Fantasy Grounds is a hybrid application which allows you to play and create your own RPG games. It facilitates this play and provides some optional add-on Adventure modules which can be loaded and played with very little preparation. Each game will require a GameMaster (GM) and one or more players.
User reviews:
Mostly Positive (181 reviews) - 73% of the 181 user reviews for this game are positive.
Release Date: May 9, 2014

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October 12

On Sale this Week - D&D Rage of Demons & Savage Worlds Weird Wars II and Weird Wars Rome

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October 10

Congratulations to JP L for winning the Tome of Beasts and Ultimate license giveaway

Congratulations to JP L, from Canada, for winning the Tome of Beasts giveaway for Fantasy Grounds. There were 3,715 entries. {LINK REMOVED}

If you didn't win, please stay tuned for future chances to win great products for Fantasy Grounds. The Tome of Beasts and Book of Lairs are two excellent additions to your 5E ruleset campaigns, but there are many more from a wide range of excellent publishers.

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Featured DLC

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Even if you've already bought some of the D&D items, you can Complete the Bundle and save 25% on all the remaining items without having to re-buy anything you already own on Steam. New D&D DLC will be added to the bundle as they release and you can choose to Complete the Bundle again to get all new D&D releases at 25% off.

About This Game

Fantasy Grounds is an application acting as a virtual online gaming table primarily intended for pen and paper style narrative role playing games. It is designed to perform many of the things you can do while playing at a conventional gaming table and move it online.

* This is not a stand-alone game. This game features no computer controlled AI and relies upon another user acting as a Gamemaster to control the story, action and enemies you face.


Fantasy Grounds is a hybrid application which allows you to play and create your own RPG games. It facilitates this play and provides some optional add-on Adventure modules which can be loaded and played with very little preparation. Each game will require a GameMaster (GM) and one or more players. Games may be played in a session as short as a few hours or continued with multiple sessions over a series of days, weeks, months or years. A GM will typically install the application and choose their game-system of choice, which we refer to as a Ruleset. Fantasy Grounds comes pre-loaded with Rulesets supporting compatible play for Dungeons & Dragons 3.5, Dungeons & Dragons 4E, Dungeons & Dragons fifth edition and the Pathfinder Roleplaying Game (R). Additional Rulesets are available for free and for purchase from our Workshop. The 3.5E, 5E and PFRPG rulesets are good places to start for new GMs and for people new to Fantasy Grounds. These Rulesets come pre-loaded with some basic Library modules full of abilities, spells, monsters and items that have been marked as Open Gaming Content (OGC) by their respective copyright holders. The 5E ruleset contains all the content from the D&D Basic Rules for D&D fifth edition. Additional rulesets, such as that for Call of Cthulhu or Savage Worlds are fully licensed versions and contain otherwise closed and proprietary content that we've licensed from those publishers. As of April 2015, Fantasy Grounds acquired an official license from Wizards of the Coast for D&D fifth edition. This means that the 5E ruleset supports basic understanding and gameplay for D&D fifth edition but you can also buy fully preloaded data packs and adventures that are licensed from Wizards of the Coast as DLC here on Steam.


For players, Fantasy Grounds will allow you to connect to a game being hosted by a GM and control one or more characters within the game. You will be able to update and maintain your character sheet, much like you would in a face-to-face RPG game, but with some degree of automation and support for dragging and dropping abilities and items from the Library modules (for rulesets which support them.) Whenever a GM shares a map image, you will be able to move a token representing your character and initiate attack rolls against enemies visible on those maps when it is your turn. You will be interacting within the GM's game session with other players and every action you take will be communicated to the GM and connected players along with any chat messages you enter into the chat window. At the conclusion of the GM's game session, you will log out and your character sheet and progress will be saved to the GM's session. When you meet back up and a pre-scheduled time with the GM for the next session, you will be able to continue where you left off. Scheduling of future game sessions is handled outside of Fantasy Grounds via email communication, the Fantasy Grounds forums and Game Calendar, Steam discussions or through whatever source the GM defines. SmiteWorks hopes to improve the match-making features at a later date.


For GameMasters, Fantasy Grounds will allow you to outline and prepare your future game sessions. You will be able to create story entries and link them together or to specific maps. You could, for instance, create a story entry which links to an image of a dungeon and then each room could in turn be linked to individual story entries -- each containing room descriptions, secret GM notes, a list of NPCs and monster encounters or links to more images and player hand-outs. Depending on your game master style and the availability of pre-entered monsters and enemies, you can also run without preparation. You can create and maintain multiple Campaigns, each with their own content and players. When you are ready to run your campaign, you will need to spend some time recruiting players and establishing your preferred frequency and length of play, methods of communication when you are not connected with Fantasy Grounds and whether or not you want to use a voice application such as Skype or Google Hangouts alongside Fantasy Grounds. Most GMs tend to use a combination of in-game text-based chat within Fantasy Grounds *and* a voice application to help facilitate quicker and more natural play.

With this version of the product, you can:

  • Run games as the Gamemaster (GM)
  • Host games as a GM for other players and GMs who are connected as players
  • Host a demo game for 1 player who is using only the FG Demo. The campaign won't allow saving, but will give you the ability to demonstrate the functionality to prospective players.
  • Join games as a player
  • Create characters locally to take with you into a game session
  • Create additional rulesets and modifications with custom XML and LUA Scripting
  • Use hundreds of built-in top-down tokens for monsters, characters and animals

System Requirements

Mac OS X
    • OS: Windows XP, Vista, 7x or 8x
    • Processor: 1.6 GHz or higher processor
    • Memory: 1 GB RAM
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Sound Card: n/a
    • Additional Notes: Requirements vary by the add-ons installed and the number of players connecting to your game.
    • OS: Windows 7 or Windows 8
    • Processor: 2.00 GHz or higher
    • Memory: 4 GB RAM
    • Graphics: Graphics card recommended
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: Requirements vary by the add-ons installed and the number of players connecting to your game.
    • OS: 10.6.8 or newer
    • Processor: 1.6 GHz or higher processor
    • Memory: 1 GB RAM
    • Graphics: DirectX 9.0 compatible video adapter
    • Network: Broadband Internet connection
    • Storage: 750 MB available space
    • Sound Card: n/a
    • Additional Notes: this product uses a wine wrapper to simplify installation
    • OS: 10.6.8 or newer
    • Processor: 2.0 GHz processor or higher
    • Memory: 4 GB RAM
    • Graphics: DirectX 9.0 compatible video adapter
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: n/a
    • Additional Notes: this product uses a wine wrapper to simplify installation
Customer reviews
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Mostly Positive (181 reviews)
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164 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
7 of 7 people (100%) found this review helpful
98.5 hrs on record
Posted: September 30
I have the ultimate license, so that anyone can play in my games without having to pay a dime (they can use the beta version). It took me over a year to get the courage to try out the program, as it seemed very intimidating, but after I looked at tutorials online and tried it out for myself with some friends, I found that it is very easy and fun to use.

I have used this and Roll20, and I must say that Fantasy Grounds is far superior for a number of reasons. First is the price. With Roll20, the free version is okay if you're just a player, but as a DM, you need to upgrade. With Roll20, you don't buy the program and it's yours. Instead, you must "rent" it by the month or year with a subscription. With Fantasy Grounds, once you buy it (at once, or through monthly payments), it's yours to keep. One thing I will say about Roll20 is that as it uses Google Hangouts, you can see and hear each other in chat, where Fantasy Grounds does not have a chat function yet. My group uses Razer Comms, a free team voice chat program by the company who makes gaming peripherals. One of the many cool functions is the ability to speak in a racial tongue, and the words will be seem by others who speak the same language. Those who don't will only see strange glyphs which match the language. For example, Dwarvish and Elvish match the runes that were on the code wheel from the original SSI Gold Box game, Pool of Radiance(!). It's got a very nice combat system, where players can simply drop their attack die onto an enemy, and the program will automatically add modifiers, know if they hit, and even deal damage and conditions. It can even do the critical hits and fumbles for you.

Something else to keep in mind is that if you want to be the DM, you will have to have at least the $39 version of the game. With that one, you can play in games with others who have paid for the $39 version, as well. If you get the Ultimate license for $149, then you can play in anyone's games, and you can host the game for people with the free demo version. Also, you'll need to purchase the rulesets for the games you want. For example, You can get the D&D 5E basic rules for cheap (or maybe free), but you're better off getting the full core books to get all the races and classes. At about $40 - $50 apiece, it isn't cheap. Also, the official modules cost around $35 each. I will say, as I own all the offical books and modules, that it's worth it in the end. Sure, it's easy to make your own adventures with PDFs and understanding the format, but all the work is done for you with the purchases.

All-in-all, it may seem a little costly and intimidating at first, but me and my group who live thousands of miles away are having a blast every Monday night. Your best bet is to get the free trial, watch some of the videos online, and jump in someone's game as an observer. You'll be hooked. Just remember that it isn't a "video game" of D&D. It helps keep track of rules, and it's still just a tabletop for playing with friends. Definitely recommended, if you have the extra money.
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3 of 3 people (100%) found this review helpful
33.1 hrs on record
Posted: October 6
The interface is great and well laid out, with the ability to apply a custom skin to enhance the mood. The functionality also matches the interface and is robust and very polished.

The way that the adventure planning pieces feed encounter data into the map/tokens and combat tracking is great. I was able to flow seamlessly between narrative time and combat encounters, and as a DM, I had everything I needed where and when I needed it.

The combat tracker is basically a one-stop shop for DMs. I can see all the relative stats and statuses for each creature in the encounter, including monster stat blocks. There’s no need for virtual “page flipping” to use multiple creatures, and when presented within the initiative tracker, this makes it very easy to play multiple monsters without slowing down the pace of play. Combined with the easy maps and tokens, FG enables a very smooth encounter management experience, which results in faster, more immersive combats.
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6 of 11 people (55%) found this review helpful
Not Recommended
0.5 hrs on record
Posted: October 2
Astonishingly bad user interface. I closed the program after 20 minutes, feeling ripped off, because I didn't think it had the functionality that I had just paid $80 for. I watched some videos, and eventually figured out how to create a character for 5E.

For example, given a space for "Class", I should be able to click in that space, maybe get a drop down menu, or type something? And select Sorcerer? No, not even remotely that simple. You have to open the "Library", making sure you've selected the right "Modules", then drill down to classes, and finally drag and drop something that looks like a graphic decoration but is actually an essential part of the UI. Amazing.

It's just bad. Back to form-fillable PDFs for me.
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12 of 24 people (50%) found this review helpful
2 people found this review funny
Not Recommended
1.0 hrs on record
Posted: September 25
This thing took 26 attempts before it finally downloaded all of the components for the basic version. No tutorial. No software support. No community. As far as I can tell it doesn't even do what it advertises. Wasted almost two hours of my life trying to start a campaign with absolutely NO results. The official website must be serviced by one 1600 baud modem. Connection time outs and resets all over the place. No help or information there at all. Searched YouTube and watched several long winded "how to" videos that told me nothing but how to compile the finished adventure or how to run a premade one that you buy. This software will NOT simplify your adventure writing life. All I wanted was to create some maps and it was so user unfriendly that I gave up. Hopefully my refund come through quickly.
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1 of 12 people (8%) found this review helpful
Not Recommended
0.5 hrs on record
Posted: October 3
horible and want a refund
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Most Helpful Reviews  Overall
257 of 278 people (92%) found this review helpful
2 people found this review funny
Not Recommended
996.0 hrs on record
Posted: June 5
OK, so please read the full review instead of just taking note of my thumb down vote for this game. That was a tough choice to make. This program is a very mixed bag, some wonderful things in here that are blended together with some horrible design decisions.

Context: I use this program as a face-to-face tool for my gaming group, no outside connections. So this review will ignore any feature dealing with that. Also, will not be comparing this to any competitors. My setup is a dual screen PC, with two instances of the program open. One (GM) on my monitor and the second (Player) on a TV laying flat. Players are using miniatures and real dice, while I am using tokens and the program's dice.

I'll start with the good. This program is POWERFUL! I can sit down and create almost everything I need with this. If I want to add a weapon type to my game, I can. If I want to change the way a spell works, I can. Edit text in a purchased adventure, create custom classes or races, add a grid to a random overhead map pulled off of google, build an adventure from scratch... all doable. It takes time, but from what I've experienced not much more time than if I were doing everything using a notebook and pencils. One thing I am especially grateful for, is that I can enter any dice roll manually, I don't have to use the program to do it.

Combat is easy. As GM, I simply drag attack dice onto the player I wish to target and release. The program rolls the dice, checks the result against the appropriate defense (including saves), and calculates the result. Damage works the same way, including automatically changing to crit damage on a natural 20. As players, we do it the old fashioned way - they roll, I tell them if they hit or not. For their damage, I just add their damage to a "wound" field in the NPC's sheet, and the program adjusts the current HP for me. HP can be displayed in several ways, "xx/xx", colored circles, etc. There is a "Combat Tracker" that lets me do most of the work from just that one window. It handles attacks, iniative order, HP, etc.

I am using one of the prebuilt adventures, Lost Mine of Phandelver. We've only had a couple sessions, and are still very much in the "OK, wait a moment while I figure out how to do this" stage of the game. There is a lot of clicking, and a lot of windows open at any one time. I haven't decided if this is a good thing or a bad thing, but mostly I think it will be good once I get used to it. The story is subdivided into very small parcels, which sometimes overlap. I've learned the reading several pages ahead is vital. Each page will contain any combination of description, shareable maps (both GM and Player), preloaded encounters (both roster and map placement), pictures, GM Text, and (likely) more that I haven't seen yet. The adventure appears to be word for word, picture for picture, exactly what is being sold for traditional gameplay. And so far, it works very well for taking an inexperienced group and immersing them into the adventure.

Now, for the things that I don't like. Let's start with the very, VERY obvious issue. Price. This program is expensive, there is no way to sugar coat it. For starters, you need to pay $40 for the program. This gets you the basic license, and the core framework that makes the program run. For MY needs, the basic license is all I need - you can host, and connect a second instance using the same computer. For any groups where each player has their own computer, they also need to spend $40. Alternately, the GM can buy an ultimate license, for $150, and then other players can connect to his game for free. They cannot GM, only play. Now, this includes everything needed to play... technically. If you want to DO anything, like create a character, you have two options. You can spend hours at the kayboard doing data entry, copying everything from your Players Handbook into the program. Or, you can buy a players handbook addon... for another $50. Want the DM Guide? $50. Want the Monster Manual? $50. These will add themselves to your base install, but they do not come with a physical copy or a PDF. Physical copies, ironically, are about half this price on Amazon. Premade adventures cost $20-35, which is about the same as buying the physical book.

The next thing bad about this program is the support. If I have a question, I know I will need 20-60 minutes to search through forums posts (or write my own), an outdated / semi-broken wiki, or YouTube tutorials (MANY of which are made by their customers). By and large, that is what the community expects new customers to do. There is no handholding here. In fact, while many forum members welcome newcomers with open arms, many more view Fantasy Grounds as their only child... anyone saying anything less that praise will be immediately attacked.

Missing features, bugs, quirks... Fantasy Grounds has them. This program was not developed with Industry Standards in mind. Fantastic examples: Alt F4 does not exit the program. There is no way to print a character sheet from the program. Adding a weapon to inventory automatically adds attack data, but adding armor does nothing for defense - must manually edit the AC data. Adding a character's background during creation will add everything associated with it, languages, proficiencies, etc --- but changing/removing the background doesn't remove anything it added. It is actually quicker to delete the character and start over than it is to manually search through and fix it.

Finally, there is the talk of revamping the program to run on Unity. Talk that has been going on in the forums since at least September 2014. This has been used as a reason that features/bugs are not being addressed, since their focus is on the new system. As a new customer, I fear that this is like chasing after a Duke Nukem game or Guns'n'Roses album... where there is a very real chance that if it DOES happen, it'll happen far too late to be of any relevance to most of us.

Bottom line, this purchase is a gamble. This is not a single person game, you're relying on your group to be able to play it. At the bare minimum, you are shelling out $110 (base program, character classes, 1 premade adventure) or $40 plus days of programming the races, classes, monsters, equipment, etc into it. What makes it worse, is that you must research exactly what you do / do not need. The DLC total was well over $2,000 last time I looked, which is intimidating. The learning curve is very steep, with a lot of frustrations along the way.

That being said, I'm glad I bought it. I'm confident that in time, I'll become proficient enough with it that it will an amazing benefit to my gaming group. Remember, this thing is POWERFUL. Despite the very valid downsides I've pointed out, this program does 95% of what I want it to do, and it does that well. I don't regret buying it. On the flip side, your mileage will vary, so I cannot in good conscience recommend it blindly.
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95 of 106 people (90%) found this review helpful
2 people found this review funny
278.9 hrs on record
Posted: January 29, 2015
Fantasy Grounds is quite honestly the best virtutal tabletop software. I've tried several, but I run campaigns exclusively on this now. This software has a massive learning curve. You can get the basics quickly, but to master it takes a while. It is so feature rich that you can automate 90% of the DMing with enough planning and set up. My players love the system - other DMs that play in my campaigns want to switch over.

Combined with other software (map designing, photoshop, ect) you can create excellent and wonderful campaigns loaded with graphics built upon a fantastic under-the-hood ruleset system which takes the technical (mathematical) aspects comepletely from the game so you can have lightning quick combat encounters and focus on roleplaying. Of course the combat traker is wonderful if you want to have a combat heavy hack-n-slash campaign and only makes combat more enjoyable.

The story design part of the game is great. You can pin combat encounters, NPCs, story elements, loot, exp, and more directly to the map. Experience can be awarded on command. Loot can be dumped into the party inventory automatically and the players can divide it themselves.

Character creation is simple and easy. All of the math is again automated here. Just drag items to your inventory. Same with spells, but things get more complex if you multiclass, but its just part of the learning curve.

Some will complain about connectivity issues. Port-forwarding is a simple thing to do, but VPN software can get around it. Mac -> PC does have some issues. I only have one Mac user in my games, but he has the majority of the technical issues. Tech support is very fast as well, but I've only had to use it once.

Overall, I can't recommend this software enough. I have had hours of use with it.
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81 of 89 people (91%) found this review helpful
4 people found this review funny
1,668.6 hrs on record
Posted: September 22, 2015
I did alot of research before investing in this software. I must admit I had some hard times figuring everything out in the beginning, mostly with parsing my homebrew. The good news is that as long as you play a supported system you need no parsing. The software does what it promisses and I like that there's no full automation as it allows me to change values and add my own houserules.
I recomend ppl intrested in this software to not look at the guides at first (atleast for me it was confusing in the beginning) but instead look up ppl on twitch/youtube who use Fantasy Grounds, I would recomend looking at 5e or Savage Worlds campaigns.
Also take full advantage of the forum and meet the great community, there's alot of help, mods, extensions, tips and fun over there.
For me this software is simply the best software investment I've made in recent years and have become a necessity that I play around with even when I do not play a game. Just letting my fantasy flow and creating adventures or having a parsing session.
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60 of 65 people (92%) found this review helpful
2 people found this review funny
572.5 hrs on record
Posted: April 17, 2015
I have both played and DM-ed using this FG2 interface, and this is a great gaming interface. I like it so much, I actually use it during table-top D&D to show the maps, images, take notes and track hit points. As always, it's a huge amount of work for the Dungeon Master. I leared to use their PARSE tool so that I create my own add-on modules for the adventures with it's own creatures, items, token, and images. The game lets us focus on role playing and talking smack while it takes care of most of the tedius tracking stuff.

It's not the same as when I played with pen and paper in the same room with my friends 20 years ago, but now that we moved all over the country and all have families, this is the next best thing. I payed for the full DM license so that my friends all just need the free version.

Now that AD&D 5E is available, this has gotten even better, since that's the rule set we're using.

It does not come with voice, so you do need a seperte voice server (like Mumble) to talk to each other.
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66 of 74 people (89%) found this review helpful
1 person found this review funny
522.1 hrs on record
Posted: January 24
My comments are strictly from the perspective of a D&D 5e DM.

Prior to getting Fantasy Grounds, I reviewed other options primarily because FG is fairly expensive - or so it seemed. As I started pricing it, it became obvious that the D&D components were priced the same as full priced retail manuals - since they come with the full text and in-game functional tables, this makes sense.

Once I saw it as a licensing issue and understood that this really was an electronically functional version of the game manuals, I was on-board - I wanted the real rules and the full text to be available to me. Since none of my players had an FG license, I also elected to carry the burden and nabbed an ultimate license.

One thing that you will hear is that Fantasy Grounds has a learning curve. This is true. I was 12 hours in before I felt comfortable with it and it was another 12 hours before I realized that I could have done a better job on some things. As time has gone on, I have realized that I want things structured a little differently to better facilitate online gaming - things that don't become clear until you are actually hosting a game.

To learn Fantasy Grounds, I recommend finding a PDF module that you want to use and then 'port' it as a module. Create a campaign just for the module and start moving the text, creating encounters, and building parcels as needed. There is a lot to learn, so use youtube and ask questions in forums when you get frustrated.

At the time of this writing, I've DMed a pair of 4 hour sessions via Fantasy Grounds and have had a blast. My players are satisfied with the visual and rules assistance provided by FG and I am thrilled to be DMing my first campaign since 1989. I anticipate putting over 1000 hours into this software and appreciate what it allows me to do.
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Recently Posted
16.2 hrs
Posted: September 2
An excelent product.
Helpful? Yes No Funny
25.0 hrs
Posted: September 1
I was very skeptical of this game and waited a long time to buy it. I fifnally bought it on steam sale for a large discount and decided to try it. Initially I thought it was crap. The GUI is very counterintuitive and they used very few known good interface techniques.
After using it long enough and getting over the absurd learning curve of the horribly documented and poorly thought out UI, I was able to delve deep enough into the pit of usability and find some really great gems.
Now that I can utilize the software well enough, it has greatly improved my ability to DM a game efficiently and focus more on roleplaying. The time I spent on here is misleading, as I don't invoke the .exe ffrom Steam. I have been using it weekly for a couple months now and I am very glad I spent the money on the D&D 5e kits. If you play regularly with a technologically savy group this is a gret tool.
Of course, like most overly complicated and unecessarily complex tools designed with the "You gotta earn it to use it" attitude, I am not confident that this product will be around in a few years. Also, It doesn't have any tablet or mobile device support, so if you wanna use it in person bring lots of laptops. I guess the Devs never heard of internet of things.... Internet Of Things devs!!!! We want the things!!! We want all the things!!!
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Potens Fidei Aprum
199.4 hrs
Posted: August 31
This app was the best thing ever for my d&d group. I was worried that this would just turn my RPG into a miniture fighting game. My worries were unfounded, it is a story telling game like a RPG should be. My players reside in multiple states and time zones and we play every week vs find new players and start over. I recomend this for any adult who games and finds the travel time and time away from the house/family creates issues, this app will reduce that. 10 of 10
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Major Herpes
35.8 hrs
Posted: August 29
Love this application!
creating a character has never been easier in the RPG world, though not every thing is a positive experience. for one the cost is a bit pricy. for those who have already bought the physical books be ready to drop some more cash, and for new players this is the average price for the books (don't listen to the people saying it cost to much, table top RPG have never been cheap.)
the interface is very simple without loosing control. a new user will have to sit down and understand the ins and outs but that’s no different then reading the books from start to finish. If you want a good campaign you will need to sit down and understand how things work.
all in all, I can't recommend this enough be it for local play so things go smoothly or global play so you can see friends across the globe this program does it right!

  • works well
  • easy to use
  • covers various rulesets

  • expensive
  • learning curve
  • no voice chat use skype, teamspeak, dicord
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284.8 hrs
Posted: August 17
I have been running various groups with Fantasygrounds for the past 5 years and can only say, that it is one of the best tools with a lot of flexibility.
THe integrated rulesets are really good (especially PFRPG and D&D) and the documentation and forums make it possible to bring in all kinds of other RPGs. Altough, I have to admit that it is a lot of work to customize and requires LUA and XML knowledge.

Overall, the tool provides a couple of really good features like local character stores and the possibility to quickly bring content to your players. Basically to bring a picture or a map to your players, you just need to filecopy it into your campaign and can share it within seconds).

The underrated system of synonyms for your chat sessions make it easy for your players even you have a changing IP address.

Frequent updates and ever new rulesets do the rest to make this tool well rounded and worth the money.
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