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Okay... but what about local multiplayer? #20

@BeardedVagabond

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@BeardedVagabond

Seeing as I've been using this project largely as a learning playground, perhaps it's time to revisit my experience with zeromq and protobuf? It shouldn't be too insane to set up a local-only multiplayer version of this game.

I'm thinking of setting up a central "DungeonMaster" app that would monitor all inputs/outputs between players. That feels very close to actual D&D while making the network architecture a little cleaner as well. Each player can still roll their own dice etc, but the DungeonMaster class should likely verify that the rolls make sense (i.e. they didn't roll int64_max of damage) and things like that.

This should be fun... but I'm not sure when I'll get around to it

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