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Fantasy Grounds Unity is the name of the upcoming version of our virtual tabletop software, Fantasy Grounds. It's been completely rebuilt from the ground up in Unity. Read on to find out what this all means and why we are excited for this project.
Fantasy Grounds is a popular system for playing a host of different roleplaying games online. It is used by more than 130,000 gamers worldwide to connect and play popular games such as Dungeons and Dragons, Pathfinder, Savage Worlds, Call of Cthulhu, and more. This type of program is commonly referred to as a virtual tabletop, or VTT, due to their ability to emulate various part of an RPG session in a digital form.
What makes Fantasy Grounds different than competitors is how we expose character sheets and automate large portions of gameplay specifically for each system we support. This is done through rulesets. Your experience playing Deadlands Reloaded will differ from D&D and will be unique to that environment, contain custom graphics, character sheets, and automation specific to that game system.
One feature shared across most game systems is maps. Some may use hexes while others use square grids and some may not use grids at all. Facing is important in some and less so in others. While FG has featured maps for many years, they have been primarily focused as reproductions of maps in existing adventure modules from our many licensed publishers. We believe that we can enhance these to provide dynamic line of sight, fog of war, and even map building support with painting and tiles.
What you get for backing this project will be a license for Fantasy Grounds Unity (or FGU). This new game engine has all the great features of current version of Fantasy Grounds (soon to be called Fantasy Grounds Classic) along with new enhanced features.
Original Features Supported:
Multiplayer support for playing tabletop games of Dungeons & Dragons (2E, 3.5E, 4E and 5E), Pathfinder RPG 1, Pathfinder RPG 2, Starfinder. Built-in content for D&D 3.5E, 5E and Pathfinder 1 Officially licensed add-on content available for D&D, D&D Classics (2E), Pathfinder, Starfinder, Savage Worlds, Call of Cthulhu, Basic Roleplaying, Castles & Crusades, Mutants & Masterminds, 13th Age, W.O.I.N., Traveller, and Rolemaster Classic Generic system support through our CoreRPG ruleset Brilliant Campaign Management Integrated character sheets with lots of automation built in for playing and leveling (depending on ruleset and content owned) Combat Tracking 3D dice Fantasy Grounds Unity Enhanced Features Include:
64-bit support to allow for more content (quality and quantity) Native support for Mac, Linux and Windows PC Network lobby for easy hosting and joining of games (no port forwarding required) Tile based map building Enhanced Drawing Tools Additional Dice Macros support A new FGU only skin Dynamic Line of Sight with enhanced toggle blockers Paint with images, such as walls Animated image effects Backward compatibility with all existing campaigns and DLC from FGC In addition to these features, we are now poised to add even greater functionality going forward. We have lots of ideas for new features and this rebuilt engine will make it easier for us reach those goals and deliver consistent updates for free.
Tile based Map Building
Dynamic Line of Sight (LOS) and Fog of War (FOW)
Map Fx Layers
We have already devoted over 4 years and 10,000 developer hours to this project. Any funds raised will help us push it over the edge and begin work on new features and functionality. If the project does exceptionally well, this may even allow us to add even more resources to the team.
We have over 1200 existing DLC and add-ons. Our goal is to prioritize these by popularity and work on enhancing as many of these as we can. Without enhancements, they will continue to function as they always have in Fantasy Grounds Classic. You will be able to add dynamic line of sight to maps and begin using the new features straight away. As we work through this large back catalog of DLC, we will do all the enhancement and upgrade work for you so you can just load it up and begin using the advanced features without having to define any Line of Sight blockers yourself.
Hi folks. I am creating cross-platform map-making software (for Windows and macOS), suitable for creating both print-resolution maps and lower-resolution maps suitable for use with virtual tabletop software. It's called MapForge, and it will be sort of a spiritual successor to Dundjinni, but with a greater focus on stitching maps together from pre-existing map tiles and then customizing the resulting map (with additional decorations, etc.) to suit the GM's particular needs.
MapForge should appeal to GMs of face-to-face game sessions and to those using any VTT software, who want to create their own slick-looking battlemaps to visually enrich their RPG sessions (in any genre), but who find existing mapping programs (including image-editing tools such as Gimp and Photoshop) too intimidating/confusing/expensive.
I am currently running a Kickstarter campaign to fund the program's development. The software will be priced to be very accessible/affordable, probably $30 or so, but it's just $27 during the Kickstarter campaign. And to help offset the cost even more, there will be at least 9 free content Add-Ons for it, covering various genres. MapForge will also offer a free level of use, so having a license won't be required to make maps with it.
Version 1.0 of MapForge should be ready to go on sale in July 2017. Shortly after that, MapForge will also have the ability to generate random "dungeon" layouts via Donjon.
I hope you will all take a minute to check out the project, play around with the downloadable prototype, and if you like what you see, tell your GM friends about it.
--Hernan (aka Heruca)
PS: The campaign funded on day 1, and is now at 475% of the funding goal, with ~1330 backers and 9 days to go. All the Stretch Goals have already been unlocked.
Anyone who may have missed out on the MapForge Kickstarter campaign...You can now get in on the MapForge Indiegogo campaign.
There are two new videos to check out, even if you already backed the Kickstarter. And the MapForge Beta is available for download, so you can take the software for a spin.
I have been collecting cheap terrain for a while now and recently found some modular shops which was one of the last things I needed to get. So I finished up the shops and some caves and thought I would share. I print them on 110lb cardstock and use white glue to attach them to some cheap foam sheets.
First the caves. As you can see there are plenty more ready to go as well. I just slapped some together quickly for the picture. The caves did warp a bit because of the glue, but it was no match for some heavy books.
Next the modular shops. I ran out of ink(and foam) or I would have setup the streets I found as well.
and a close up of one. They really have great detail.
and with that it is time to spend some time with the family. Maybe I will post the trees/bushes I made next time, and by made I mean flocked/based.
By Dilvish the Deliverer
So this weekend I got together with my High School gaming group (like we do once or twice a year) and introduced them to 5th edition. Evidently it went really well and they immediately wanted to continue the game. Unfortunately we are about 2 hours apart so our face to face time is somewhat limited.
I remember during various Forumites mentioning that they use virtual tabletops and wanted to get everyone's opinions. My overly analytical and opinioned friend Ron did some preliminary searching and came up with the following:
I'm wanting to know what you use, how easy it is to use (both from a player and GM perspective), things you like/dislike and so forth. If I can find a system that works, I may be able to run a weekly game again. If you use something other than Roll20 or Fantasy Grounds, feel free to talk about that. Any other links to well written reviews are also welcome.
Thanks in advance for what I'm sure will be some great information.
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