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Hi, I just stumbled on this and I love the idea of this tool. I've been looking for an open-source VTT that can easily accommodate new TTRPG systems being added in a data driven way and without the need to jumble together two different scripting languages, HTML and CSS as well as custom template logics.
From what I've seen so far about this, the engine has basically all the capabilities one needs to create systems of arbitrary complexity so a very hard part of that ideal is already done.
Seeing as other VTTs all do their own thing, my next thought was to whether it would be feasible to build a new one on top of Quest Bound. A different approach would be to extend Quest Bound to include all the necessary features of a VTT but from what you've written in the FAQ, it seems that's not really the idea you want to follow.
So the question I have would be how the internals are set up of Quest Bound and how accessible it would be to build a VTT frontend that hooks into the engine in the background.
Another question would be if the engine already supports map based (so distance / grid based) interactions or if those would need to be added as well. So if all the necessary internals for visual representations and interactions are present or not.
I'm not about to jump into a huge project but from looking around FOSS VTTs I feel like this is such a great foundation to build on, so I wanted to start a conversation about the possibility.
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Hi, I just stumbled on this and I love the idea of this tool. I've been looking for an open-source VTT that can easily accommodate new TTRPG systems being added in a data driven way and without the need to jumble together two different scripting languages, HTML and CSS as well as custom template logics.
From what I've seen so far about this, the engine has basically all the capabilities one needs to create systems of arbitrary complexity so a very hard part of that ideal is already done.
Seeing as other VTTs all do their own thing, my next thought was to whether it would be feasible to build a new one on top of Quest Bound. A different approach would be to extend Quest Bound to include all the necessary features of a VTT but from what you've written in the FAQ, it seems that's not really the idea you want to follow.
So the question I have would be how the internals are set up of Quest Bound and how accessible it would be to build a VTT frontend that hooks into the engine in the background.
Another question would be if the engine already supports map based (so distance / grid based) interactions or if those would need to be added as well. So if all the necessary internals for visual representations and interactions are present or not.
I'm not about to jump into a huge project but from looking around FOSS VTTs I feel like this is such a great foundation to build on, so I wanted to start a conversation about the possibility.
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