virtual-tabletopdesign

Most VTTs are built like spreadsheets

·Shawn S.View on Patreon ↗

Most VTTs are built like spreadsheets

I want to explain the design philosophy behind ShawnsVTTs, because it's the thing that makes it different.

Most VTTs are horizontal tools. They're built to support every game system, which means they're built to support the lowest common denominator of every game system. The result is a generic interface full of configurable fields, custom macros, and workarounds. Running Stars Without Number in a generic VTT means configuring faction turn macros, building sector maps in a drawing tool, and manually tracking light timers in a separate spreadsheet.

That's not a virtual tabletop. That's a word processor pretending to be a tabletop.

The Alternative

Build one VTT per game system. Not a generic platform with settings — a purpose-built tool where the interface reflects the game's actual structure.

In the Stars Without Number VTT, faction turns are a first-class feature. The sector map is built around hex travel. Starship combat has a dedicated bridge view. You don't configure these — they're just there, because the game has them.

In GrimDelve, light management is built into every session. Torches count down automatically. Crawl turns are tracked by the system. The mishap table is one click away. You don't set these up — they're the foundation of the interface.

The Cost

The cost of this approach is that each VTT takes longer to build. I can't ship "support for 200 systems" — I can only ship the systems I've built correctly.

But the result is a tool that feels like it was made for the game you're running, because it was. That's what I'm building.

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