Virtual Game Table (VGT)
VGT Update
General Concept
The idea behind the VGT is to create a web-based version of a traditional table-top rpg.
The idea is to bring a human GM together with human players, in much the same way as a
group of role players get together around a real game table.
The VGT is not intended to replace traditional rpgs (there are social aspects of a
group of people actually getting together, that the VGT cannot duplicate), but the VGT
does have some important advantages over traditional games.
The important features of the VGT are as follows. The VGT breaks down barriers of distance
(players who live all over the world can game together), and everybody can game from
within the comfort of their own homes. The VGT makes use of the incredible processing
power of computers; Game System Mechanics can be handled much faster by the computer,
and thus game-combat can be speeded up enormously. The VGT can replace lead figures
and hex maps with 3D animated graphics. There can be a great deal of information to
keep track of in a role-playing game world, and the computer will aid in storing
and organizing the data. Also the VGT makes it easier to control the flow of information.
When everybody is actually sitting around the same table, it is hard to keep them from
learning things that they shouldn't know. The VGT will control exactly who learns what
information (of course the players can always cheat through a variety of methods, but
they will have to go out of their way to do it).
As I mentioned before, I know that some Players will probably always prefer the actual
'physical game table' over a virtual setting, but there are some important benefits
to the lack of actual contact between players. In all role playing games, a player
takes on the role of somebody else. In a regular game, everybody knows who is actually
playing a given character, they can see the player talking and hear his voice.
If John, who is 6'5" tall and 275 pounds, is playing a small elfin princess, it can take
a fair amount of suspension of disbelief to see him in that role.The VGT makes use of
the anonymity of on-line connections, when a player takes on the role of a character,
nobody (other than the GM) knows whom that character is actually being played by.
The VGT makes it so that, when the GM tells the dwarven warrior what he sees at the
end of the tunnel (with his thermal vision), none of the other Players will get this
information, instead they must wait for the dwarven warrior to say what he has seen--in
his own words. It is my hope that the VGT will help the Players lose the detached view of
the game as a bunch of people in our world sitting around a table, and will be drawn into
the game world. And they will be forced to learn all they know about the game through the
senses of their characters.
Virtual Game Table (VGT) --- Functionality
The VGT will be composed of two programs: the VGT server, and the VGT client. The GM
will make use of the VGT server, and the Players will use the VGT client programs. The
user interface consists of 3 adjustable view windows: a dialog-like control window, a
OpenGL rendering window, and a chat-line window.
In order to use the program the GM will create a world-campaign-session module file
through the use of a World Builder program. This module will contain much of
the information relevant to the current game session. A different file will be
generated for each session. The GM will e-mail the file to all the Players.
Before the start of the campaign (or one-shot game), the Players will read this
file into a Character Generator program and create characters for the game. The
players will probably e-mail these characters back to the GM for approval. Of course,
I plan on being able to exchange these files, during game-time, directly through
the VGT.
There will be a dynamically changing web-site where a GM will register his game and
post his server's (probably temporary) IP address. Some games may be open to new
players and others will not. The VGT client will give players the option of directly
entering an IP or going to the web site to select the proper IP from there.
The Players will then connect to the VGT server and the game will start.
The VGT server will have at least 3 modes of play: Abstract Time & Space, Abstract
Space--Concrete Time, Concrete Time & Space. The first mode (Abstract Time and Space)
happens when the characters are involved in long term activities that would not be
played out in a regular game--like when a Character is doing research in a library.
The second mode (Abstract Space and Concrete Time) happens when the Character is involved
in some activity that will be played out moment to moment, but is not worth mapping
out--like a minor bar fight. The third mode (Concrete Time and Space) is for scenes
that will be played out moment to moment and that are actually mapped out in the 3D
rendering view.
During the game the Players are given multiple options including: ask a
question (Player to GM), make a statement to the GM, make an "in-Character"
statement (in the role of a character), and other non-chat options like attacking
or moving. The Players do everything through the server. When a player makes a
statement through his Character, the message goes to the GM who can then decide
who (if anyone) actually hears it.
The GM gets to decide which mode to run in; Abstract modes give him more control, but
leave more of running the game on his shoulders. The GM manages the NPCs, and monitors
the PCs.
As far as the Graphics (and probably sound) go, I want the VGT to be cool looking
but I don't want to go too far in this direction--other features are more important.
I would like to have a fully 3D world. But there will probably be other viewing options
so that the GM can just create a regular 2D map. The fact that a GM will not be happy
with something he can not work with, no matter how good it looks, is an important point
to consider.
Virtual Game Table (VGT) --- Implementation
Of the two thumbnails below, both are shots of the VGT server running off-line.
The first picture represents the scene overview. And the second is a shot where the GM
has chosen to focus on the library of Doom. He see a conversation played out between the
evil Mr. YYY and Igor. The box to the left can select any character. The current featured
character is Igor, and you can see a list of his more common quotes below the chat line.
This saves the GM from having to type the most common quotes for each character.
Igor can also send any of the sound effects that you see in the box, and they will be audible
to the GM and any Players close by in the same scene.
In the larger picture, there are several programs that need to be written for the VGT
to work. Other than the VGT itself, programs to design worlds and characters must
be written. And, stepping back even further, programs must be written to supply the
World Builder and Character Builder with Data: Item Builders,
Creature Builders,
City Builders, Culture Builders, Skill Builders, and etc. . .
At this time, I have a semi complete Character Builder, and a mostly complete
Item Builder.
I have a VGT (server and client) which are now able to connect up to 10 players to a GM,
and allow these users to send various types of messages to each other. Right now the
VGT will work with any game system, and is basically just a chat program with a few extra
features added in.
The next stage is to hook in the game system to the VGT, this means fixing up the
Character Generator. However, to get the Character Generator fully ready, I'll have to
get some other programs ready first: the World Builder (semi-ready),
and
Creature Builder.
If I have the world builder working, I may begin adding graphics at
that stage.