Friendly comparisons are being made between Fantasy Ground II and Maptool, and Maptool is not fairing as well in representation. MapTool is not being criticized, but FantasyGrounds is being hailed as overall and "holisitcally" superior in game management.
THE FOLLOWING IS AN EXCERPT FROM THE THREAD
Wolfstar76 Voluntary Community Liason wrote:I prefer (FantasyGrounds) it over the others because of its immersiveness - the plethora of windows in all the other applications drives me nuts.
In fairness - it still takes me a little time in each session to re-acclimate to the "right-click, radial menu" paradigm - but after 2-3 minutes it quickly becomes second nature. That UI "quirk" aside, it's the only one I've ever found to be so intuitive that I could sit down and just make a module in a couple hours (as in - a couple hours after my first use).
The others are just too. . . . much.
But, to each their own. This is why competition is a good thing.
Mock wrote:What I did like about it was its focus on the whole module. MapTool, for example, is about the map. It can be module-oriented, but that's not its goal. FantasyGrounds had a more "holistic" approach, which is neat.
WolfStar76 wrote:Ah, then you and I have different goals - I MUCH prefer to have the "module" in the software - being able to link to my monsters, or images (what NPC is speaking, the bloody note the party finds, the uber-cool suit of armor) - or from this polot point to that one - and to link all THOSE notes to the map is what REALLY sold me.
In fact I hope DDI's Game Table replicates that. I want a Dundjinni/FantasyGrounds hybrid. ^_^
Mock wrote:That would be pretty neat. MapTool can do those things - I know people have all sorts of images that they can pop up (like the bloody note, etc.) and you can have all sorts of monster details and whatnot linked into the "campaign file" but again, if you want that, you'd need to write scripts to do it in MapTool. FG just did all that work already.