way of looking at things. Fantasy Grounds ditched that and said "What do we want a tabletop RPG program to look like?" And the Neverwinter Nights style interface was a great choice.

The other very important thing - especially when trying to make custom rulesets - is that Fantasy Grounds doesn't try and do TOO much. VERY important. Sure you can customize klooge, but the general idea is that it's going to try and resolve all your rolls and all bonuses and everything. Klooge didn't try to serve as a medium for playing tabletop RPG's, Klooge instead tries to automate many of the aspects of RPGs. Fantasy Grounds puts the GM and players still in control of rolling (the interactive dice are one of the best features in game), but the GM is still in control of combat resolution. Sure FG can automate certain aspects of the game but the design is more on replicating the tabletop. In this matter it TRACKS combat, and doesn't try to CONTROL combat. This is especially important in Rolemaster where there are often so many variables that trying to automate it becomes a arduous data-entry task every round. So arduous in fact that it ends up not being a time saver at all and increases the complexity. I should know because I wrote a Rolemaster combat program that tried to do it all. I have since ripped it apart and now it keeps track of the most minimal amount of information possible.

So without looking at the ruleset xml files yet I would say not only can a Rolemaster ruleset be implemented but the underlying design of Fantasy Grounds makes it very condusive to ANY ruleset.

Now, I've got some questions:
1) Is there a way to default to d100% instead of d10? Better yet, customize the dice that are visible, and add in d100% as a set?
2) The Numeric Keypad does not work. Is this intentional?
3) When tokens are locked and characters move them, can the movement vector include a distance metric? (like the drawn arrow). Also, can that functionality (showing a distance-movement-vector) be shown for all icons when the GM is moving them too ?

Exploring the demo has gotten both my players and myself fired up for getting our campaign started.

- Vroomfogle
https://www.vroomfogle.com

DarkStar
March 26th, 2006, 08:43
3) When tokens are locked and characters move them, can the movement vector include a distance metric? (like the drawn arrow). Also, can that functionality (showing a distance-movement-vector) be shown for all icons when the GM is moving them too ?


Now, I'd like to see that myself, it would be so helpful! I'm afraid it's not possible now and you can only draw pointers...

Seems like all your three questions should be answered by the devs, actually.

sunbeam60
March 26th, 2006, 10:35
2) The Numeric Keypad does not work. Is this intentional?
Yes, but scheduled to change as far I as remember. The keypad is currently used as a way to quickly gain access to certain sheets.

Open up a sheet, press and hold 1 on the numeric keypad. The sheet will blink ever so shortly after a couple of seconds. You now have the sheet "stored" n numeric 1, so whenever you find yourself in a stack of sheets, just press 1 and the sheet will move to the top. All nine numpad numbers work this way, currently.

The developers have expressed an interest in making this an option, so the numpad can be used to input numbers.

LordTomar
March 26th, 2006, 15:47
Yes, but scheduled to change as far I as remember. The keypad is currently used as a way to quickly gain access to certain sheets.

Open up a sheet, press and hold 1 on the numeric keypad. The sheet will blink ever so shortly after a couple of seconds. You now have the sheet "stored" n numeric 1, so whenever you find yourself in a stack of sheets, just press 1 and the sheet will move to the top. All nine numpad numbers work this way, currently.

The developers have expressed an interest in making this an option, so the numpad can be used to input numbers.

Is this true? damn I never knew that about FG and the numpad... well thats 2 new things I have learned in so many days.

Griogre
March 26th, 2006, 19:16
Is this true? damn I never knew that about FG and the numpad... well thats 2 new things I have learned in so many days.
True :) I asked the same question about the numeric pad and can verify personally it works that way. :D

Griogre
March 26th, 2006, 19:25
Vroomfogal, I only recently got FG. I choose it over Klooge for the some of the same reasons you have expressed. FG is not perfect, but it does it's job well. Some other things I liked about it better than Klooge was the ability for the players or DM to draw freehand on the maps or just use freehand maps.

You alluded to this, but with FG I feel I could just run a game with an open module next to my keyboard. Klooge seemed to require a great deal more data input before I could easily do anything. Soapbox mode off ;)