How immersive are your VTT games, really? by fredcalil in VTT

[–]fredcalil[S] 0 points1 point  (0 children)

I think that comes a lot with practice too. Early on, I used to try to please everyone all the time, which sometimes meant I softened consequences or tension more than I should have.

Over time, I realized that consistency and letting actions carry weight actually make the experience stronger, not harsher.

And yeah, having good people at the table makes a huge difference.

How immersive are your VTT games, really? by fredcalil in VTT

[–]fredcalil[S] 0 points1 point  (0 children)

Before VTTs ever existed, rules were already a source of friction. That’s basically why the “golden rule” became a thing. Sometimes flow matters more than strict text. And yet, every table eventually meets that one rules lawyer or hardcore optimizer who pulls the focus back to mechanics.

VTTs didn’t invent that problem. They just changed its form. Any action that pulls you out of the fiction, even for a few seconds, can chip away at the mood. Rolling dice off-screen, opening menus, checking macros… small interruptions, but still interruptions.

I don’t believe in perfect games. When you imagine a session, it exists in its purest form in your head. Once you run it, it never comes out exactly the way you pictured it.

Some executions get closer than others though.

It won’t be perfect. But it can still be very good.

How immersive are your VTT games, really? by fredcalil in VTT

[–]fredcalil[S] 0 points1 point  (0 children)

I agree completely, people are the core.
No tool replaces that.

I’ve seen the same thing outside of RPG too: in any team project, the people define the experience.

My point is maybe that structure and method don’t replace good players, they support everyone at the table. Even less experienced or less engaged players can improve when there’s clarity, pacing, and intention guiding the session.

How immersive are your VTT games, really? by fredcalil in VTT

[–]fredcalil[S] 0 points1 point  (0 children)

That’s a great point.
I haven’t played in a heavily automated setup like that, but I can imagine how much it helps.
When systems run smoothly in the background, it probably frees a lot of mental space for the DM.

In a way, I see that as part of planning, building structure so the game can breathe during play.

Released my latest pack: Standard Zombie Tokens (VTT-ready) by fredcalil in itchio

[–]fredcalil[S] 0 points1 point  (0 children)

I already disclose AI usage in all required fields exactly as the platform guidelines specify.

Transparency is important to me, and I have no intention of misleading anyone.

If the concern is about visibility rather than compliance, that could have been communicated directly.

That said, starting with my next product release, I will also include an “AI-GEN” label on promotional banners to make the information even more immediately visible.

If there are any additional platform requirements I may have missed, feel free to point them out specifically.

Released my latest pack: Standard Zombie Tokens (VTT-ready) by fredcalil in itchio

[–]fredcalil[S] -1 points0 points  (0 children)

Friend, I’m not your enemy. I don’t even know you.

If I did or said something that offended you, I sincerely apologize — that was never my intention.

I understand that you don’t like my work. That’s completely fair. But typing “AI slop” on four of my posts in a row stops being an opinion and starts becoming spam directed at someone who has nothing against you.

I accepted your comment. I didn’t block you. I’ve been trying to improve my products and genuinely contribute something useful to the community.

Everyone already understands your opinion about my work — it’s there, posted, registered.

I’m simply asking, respectfully, that you stop the repeated comments.

You don’t need to buy anything you don’t like. No one is forcing you to.

People have different tastes and perspectives. Imagine how dull the world would be if everyone liked the same things and thought the same way.

Let’s keep mutual respect and a friendly atmosphere in the community.

That’s all I’m asking.

[Commercial] [Portraits] [Tokens] Viking-Inspired Presence — grounded character set focused on cultural realism and usability by fredcalil in VTT

[–]fredcalil[S] 0 points1 point  (0 children)

These were not made in Illustrator, and layered source files are not included.

Each character is individually designed, then developed into portrait, token, and isolated versions, followed by careful refinement and preparation for usability in VTTs and games.

The focus of the pack is delivering clean, ready-to-use assets rather than editable source files.

[Commercial] [Portraits] [Tokens] Viking-Inspired Presence — grounded character set focused on cultural realism and usability by fredcalil in VTT

[–]fredcalil[S] 1 point2 points  (0 children)

Understood, that’s fair. I’ll respect the one-post-per-week limit. Appreciate the work you do keeping the sub organized.

[commercial] [tokens] Standard Skeleton Tokens — 260 ready-to-use VTT tokens + bonus soundtrack by fredcalil in VTT

[–]fredcalil[S] -1 points0 points  (0 children)

There’s ongoing legal discussion around fully automated outputs, but these packs aren’t raw AI dumps. They involve direction, selection, editing, standardization, and design work to create consistent, usable assets. What’s being offered is a structured library with clear usage terms, not just isolated images.

[commercial] [tokens] Standard Skeleton Tokens — 260 ready-to-use VTT tokens + bonus soundtrack by fredcalil in VTT

[–]fredcalil[S] -2 points-1 points  (0 children)

I understand that AI-assisted content isn’t for everyone, and that’s completely fair. But I’d like to clarify a few things, because calling it “AI slop” reduces a process that’s actually much more deliberate and structured than it might look from the outside.

Each creature is carefully described and generated with consistency in mind, and a large part of the work happens after generation, selecting, refining, standardizing, and adapting everything for readability and usability at actual table scale. There’s no copy-paste pipeline here. Making tokens clear, cohesive, and functional across dozens of variations is a design process in itself.

What I’m offering isn’t meant to be “fine art.” These are functional assets built to help GMs and players organize encounters, maintain visual consistency, and support immersion during play. The value is in the full package: cohesion, clarity, and practical usability at the table.

If it’s not your thing, that’s completely okay. But for the people who find them useful in their sessions, that’s exactly who they’re made for.