Originally Posted by
MostTornBrain
On the plus side of this surreal collection of posts coming in this past week by someone claiming to not be defending Foundry, but who then would write lots of stuff in defense of Foundry, I thankfully became aware of the existence of this thread (due to it showing up as recent posts in the forums).
I have been using Roll20 for the past two years with a group that games about once a week and we wanted to "kick the tires" on some other options for VTT play (FGU and Foundry being two). Without a large investment of time, it's not easy to make a comparison of 3 different VTT systems (nor is practical for most people to get their group to agree to switch for a bit to try a new system), so being able to point my friends at the comparisons at the start of this thread will be very helpful. Thank you for taking the time to write those detailed comparisons!
I am my gaming group's "volunteer" to try to get familiar with FGU, so I recently took advantage of the Humble Bundle Pathfinder deal for a bunch of content on FG (Pathfinder 1st edition being our game of choice). For the past month or so I've been trying to get myself educated on creating and running a Pathfinder campaign using FGU. Coming from Roll20, FGU was initially extremely overwhelming - to the point that I almost gave up. I initially told my friends that FGU was looking way more complicated than I expected and it would be a while before I would be able to host a one-shot campaign for the group to try a sample session with FGU. The biggest hurdle for me initially when trying to create a campaign was understanding the organizational model FGU used with gaming content - the focal point being the "story" section to organize and link everything together.
It's all very obvious now in hindsight, but when FGU first launches, to a first time user, the help system (or breadcrumbs leading to the help system) is somewhat lacking. If I view the "Basic Guides" that is presented as one of the main options for links to help within FGU, the fact that is is listed in alphabetical order is not very helpful. There isn't an obvious place to start reading in the help system on how to go about creating a campaign (other than, click on the "create campaign" button). The giant "Quick Start Guide" link from the main splash screen takes me to a web page that again links to the "Basic Guides" wiki, as well as suggesting visiting forums or discord. But nothing along the lines of, "if you are player looking to join a game, click here for a guide" and "if you are trying to create a campaign or want to know how to GM a game, click here for a tutorial". It was more like, "Here's an encyclopedia that describes everything, starting with the A section."
I was eventually able to figure stuff out (I am still here a month later, afterall, and I liked what I gleaned enough to buy a FGU ultimate license :-) ), but as someone who likes learning by reading (I'm not a great learner from watching videos), it took a while to find the material I needed to get going and most of the information I did eventually find offering tutorials were not produced by Smiteworks. But it's possible I just wasn't looking in the right places in the Wiki or my google searching skills were off.
That said, now having used FGU over the course of the past month to port over a physical Paizo one-shot module I own (as a bit of way to get familiar with creating all sorts of content in a FGU campaign), I like FGU quite a bit and really really want to convince my group to at least give it a try.
So far I've only hosted some test sessions with a second FGU instance on my own computer to better understand what a player sees vs. the GM, but the whole combat tracker thing with automatically calculating hits and taking into account effects and such (even better with some extra extensions from the Forge), combat is night and day different from Roll20. I spent a lot of time writing Roll20 combat macros for my character, but what FGU offers is sooo much better, being able to handle dynamic effects or conditions on the fly in a fairly straightforward way via the UI.
I plan host a game with my friends running my ported-into-FGU one shot module, likely within a month or two (when we have an off night where everyone can't make our regular night). Once I do this, I'll try to post some feedback on how it goes along with our impressions vs. our regular use of Roll20.
Cheers,
Brian