Network Code

I checked out your Turn Watcher program and I was pretty enthusiastic about it. I've been looking for something like this for awhile.

I think one of the best features that you have going for it is the "Ultra Initiative" mode. Ever since the days of 1st edition AD&D I've always used a system of variable initiative that is rolled each round. A little chaos theory every round helps keep everyone on their toes and creates a more fluid sense of the inherent chaos of battle.

That said, there are a few features that I think would help make your program the "Killer App" when it comes to computer driven initiative tools.

1) Use network Game Master and Player interfaces/clients so initiative results can be "broadcast" through a network (LAN and WAN.) This way, your application would be really useful for many of the online Virtual Table Top programs coming into maturity and with local gaming where players could use their own laptops to see where things are in the initiative cycle without having the DM constantly be the one to update them on various things. The GM would be the "host" and should have complete control over the information that is broadcast.

2) Also, the above system could allow players to roll their own initiatives every round. Allowing players to enter in their own initiative rolls (after they roll real dice) or to "click" their own random initiative roll would go a long way to preserving the illusion that they are the guiding factor in the outcome of the initiative result. I'm a firm believer that computer RPG tools are a wonderful thing only if they don't stand between the GM, player, and the traditional RPG experience. It seems like it would be a small thing to allow the players to set their own initiative preference to something like : "auto" (just let the computer do the work), "manual" (they roll their own dice and type in the result), or "digital dice roll" (let them click a button to randomly generate their dice roll.) The key is to cater to what makes the player happier with maximum flexibility.
And though the above system might slow things down a bit, all you have to do is allow the GM to set up a timer for the players where after a set amount of time (say 60 seconds), the computer would auto roll the initiatives that haven't been rolled/entered. In this way, it might actually speed up the game. Wink

3) The next big thing I'd love to see in your tool is more flexibility for a more customizable initiative system. Being able to offload a lot of the work to the computer really opens the door to allow for more realistic initiative systems. For example, I currently use a fairly "complicated" initiative system that is a hybrid of 1st edition, 3rd edition, and house rules and modifiers. Shouldn't someone with a dagger be faster than someone swinging a two-handed sword? 1st edition AD&D had a weapon speed factor that took this into consideration... but this was rarely used due to the complexity. But a computer program can make the complex much easier. Wink

Anyway, congrats on the program and the on-going project. I'll be watching to see what direction you go.

All the best.

PS: I tried to email this message and it bounced. :/

(No subject)

Quote:
I checked out your Turn Watcher program and I was pretty enthusiastic about it. I've been looking for something like this for awhile.



Thank you!
 

Quote:

I think one of the best features that you have going for it is the "Ultra Initiative" mode. Ever since the days of 1st edition AD&D I've always used a system of variable initiative that is rolled each round. A little chaos theory every round helps keep everyone on their toes and creates a more fluid sense of the inherent chaos of battle.



This is good. Some people do not understand Ultra Initiative. I also think this is the best way to play. It adds that bit of chaos which makes sense to me.
 

Quote:

That said, there are a few features that I think would help make your program the "Killer App" when it comes to computer driven initiative tools.


1) Use network Game Master and Player interfaces/clients so initiative results can be "broadcast" through a network (LAN and WAN.) This way, your application would be really useful for many of the online Virtual Table Top programs coming into maturity and with local gaming where players could use their own laptops to see where things are in the initiative cycle without having the DM constantly be the one to update them on various things. The GM would be the "host" and should have complete control over the information that is broadcast.



This is something we have in the back of our minds. A way to have a network with the MD being the person in control and the players receiving info about the game as required. It won't be in the very next version, but maybe within a year or so we'll have something like this to offer.
 

Quote:

2) Also, the above system could allow players to roll their own initiatives every round. Allowing players to enter in their own initiative rolls (after they roll real dice) or to "click" their own random initiative roll would go a long way to preserving the illusion that they are the guiding factor in the outcome of the initiative result. I'm a firm believer that computer RPG tools are a wonderful thing only if they don't stand between the GM, player, and the traditional RPG experience. It seems like it would be a small thing to allow the players to set their own initiative preference to something like : "auto" (just let the computer do the work), "manual" (they roll their own dice and type in the result), or "digital dice roll" (let them click a button to randomly generate their dice roll.) The key is to cater to what makes the player happier with maximum flexibility.
And though the above system might slow things down a bit, all you have to do is allow the GM to set up a timer for the players where after a set amount of time (say 60 seconds), the computer would auto roll the initiatives that haven't been rolled/entered. In this way, it might actually speed up the game. Wink



The next version will let the DM enter the rolls. Not as good and without any preset timeout... but we have heard that many users would prefer to have a way to enter their die rolls.
 

Quote:

3) The next big thing I'd love to see in your tool is more flexibility for a more customizable initiative system. Being able to offload a lot of the work to the computer really opens the door to allow for more realistic initiative systems. For example, I currently use a fairly "complicated" initiative system that is a hybrid of 1st edition, 3rd edition, and house rules and modifiers. Shouldn't someone with a dagger be faster than someone swinging a two-handed sword? 1st edition AD&D had a weapon speed factor that took this into consideration... but this was rarely used due to the complexity. But a computer program can make the complex much easier. Wink



Good to see that I was not the only one to do these adjustments. The weapon modifier is a smaller plus which gives more chances for the guy with a dagger to hit first, but since the damage is so small, in general it doesn't make a big difference. But with Ultra Initiative, it can be quite different. Now since you can already setup the initiative modifier in Turn Watcher, you can already do that I think (unless your players change weapons all the time?)
 

Quote:

Anyway, congrats on the program and the on-going project. I'll be watching to see what direction you go.



We hope to have another version within 2 or 3 weeks... so stay tuned!

Enjoy your games!

A small graphic marking the end of the paragraph

Alexis Wilke
CEO
Made to Order Software
https://www.m2osw.com
+1 (916) 988 1450

A small graphic marking the end of the paragraph

Still wanting network code.

3 years later and I'm still hoping to come to this site some day and see that you guys have added network code.  ;)

The second monitor player HUD is nice, but there needs to be a way to broadcast that info across networks for people gaming with VTTs, IRC/chat games, or even in person with a few laptops around a table.

You might even be able to make a little extra money with this by charging a few bucks for the "client" software that is gimped to not be a fully operational Turn Watcher.  $15 for the fully operational program and $3 a piece for a 5 pack of clients would double your profit on each sale to a "group" of players.