Episode 125
Online D&D Sessions and The Future of D&D and Generative AI: Andrew Clayton from Foundry VTT
Welcome back to How to Be a Better DM.
Today, I sit down with Andre Clayton, founder of Foundry VTT to chat about VTTS, virtual D&D sessions, and AI.
Thanks for listening.
Mentioned in this episode:
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Transcript
Welcome back to How to be a Better DM, the
official podcast of Monsters.Rent.
2
:I'm your host today, Justin Lewis.
3
:Today we are going to talk about how to
weave better stories for yourself and your
4
:players playing Dungeons and Dragons.
5
:And today we are probably going to be
talking about doing that online, because
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:today I have a very special guest.
7
:I'm joined by Andrew Clayton of the
Foundry VTT team.
8
:So how's it going, Andrew?
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:doing great.
10
:Thank you so much, Justin.
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:I really appreciate the invitation to join
the show.
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:And I'm looking forward to chatting with
you and your community about a topic that
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:I care a lot about.
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:Excellent.
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:Uh, let's, let's dive right in.
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:Um, first let's give the listener, if
they're not familiar with Foundry or, uh,
17
:VTTs in general, or you yourself, Andrew
Clayton, um, you know, give the listener
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:just a brief background of all of those
things, uh, as far as you see fit.
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:Sure, happy to do that.
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:So Foundry Virtual Tabletop is a software
for playing games like D&D, including D&D,
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:but many games as well, online in a
self-hosted virtual tabletop environment
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:where we have a pretty unique business
model.
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:It's a one-time purchase with a perpetual
license.
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:So you as the game master can purchase the
software, and then you own it.
25
:forever and you get all of the updates we
release to the software.
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:Your players don't have to purchase the
software.
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:You just connect via a web browser.
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:So it's all web-based.
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:It's built using modern web technologies.
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:And one of our proudest and strongest
attributes is our very developer-friendly
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:API that allows for the development of
modules and systems that augment.
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:the software.
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:And that's what allows Foundry to have so
many different game systems supported,
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:like over 250 different game systems that
you can play on Foundry and over 2,500
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:different modules that you can install
that expand or augment or enhance the
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:functionality of the software in some way
or another.
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:And so we're a tool that's really designed
to allow GMs to tell powerful and
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:immersive and memorable
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:stories with a really high level of
production value using a lot of great
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:tooling that lets you deliver experiences
that really bring your player into the
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:action and really help enhance their
imagination or comprehension of a scene
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:that you're, that you're depicting.
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:And, yeah, and we love building the
software.
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:I am the original creator of the software.
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:But now there's a whole team of us
involved in making Foundry VTT.
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:And we've got all kinds of projects that
were involved in, in addition to making
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:the core software with regards to content
partnerships with amazing publishers like
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:Paizo, we're just releasing Kingmaker for
Foundry VTT right now for Pathfinder 2E.
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:We've got some other really big projects
that are ongoing or underway or coming out
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:soon.
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:We've got a brand new version of the
software that we're working on creating.
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:So we're very, very busy and yeah, you
know, we're up to a whole lot, but
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:Um, if you're not familiar with Foundry,
the best place to start is at our website,
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:which is foundryvtt.com.
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:And on the homepage, there's a nice sort
of, uh, introductory video that gives you
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:like a, uh, an introductory tour to, to
everything that Foundry has to offer.
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:And, uh, that's probably a great place to
start if you're not already familiar, but
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:I hope it's something that many of you
already use or know about or are thinking
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:about and, and for those of you who
aren't,
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:familiar with it yet.
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:I hope you discover it to be something
that is a godsend to you that can really
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:help you and your groups if you find
yourself playing online.
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:Or in person.
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:It can be good for that too.
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:Yeah, actually, it is a great software if
you use Battlemaps, but you use like TV
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:screens or things like that as the
Battlemaps.
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:That's a great way to pair it in person.
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:Our listener can range from, you know,
never been a DM and they're preparing to
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:be a DM to people who have reached out to
me saying, yeah, they played, you know,
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:first edition D&D and they've kind of been
doing it this whole time.
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:So I'm curious and I'm sure they're
curious too.
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:What sparked the idea for Foundry and what
made you actually decide to make it happen
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:because that's a very long road in between
those two instances.
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:Yeah, so I guess most of my life I've been
really involved in gaming, both tabletop
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:computer gaming.
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:I think that's an important background
that leads me a little bit to the software
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:side of things.
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:And I've always had sort of tech hobby
projects going on, something or other.
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:And so it was several years ago in...
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:2018 that I found myself kind of in
between projects and the gaming group I
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:was playing with, we were thinking about
starting a new campaign and we had
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:historically been playing on using some
other online tools because we played
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:remotely, we played online and you know,
we'd had a good but not great experience
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:with other products and you know, there
were a lot of things that kind of I as the
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:DM of that
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:group really wished, like, oh, I wish I
could do this, or, oh, it would be so cool
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:if I could do this, or wouldn't it be
awesome if, like, when we were exploring
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:these maps, I could do this other thing?
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:And all of those ideas just kind of built
up to a point where I was like, well,
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:maybe I'll try putting something together.
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:And it was a sort of good moment of
opportunity where web technologies were at
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:a place of some
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:maturity, some, some technologies had
reached a place where they were really
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:good choices to work with.
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:So, you know, modern HTML, canvas, web GL,
um, new, you know, new JavaScript
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:features, web sockets, uh, you know, I, I
won't get into the, the gory technical
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:details aside from to say like a lot of
the building blocks to make a good VTT
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:were available to, you know, to work with.
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:And it was sort of a matter of thinking
about what would
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:be a good way to formulate the software
and my ideas in a way that could take
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:advantage of those technologies and really
harness their potential.
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:And so Foundry was born pretty quickly
after that because it turned out that it
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:actually was really working to put these
ideas into practice and start putting
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:something together.
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:And before long, there was kind of a
viable prototype.
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:And then I faced some very serious...
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:decisions about like how seriously do I
want to pursue this because not only, you
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:know, was it something that was looking
very promising for me and what I wanted,
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:but it turns out that as I was sharing it
around, you know, a little friend group
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:and, you know, everyone's response to it
was very positive.
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:And so I had to decide like, well, you
know, maybe I should see how many people
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:are interested in this.
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:So I started a Patreon membership where I
could share details about the project.
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:you know, people started following along
and staying tuned and being interested and
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:really engaged with what I was doing.
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:And, uh, and everything really grew from
there.
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:And I think, um, you know, as, as terrible
as like:
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:for a lot of people, um, you know, the
timing kind of did, I guess, work out a
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:little bit for, for this project, at least
that, you know, there I was kind of
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:a year and a half, two years into
development of this new thing and suddenly
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:everyone's kind of thinking, oh, maybe we
need to start playing online now.
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:And so that kind of helped to really grow
the community around Foundry and bring a
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:lot of people to the community.
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:And yeah, the rest is history, I guess, as
they say, the launch of the product went
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:well and so I started growing the team and
now there's, there's nine of us that,
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:that developed the core Foundry software
and then probably another nine or 10
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:beyond that are working on various content
related projects.
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:So it's been a whirlwind couple of years
going from just this being an idea for my
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:own group to a business with employees and
full-time everyone.
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:And yeah, it's been a big change in my
life and a really exciting one.
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:And I'm really thankful that I...
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:you know, got a little bit lucky, you
know, sort of right place, right idea,
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:right time, but also had the, you know,
the courage to kind of go after it and see
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:what I could do.
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:I'll tell you, so I used to do, this isn't
my first podcast.
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:It's not even my second.
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:Um, my first podcast was a personal
development podcast and I, we often talked
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:about business and I'll tell you hearing
your story a little bit, definitely.
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:I have the edge to kind of dig into that,
but we might have to do that off screen
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:or, or something.
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:Um, but 2020 aside, right?
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:We all know that, uh, the world was
basically waiting at home for
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:2020 to end that year and twiddling our
thumbs.
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:And so we all, you know, played online
D&D.
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:But now why should someone consider online
D&D and or, sorry, not and or, but, you
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:know, add it to the list of things that
they should do instead of just doing
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:in-person.
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:Does that make sense?
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:Mm-hmm, it does.
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:I mean, I think I'd start by saying, if
you have an in-person group that you love
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:and that meets regularly and that you have
a great relationship with the people at
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:the table, cherish that, do not let it go.
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:You have something special and be thankful
for that.
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:That doesn't mean you can't play online or
you.
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:can't also play online with other friends
or another group or anything else, but I
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:would be wrong to sort of disavow the
magic of the in-person experience.
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:But the reality is that's not practical
for everyone.
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:And there's so many more reasons why
playing in person doesn't work out than
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:reasons why it does.
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:The timing doesn't work or the location
doesn't work or.
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:You don't actually like the people that
much or you're not really vibing and
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:you're not wanting to tell the same sort
of stories.
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:And it turns out that there's people
online that do wanna tell the same sort of
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:stories that you do, that you do have a
great relationship with where your
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:schedule does match up with.
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:And the only thing that doesn't match is
you just don't happen to live in the same
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:town.
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:And so, I think the thing to ask yourself
is...
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:how important is the location bit versus
all of the other things that go into
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:having an amazing role-playing experience?
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:And sometimes the stars line up and
everything works out that in-person group
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:is, that's the dream, I think.
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:But there's lots of great reasons to look
online, to find the right kind of game for
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:you, the right game system for you, the
right time to play, the right at-table
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:expectations or tone or storytelling.
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:And those are things that are a lot easier
to find when you have the whole universe
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:of TTRPG players to, you know, to connect
with and to draw from, then, then just who
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:happens to live down the street.
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:So, um, yeah, I mean, I guess that's kind
of part of the way I think about it, but,
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:you know, I would also say that for groups
that maybe have the choice, like we could
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:do either, or, you know, um, I think that
the experience of playing online is a
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:little bit different.
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:It leans into some things a little bit
more heavily and it
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:maybe shies away from some things a little
bit more heavily.
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:And so I do think it is subtly, but
importantly, a little bit of a different
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:game experience.
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:And I think that that's something that
suits people very well.
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:It's also something that can cause
frustration to people and maybe just like
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:that mode of play isn't for you.
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:And so if you've tried it, you probably
know which camp you're in.
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:And if you haven't, then, you know, I
think it's interesting to discover like,
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:what the differences are and what you like
about it and what you don't.
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:And of course, the quality of your
experience will depend a lot on the
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:people, the platform, the story.
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:So, you know, it's hard to judge anything
like this is for me or this isn't for me,
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:but it's nuanced in a lot of ways.
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:I couldn't agree more, honestly, just
thinking about:
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:of playing D&D or tabletop games as far as
a DM, maybe not the biggest hurdle, but
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:definitely the first hurdle is finding
players, first of all, getting people to
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:say, yeah, I'd love to play with you.
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:And I mean, logically, like you said, when
you open up your field to anyone, you're
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:going
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:right, who has connection to the internet.
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:It makes it a lot easier to find people.
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:And actually to that end, I would
recommend to the listener, you should work
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:on being good at both versions of
gameplay, right, in person or online and
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:work at enjoying both because if you can
do that, you will always be able to find
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:players and campaigns and stuff like it's
just a better way to be rather than
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:limiting yourself to one or the other.
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:in my personal opinion.
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:So you did mention there are nuances to
both online and in person.
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:And I actually wanted to talk about that,
dig in a little bit.
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:So what would you say are some of the
challenges that you might have to overcome
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:when doing online play?
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:And what are some really cool things that
you can do online that you can't do or
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:maybe would be really awkward or weird to
do in person?
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:you're probably gonna have to cut me off
at some point because I bet I could talk
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:about this for hours.
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:I think about this a lot because it really
informs in a large sense, like what is it
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:that we're trying to build?
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:What is our product and who is it for and
why?
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:Because it's very difficult to do
everything and.
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:You know, if you try and be everything for
everybody, you probably aren't going to
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:really succeed at, you know, at whatever
your main focus is or your core mission
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:is.
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:So, in the interest of time, I guess my
answer will be from the perspective of
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:Foundry Virtual Tabletop.
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:But I will say that like, that answer is
not the universal answer for playing
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:online.
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:That's just my answer with respect to the
software that we make.
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:Um, I think that playing online is really
fascinating because it changes a lot of
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:the expectations for the game master in
an, in a, in a meaningful way in terms of
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:expectations around preparation,
expectations around capacity to improvise
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:expectations around what happens when the
players go off script.
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:Um,
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:I think that one of the things about
playing online, especially in Foundry, is
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:it's such a fantastic platform for visual,
auditory, immersive storytelling.
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:It really leans into the fact that when
you're digital, you have all of these
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:amazing assets that you can draw from maps
and artwork and portraits and tokens and
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:music.
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:And all of these things can...
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:help you tell your story in a way that is
so visually engaging and immersive.
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:But part of what happens as a result of
that is that there is like a little bit of
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:expectation sometimes to like prepare all
of those things.
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:You know, it's one thing to say like, oh,
I have a collection of 75,000 tokens.
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:It's probably about what I have.
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:you know, in terms of like individual
images of like different creatures or
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:characters that you can use, but the
pressure to like prepare, you know, which
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:ones are we going to use or which maps are
ready to go or which pieces of artwork are
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:the ones that we're using this week.
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:There's, there can be kind of just more
expectation on the GM sometimes to set
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:those things up and to do prep work before
the session than there is when you're just
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:playing in person and like.
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:everyone kind of knows you're not gonna
have those things.
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:You're not gonna have the beautiful
printout map, maybe every once in a while,
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:but usually no.
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:You're not gonna have the perfect mini for
every creature that you encounter.
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:You're not gonna have this beautiful
illustrated artwork that you put up on the
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:wall for every scene that your party
explores.
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:And so the expectations just shift a
little bit.
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:And I think this is something that...
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:some GMs really lean into because they
love the idea that like, this is my hobby
263
:and I'm happy to prep six hours for a four
hour session because I freaking love it.
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:And I just like want that moment of those
four hours with my friends to be like just
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:amazing.
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:But that's not for everybody and it
doesn't have to be and it shouldn't be,
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:but you know, I think like there is a.
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:And I don't want anyone to get the wrong
idea about our software.
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:Like there's nothing inherently about
Foundry that requires you to spend that
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:amount of time preparing for a game
session.
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:But it is sort of like the social contract
that exists online with so many artists
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:making amazing artwork and musicians
making music and putting it all at your
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:fingertips.
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:It sort of is like raising the bar and
raising the stakes about...
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:what's available to you and therefore like
what you might be expected to, to engage
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:with or to prepare to present to your
players.
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:And so it's a really interesting paradox.
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:I think that like with that increased
power comes sort of increased obligation
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:and like does playing online make playing
easier?
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:It's complicated.
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:Yes.
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:Question mark.
283
:It does.
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:It can, but it also
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:doesn't, and it also can't sometimes,
because it means that you find yourself
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:spending more time on some other things.
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:But maybe the time that you're spending on
prep is time that you're not spending on a
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:long commute to drive to wherever your
game night is or something like that.
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:So there's puts and takes everywhere.
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:But I do think it's really different.
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:And I think that we try and lean into
allowing
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:the sort of most spectacular experience
that they can.
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:And so, you know, we do kind of build a
power tool like for the GM that wants to
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:go that extra mile and do all of that
prep.
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:Like we want to give that game master as
much capability and power as they can
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:handle in the software.
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:And then at the same time, we wanna think
about like, how can we make set up and how
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:can we make things easier and accessible
to people that, you know, any, whether
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:you're, you know.
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:sort of hardcore about that or not.
301
:Anything we can make faster and easier and
more approachable is a win for everybody.
302
:But yeah, you know, it's just a really
interesting situation where like, because
303
:we are that kind of, I guess power tool is
a sort of fair way to think about it.
304
:It comes along with a lot of extra, you
know, considerations about like how you
305
:use it and the time that you spend with
it.
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:And is that something that you
307
:Enjoy or is that something that comes as a
tax to you that makes you feel like
308
:you're, you know, you're paying more for
your gaming experience and different
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:people respond different.
310
:Those are really interesting points you
bring up.
311
:And the first thing that comes to mind is
that you're absolutely right in that it is
312
:a power tool, right?
313
:Like if you are going to use a VTT, right,
you have already made the decision that
314
:you are going to try and go a little bit
more all out than maybe, you know, the
315
:average DM.
316
:And that's because, and I've said this on
other podcast episodes before, but at its
317
:core,
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:a role playing game, right?
319
:Like the barest bearer of a role playing
game just consists of a story, people,
320
:something to record the story maybe, and
an agreed upon set of rules, right?
321
:And I know people who do, you know,
theater of the mind over the phone or on
322
:Zoom calls, right?
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:If you're going to use a VTT, then you've
already made that decision to try and make
324
:it spectacular.
325
:right?
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:And the next thought that comes to my mind
is also, we have so much content that we
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:can consume in the form of, you know,
shows like Critical Role, Dimension 20,
328
:High Rollers from the UK, you know, things
like that, that are a little bit more
329
:towards that spectacular level and seeing
tools like these VTTs, we do start to
330
:think, you know, why can't I do that?
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:So I definitely agree with everything
you're saying.
332
:And as far as the accessibility, that was
one thing I did want to
333
:So as a technological neophyte, I would
kind of think of VTTs and think, what are,
334
:in your opinion, what are the technical
specifications you'd have to have for your
335
:computer to just run a VTT fairly well
without technical issues?
336
:And what are some ways that you could
hopefully mitigate any technical issues
337
:that might pop up?
338
:Yeah, sure.
339
:Great question.
340
:So different VTTs are going to be
different in that regard.
341
:Some of them are built using a game engine
like Unreal or Unity where everyone has to
342
:install a piece of software.
343
:Some are just very lightweight web-based.
344
:You just pop onto a website and you go.
345
:Foundry is a little bit in the middle, I
would say, in terms of it's not the most
346
:lightweight, but it is relatively
lightweight because it's easy for the
347
:Game Master to install and everyone else
just joins with a web browser.
348
:In terms of our technical system
requirements, they're relatively modest,
349
:but because Foundry is a tool that really
leaves it up to the GM, how big do you go?
350
:The requirements for people playing do
depend on sort of what...
351
:the game master does.
352
:So for example, Foundry can do things
like, it can use big like video maps, or
353
:it can use map images that are extremely
large, like 16,000 pixel square.
354
:But that doesn't mean that everyone can do
that.
355
:So like on your laptop or on your
computer, you have a GPU, whether it's
356
:integrated or a discrete card.
357
:And that GPU has like a maximum size that
it can do.
358
:And so, you know, it really does depend a
little bit on what your GM is doing, but
359
:for like basic usage, you know, any, any
laptop or PC that you purchased in the
360
:last, you know, six or seven years is
going to work just fine with Foundry VTT,
361
:um, we're, we don't have a spectacularly
high bar in terms of technical
362
:requirements.
363
:One of the
364
:probably the biggest technical requirement
that we do have that is a struggle for
365
:some of our users is the nature of
networking because, we unlike some other
366
:platforms, we are self-hosted.
367
:That is a blessing, but that is also a
challenge in some ways.
368
:What that means is that as the DM, you're
running Foundry on your computer.
369
:all of the files that you're using, the
maps, the music, the tokens, it's all
370
:stuff that you have right on your
computer.
371
:You own your own files and you use your
own files and you own your own data.
372
:It's not like some cloud service that
like, if you stop paying for it, you lose
373
:it.
374
:Or if the website goes down, you can't run
your session because like someone else's
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:website went out.
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:The great thing about it being self-hosted
is
377
:you know, you're in control, it's your
computer and you can play as long as your
378
:computer is working.
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:And there's something that like is
empowering about that.
380
:But it also means that among other things,
your players need to be able to connect to
381
:your computer.
382
:And we don't actually control your home
wireless network or your home router.
383
:And so, you know, we can't solve some
problems for people in terms of like...
384
:how your player gets connected to you.
385
:We have a lot of support for working
through that and troubleshooting it.
386
:It can be as easy as you have to do
nothing.
387
:It can be as difficult as you have to go
to your router and add a port forwarding
388
:rule.
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:And that is technically daunting to
people.
390
:So yeah, there's pros and cons of it.
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:We do have, I should be clear, we do have
a couple of really great partnered hosting
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:service providers where
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:If for whatever reason you don't want to
or can't navigate the technical
394
:requirement of hosting Foundry yourself,
you can pay a modest amount and one of our
395
:partners will host a server for you that
is always available for you and your
396
:friends to log into with zero headaches
attached.
397
:But yeah, these are the sorts of things
that are tough to navigate.
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:And it is tough sometimes with...
399
:users who might not necessarily
understand, like, why can't you make it
400
:just work?
401
:And, you know, it's tough to not always
have a great answer to that.
402
:It's like, because the Internet is a
little bit complicated and, you know, how
403
:traffic gets from one place to another,
it's not as simple as you might think.
404
:On the heels of that somewhat technical
question, I think, you know, we're coming
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:down to the end of our talk today.
406
:I do want to ask one question before we
sort of wrap up that is also technical,
407
:maybe, but what AI is sort of this
buzzword right now, you know, artificial
408
:intelligence, all that jazz.
409
:AI or generative experiences as it
pertains to VTTs.
410
:Yeah, great question.
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:Tough question, I think.
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:generative models are evolving and
improving faster than most of us are able
413
:to really comprehend and keep up with.
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:I think the improvements in quality of
output from generative models is really
415
:impressive.
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:Now, there are very crucially and very
importantly,
417
:issues at play here in terms of how those
results are produced and how we should
418
:feel about them.
419
:But setting those aside for a moment, and
that is a fairly big but, you know,
420
:focusing a little bit more on the
technology itself, I think that generative
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:assets, generative content is inevitably
going to be part of
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:the landscape of role playing.
423
:I think it's unavoidable.
424
:I think that...
425
:you know, there's a certain hallmark of
role playing experiences about, you know,
426
:improvisation and collaborative
storytelling and the desire to communicate
427
:ideas, creative ideas, quickly in a way
that allows everyone at the table to then,
428
:you know, intake those ideas, be inspired
by them, and then respond.
429
:And one of the amazing things about
generative, whether it's text or image or
430
:video or even audio, the ability for it to
take an idea and then give you something
431
:tangible to react to or respond to that
expands upon that idea or heightens it or
432
:takes it to a next level of depth.
433
:I think there's not.
434
:clear answers about how this is going to
work or how it's going to affect the way
435
:that people role play, but I think it's
inevitable that it will.
436
:The ability for, as the DM, for you to be
in real time, live improvising and say,
437
:you walk into the town and there's a
market and in front of the market, there's
438
:a juggler who's juggling balls woven of
all of the different elements of magic,
439
:fire and frost and...
440
:electricity and thunderbolts of force
erupting out and the crowd is watching
441
:with rapt attention as a little pickpocket
goes around and takes coins from
442
:unsuspecting people's garments.
443
:And you're just saying that, and as you're
saying it, an image is displayed of that
444
:very scene.
445
:Like interpreting voice into prompt and
interpreting prompt into image.
446
:and interpreting image into a stimulus
that then comes back to your storytelling
447
:and that people can respond to, it's
unbelievably powerful conceptually.
448
:And I think it's something that will
change the way that we role play for sure.
449
:Now, what's it take to get there?
450
:I think, you know, there's technical
challenges to solve, like how would...
451
:a technology platform, make it to where
you can have that kind of experience where
452
:the GM says the thing and lo and behold,
the image of it appears and everyone's
453
:like, I see it now I'm there.
454
:How do you get there?
455
:Well, there's technical problems to solve.
456
:But you know, as I said, there's also, you
know, ethical problems to solve and you
457
:know, how that artwork gets generated.
458
:is a very contentious and rightfully so
topic.
459
:And so I think, you know, while the
technical, the technology problem is one
460
:that's very exciting to me, to others,
it's a problem that is not really
461
:appropriate to try and, you know, bring to
life until I think some of the, you know,
462
:the ethical concerns about.
463
:sourcing of training data about generation
of results about, credit or compensation
464
:or even consent of the people whose work
has been used to create these results is
465
:better handled.
466
:And so, we're at the cutting edge of this
stuff and it cuts in addition to being
467
:exciting.
468
:And so I think, I'm very excited about
where this might lead.
469
:Um, but you know, I think it's going to be
a little bit of time until it becomes
470
:normative, but I do think it's inevitable
that this is really going to fundamentally
471
:alter the way that we play games.
472
:Absolutely.
473
:I definitely think the world in five, 10
years is going to look a lot more like the
474
:Jetsons.
475
:Maybe not so much in flying cars or Rosie
the robot, but I don't know.
476
:Things are definitely changing.
477
:But thank you so much, Andrew, for joining
me on this conversation and talking to my
478
:listener here.
479
:Before we let you go, can you tell my
listener how can they reach out to you,
480
:support you, see what you're up to, and
possibly connect with you?
481
:Absolutely.
482
:So the best place to start is at
foundryvtt.com.
483
:So if you're not familiar with our
software yet, that's the best place to go.
484
:If you are familiar or you want to get
more involved, we have an official Discord
485
:server, discord.gg slash foundryvtt.
486
:We have an amazing community where, you
know, like-minded TCRPG enthusiasts who
487
:love technology and love foundryvtt.
488
:And
489
:are eager to share their tips and tricks
and experiences with you, help out, are
490
:able to be found.
491
:It's a really wonderful community.
492
:I encourage everyone to check it out.
493
:We are available on socials, Twitter slash
Foundry VTT, YouTube, Foundry VTT, Twitch.
494
:We have a Twitch channel.
495
:We'll be live on Twitch next week with a
development.
496
:update of our latest and greatest
versions, very exciting announcements and
497
:first looks and things coming there.
498
:And yeah, we have a Patreon as well, as I
mentioned earlier in the in the podcast,
499
:this all sort of started on Patreon, we do
still have a Patreon for anyone who just
500
:loves what we're doing so much that you
want to like show a little bit extra
501
:support or something, you can do that
there.
502
:It's it's incredibly appreciated.
503
:It is not required.
504
:The whole
505
:business model that we operate on is a
one-time purchase.
506
:You don't have to subscribe to anything.
507
:It's just if you love what we're doing so
much that you want to shower us with your
508
:affection, you may do so at your
discretion.
509
:And yeah, the best place to interact with
me and the team is on our Discord server.
510
:We're very active there, and we love
chatting with the community about what
511
:we're doing.
512
:So do check it out, and I hope to see you
there.
513
:Excellent.
514
:Well, listener, I hope you enjoyed today's
conversation and I am 100% certain that
515
:you learned something today or at least
have something to chew on mentally and
516
:hopefully it nourishes your body and soul.
517
:We'll be back next week for another
amazing episode.
518
:Until then, friend, let's go ahead and
roll initiative.