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 (136 reviews) - 77% of the 136 user reviews for this game are positive.
Release Date: May 9, 2014

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February 5

Happy Lunar New Year!!!

Fantasy Grounds licenses and select DLC are on sale from 10% - 40% off.

Check out all the DLC available here:
http://store.steampowered.com/dlc/252690/

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January 19

Venture into Icewind Dale during the time of the Sundering!

D&D and Forgotten Realms fans are familiar with The Ten Towns region made famous by author R. A. Salvatore and featured in games such as D&D Icewind Dale - The Enhanced Edition by Beamdog.



Dungeon Masters can now bring their players to this region during the pivotal moments surrounding the period of time known as the Sundering. It sets the groundwork for the environment in D&D fifth edition and the adventure and material was written by R. A. Salvatore, James Wyatt and Jeffrey Ludwig. Nobody knows the region better than the man who wrote the novels.

The adventure includes beautiful maps of the area, images of people and places encountered and NPCs presented with their statistics for D&D fifth edition. The adventure is laid out in an easy to follow outline format with shortcut links to important elements of the story. It has been designed for players of levels 1 through 3. Running a game has never been easier.

Pick it up now and see what Icewind Dale has waiting for you.

http://store.steampowered.com/app/436250/

If you are looking for some great themed player portraits, you might consider also picking up the Icewind Dale Portrait Pack licensed from Beamdog.

http://store.steampowered.com/app/425020/

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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.

Overview

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.

Players

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.

GameMasters

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

Windows
Mac OS X
    Minimum:
    • 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.
    Recommended:
    • 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.
    Minimum:
    • 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
    Recommended:
    • 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
Helpful customer reviews
57 of 62 people (92%) found this review helpful
4 people found this review funny
560.0 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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15 of 16 people (94%) found this review helpful
172.7 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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14 of 16 people (88%) found this review helpful
960.9 hrs on record
Posted: January 7
After months of teetering between Roll20 and Fantasy Grounds, I caught a video of a comparison between the two and the host actually worked at creating a this is what one has this is what the other has compared to this is better than that type. Let's Compare Roll20 & Fantasy Grounds "What Do Both Of These Virtual TableTops Have To Offer?" and it convinced me to select FG as my Virtual Tabletop. FG has a lot of tutorial videos out there to help in figuring out how to use it and I'm watching those to get a better understanding. While yes, there are things lacking with FG, like integrated video and audio, there are ways around that. People have used alternatives over what various game developers have created. The community is great, a lot better than I got with Roll20. Tried to PM a Roll20Dev about an email issue I had and never got a response back. Plus, FG has Hero Lab integration, which is another RP tool that I use. Normally I teeter after my choice, but the video planted firmly in my mind about the decision. Sure I still like Roll20, but FG is my VTT of choice.
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10 of 12 people (83%) found this review helpful
28.6 hrs on record
Posted: January 15
Last night we began our first session using Fantasy Grounds. I have previously been using another VTT to GM our Kingmaker campaign however I advised my players we would be migrating to FG at the beginning of chapter 2 to see how FG compares to the other VTT.

So - How did it go?

As a GM I have been impacted by the learning curve somewhat, but not to the point of giving up. The issues I have had learning FG were similar in scope to the learning curve for the previous VTT.

I did not have the chance to test out combat before our session kicked off, so it was fairly slow to start. Again, the time taken for our first combat was comparable to our first combat in the old VTT.

There were a couple of hiccups at my end due to inexperience. At one point i selected monsters from the bestiary and dropped them on the map, but could not work out how to then get them to the combat tracker. Ended up deleting the tokens, adding the monsters to the combat tracker first, THEN dragging the icons from the combat tracker on to the map. This was for an encounter I had not prepared earlier, so I am keen to see how the pre-loaded encounters I have input work in actual play.

Spells work very differently to our old VTT. In the old VTT we did not trust the spell system at all and most of the spell stuff was handled manually. What a pleasure it was to have FG manage all the heavy lifting for us with regards to the spells and associated effects.

Speaking of effects - I think i need more help here. Perhaps I was doing it wrong, but things like Barkskin (Copy pasted from the FG forums here) did not appear to affect the characters AC. Some of the included effects did appear to work as intended.

Maps worked well except for 3 issues:

1) Could not work out how to have FG measure player movement during combat (IE - manage how far characters are allowed to move each round). Not sure if there is a way to do this.

2) At one point the map zoomed right in to one area for the PLAYERS only and they could not zoom out. Tried to sync view, re-share etc. In the end I closed the map and re-opened it and that seemed to fix the issue.

3) Seemed that any player could move anyone else's tokens. Is there a way to restrict movement of tokens only to the player who 'owns' the character and the GM? (edit - apparently there is - according to the forums)

Libraries took a few minutes to sync (the first time), but hopefully this wont happen every session.

So - the bottom line:
(TL;DR)

My players LOVED IT. Absolutely no question we will be sticking with FG from now on. I took a big chance buying the ultimate licence, but after last night I have NO REGRETS.

Thankyou Smiteworks for this great product. Keep up the good work!
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3 of 3 people (100%) found this review helpful
21.8 hrs on record
Posted: February 2
Fantasy grounds is pretty darn awesome. It has a couple hiccups, such as needing to make sure you have your permissions set up properly to save your games (which really should just happen but I digress.) The systems are very easy to use. It comes with a very basic layout for many of the most popular RPGs out there. If you have all the info yourself you can put it in either by typing it or using PDF copy/paste jobs. Otherwise you can purchase a lot of stuff here on steam or from their store. They also have a very friendly and helpful community on their forums full of people to help with issues, giving out rules sets for games that aren't officially supported, tips, ideas, and most importantly players and DMs looking for people to game with!
I'm very happy with this program. I plan on running a great many games with it (Once I get them written up of course.)
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