I'm trying to do this because I'm making a survival world (with cheats just for one thing) and have a bedrock box underground with command blocks to track minutes played. But whenever it goes out of any players simulation distance it deactivates, which means it doesn't track time (the whole reason I made this world to begin with)
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D&D and other tabletop games are best played sprawled across a dining room table, but I wondered how close we could get to that in-person roleplaying experience without spending 10 grand flying PC Gamer's remote staff to my house. I didn't want to just find the most efficient way to play D&D online (see our guide to services like Roll20.net and Fantasy Grounds for that), but to really emulate a tabletop session. So I gathered a few PC Gamer editors from around the US, Canada, and Australia for a little experiment: D&D 5e in Tabletop Simulator. And it worked! Surprisingly well, even.
Yet despite a couple disconnects, the session went at about the pace of any in-person D&D session I've played. Tabletop Simulator has some advantages over a real table, too. Players will never have to go searching for a D12, because you can copy and paste 50 of them into a pile if you want. You can quickly upload prepared battle maps, and cover the table with character sheets, DM cheat sheets (which can be hidden from players), and even 'tablets' open to Google Docs or D&D Beyond if you need to look up a spell or monster stats or pass notes to the players.
Roll20.net is the cheaper, more practical solution for remote D&D: a clean mapping interface, easy access to official reference material, built-in video chat, and quick dice rolls. More serious players will probably prefer it, and Tabletop Simulator leaves much to be desired despite its frequent patches. Though the Steam Workshop provides a bounty, I'm surprised by how few high-quality fantasy figurines, backgrounds, and table styles are included by default. Clicking links in the tablets sometimes stops working, and the browser is just about featureless: no tabs, no history, no bookmarks. It's also terrible at handling editable text.
So why use Tabletop Simulator? Primarily, to approximate the feeling of being around a real table, with all the goofing off that goes with it: players ignoring the DM and stacking dice, flicking downed monsters off the table, arguing about whether a dice roll was really a roll. And secondarily, because you love spending hours creatively setting up your play space, which I do.
As part of the experiment, I also wanted to have as much of my reference material as possible in the game (you can't alt-tab out of a dining room table, and that was the experience I was trying to replicate). So rather than having a physical DM screen cheat sheet awkwardly balanced behind my monitor, or the Monster Manual open in my lap, I put everything I thought I'd need into my Tabletop Simulator setup, including a tablet open to my campaign notes. If you use high-res PNGs as the custom art on in-game 'tiles,' and hold Alt to view them as flat images, or zoom way in, they're perfectly legible. I created PNGs out of four pages pages of the Kobold Press Book of Lairs, and then created custom tiles in Tabletop Simulator for myself to reference.
It worked just fine, though I wouldn't do it exactly the same way again, as it's much easier to just have a browser window open with my notes. A second monitor (or lots of notes on real paper) is definitely the best friend a Tabletop Simulator DM can have, as running it in a small window or alt-tabbing constantly starts to defeat the purpose, barely differentiating it from easier-to-use browser-based solutions.
If the simpler route sounds more appealing to you, do try out Roll20.net, as accounts there are free, while Tabletop Simulator is $20 on Steam. But if you've made your decision and you've got a DM and some willing but geographically-restricted players, below is a quick guide to getting started playing remote D&D in Tabletop Simulator, as well as links to some of the tools I've used.
1. Have your players make characters with D&D Beyond's step-by-step character creator. If they don't own the digital Player's Handbook, their options will be restricted as they level up, but it's a good way for newcomers to get started. If they're experienced, they can make their characters manually and send you the details.
2. Both the DM and the players will need to reference the character sheets while playing, and there's lots of ways to make this possible. You can upload a PDF of the sheet to Google Drive, share it publicly for anyone with the link, and then open it in an in-game tablet. You can convert the PDFs to PNGs and create custom 'tiles,' then use Tabletop Simulator's counter tools to keep track of gold pieces, HP, and spell slots. You can transfer the information to these editable character sheets from the Steam Workshop. Or you can just print them out, or open them in another window or monitor.
3. Customize your board in a singleplayer session, making sure to check the option to upload any custom images to the Steam Cloud so that all players will see them (unless they're only for you, the DM). I recommend trying out some pre-made D&D 5e tables from the Steam Workshop and starting there (I used ffrogman's), as the default tables are too small, and many mods already have a hidden DM area set up with tools like a calculator, dice trays, initiative tracker, and note cards. Note that if you click the vertical '...' in the upper right corner of a Workshop mod, you can 'Expand' it to pull the elements you want into your game rather than loading the whole thing.
Dungeon Painter: Not the best interface, but useful for quickly designing maps that you can export as PNGs and import into Tabletop Simulator. I used the Steam version, plus Photoshop, to make some of my maps.
Donjon's fantasy generators: Part of being a DM is thinking on your feet, but when your players really catch you off guard, a little creative assistance can be needed. Donjon offers a great selection of random fantasy and D&D generators. I'll probably get a lot of use out of its random inn generator especially.
RPG Tinker's NPC generator: Need to quickly create an NPC for your players to meet, or generate stats for one you didn't think they were going to fight? RPG Tinker can instantly generate stats and attack abilities for an opponent or ally of any challenge rating.
Since this question gets asked a lot on the boards, with many many good suggestions and tips scattered everywhere, I decided to try to compile most of it in one place. I am looking forward to adding suggestions to this post so let me know what works and what doesn't! I will edit this post with notes on specific games as I see them here or from personal experience. I use AHK with most of the games that I play, anything from keybinds to full MMO grind bots. Lets compile some of our good info here.
Easy Steps:
First basic steps to get AHK working with the average game.
1) Make sure the script is running with Admin privilege(Right-Click on script, Run As Administrator)
-Explanation: Some games run at admin level and AHK does not typically run with this privilege set.
2) Switch the game settings from 'Full Screen' mode to 'Windowed' or (I prefer) 'Borderless Windowed' mode.
-Explanation: DirectX draws the screen in a manner different from Windows, this can cause things like colors
being reported wrong, mouse jumping to the 'wrong' coords, and it can just plain prevent the game from
registering the input at all.
3) A lot of times Keypresses need to be held down longer than normal for the game to fully register it.
-Explanation: Usually caused by DirectX(DirectInput). It 'polls' the keyboard every 15ms(varies slightly) and
records the keys that are down, then 15ms later it takes another 'snapshot' and compares the two. This
is how games allow you to hold two(or more) keys at the same time, but very fast(sub 10-15ms) inputs
can fall between snapshots and the game never sees the keypress. If your script is very twitchy and seems
Intermediate Steps:
If you are at this point and the script still doesn't work it is likely that you are dealing with some sort of cheat
prevention software. Don't give up hope, there are a couple fairly simple things that can still be done.
1) Compile the script to .exe form and rename the program to something non-threatening to the game.
-Explanation: Look here in the docs for how to compile, it is very well written and I will not be re-creating
the wheel here. This method is a fairly simple workaround for most 'hackshield' type softwares.
-Examples: Rename to something generic or the same as something legit(setup.exe, skype.exe) possibly
2) Simulating DirectInput. This is difficult and not supported natively in AHK in any way. Look here for a
thread describing a couple ways to simulate DirectInput. This is theoretical and untested. Requires
Following these steps should get scripts working in the majority of games. I have found a few that I cannot
make work so far but they are few and far between. If you have some tips to add to this please let me know!
Who my player Select with mouse click some objet (a mob, a npc, an item in the ground) and do some action, like press letter E & click. The most dificult part, i think, is make who the script click the objets that i wish, using it "Artificial Inteligence". For exaple, make click over objets with color #FFF000.
I play Perfect world which comes from the same publisher and uses the same engine etc.
I would really appreciate it if you would send me a copy of your Forsaken World script for Autohokey, as I am having issues getting this to work with Perfect World.