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Hello all!

Last month I sent out what will likely now be an annual practice of a patron-wide 'survey' of sorts that asked a variety of questions to help me better understand how to cater my efforts towards what you all actually want. I'm happy to say that nearly 350 of you were kind enough to participate in that survey and in the interest of transparency I now share the broader points of that data in the spread above as well as how your feedback will impact how I will continue and/or change things moving forward.

POINT #1: Do you use assets or maps?

Notes: About 42% of you use mostly the standalone maps, while about 25% of you use mostly the assets, with a surprising 32% of you using both. To me, this reflects a higher usage of the assets than is currently reflected in the 1/5 of monthly posts that are dedicated to them. 

Action: To try and cater more assets to you all more frequently I will be moving the larger Public Asset Packs to paid posts for the time being so that they can be made more quickly and will try and more intentionally design posts that can feature both assets and a standalone map with those assets (I have an example coming down the queue for that this month). This increase will likely result in about 1.5-2 'asset-based' posts per month.

POINT #2: What type of maps do you actually use?

Notes: While this data isn't necessarily shocking, it does help confirm for me that battle maps are certainly the most commonly useful type of map I make (with assets likely playing a role in that). Dungeons also come in a close 2nd place there with lore or 'setting-based' maps like buildings, towns, and cities still being used, but not quite as frequently.

Action: I will be making battle maps and dungeons a higher priority and a more frequent appearance in the monthly queue; I will absolutely not be stopping making towns, cities, or buildings, but they will take a little more of a backseat. Probably won't do this perfectly depending on what I'm working on month-to-month, but I'll try to be more intentional on balancing that ratio.

Point #3: In what ways do you use the assets?

Notes: The most interesting parts of this data for me are how many of you actually drop in assets to existing standalone maps to further customize them for your needs as well as how many of you are making entire dungeons with the assets. 

Action: This speaks to me for a need for more assets that enable dungeon-building. While that certainly could mean props and other smaller-scale items, I'm thinking more broadly in terms of rooms, tunnels, connecting chambers, etc. similar in design to the cave tiles from the Cave Assets. Additionally, I will be more intentional in creating alternatively 'normal' or 'blank' variations to battle maps to further champion those of you dropping in assets to existing maps.

Point #4: How satisfied are you with my content?

Notes: Not a lot of specific feedback to be gleaned here obviously, but overall seems quite good! Obviously I'd love to be moving more of you into that 'very satisfied' column, of which I hope the adjustments made here will play a part.

Point #5: How important is [x quality] in the maps you choose?

Notes: Unsurprisingly many of you value a map that is visually appealing or interesting to put in front of your players. What is maybe a little more interesting is that (broadly speaking) you all seem to prefer a map style that favors universality (or the ability to easily/seamlessly use it in your game) than you do a map that is very specific that you might like, but have to wait to use or specifically design an instance to use it.

Action: No tangible action to point towards here, but more of an ideological shift for me in terms of map-making that I'll be taking into account here. Probably nothing so stark that you would notice it immediately in the maps coming out this month, but certainly a preference has been heard that I'll be aware of.

Point #6: What additional content might you like to see me produce?

Notes: This one was pretty evenly split between all of the options (including 'no additional content please, just maps), aside from the paper miniatures. My one point of confusion here now in hindsight is that VTT tokens are the most selected option while the paper minis are the least selected option, while I thought the two went kind of hand-in-hand. When I released a set of miniatures in May I included versions for printing as well as circular tokens to be used in VTT. Is my understanding of that incorrect or when you all expressed interest in VTT tokens were you thinking stuff more in line with tokens like these? Any clarity any of you could offer there would be great.

Action: No decisions made here yet! While I certainly have an interest in making any/all of the options offered there, I certainly want to make some videos on using the assets if I can find time to during the summer months. With us moving the Public Asset Packs to the paid post rotation I will be putting up another poll soon to decide between these options as our next goal reward.

That's it folks! Certainly more information than many of you may need or want, but since you all took the time to share your thoughts with me I thought it only fair to do the same. If you have any questions or further thoughts to share (or want to help solve my token question) please feel free to comment below.

Thank you for participating!

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Comments

Anonymous

The paper minis are nice enough, because having full body art is always welcome for VTT - and they allow me to make round tokens in my own style. For me, I don't need them to be paper minis - just the simple full body art is enough. That said, the round tokens are what I'm generally after for VTT. Roll20 specifically has made this the default standard since all of their official WotC products come with round tokens like this. Top down tokens are nice (as in your example) but at this point don't fit as nicely with the official tokens in the MM and modules. Especially nice with the token pack you released was you did art for a couple of named characters. In official WotC modules, they don't always have art (featuring either just their name in text on a round token, or just use the generic art for that type of monster). Getting tokens that can represent these named characters and have them stand out a bit is especially useful!

Anonymous

Your paper-style "tokens" are definitely nice to have (and full body art is easily converted to a round roll20 token, using online generators or Photoshop) -- but yes, when people think "token" for VTT, they'll normally mean either the round 2D or a top-down token (as you pictured). As Loren said, it's especially nice having some to go with existing modules, but I think most people would like generic things to use in any virtual campaign. Would personally put that at a lower priority, though: like I said, it's very easy to make round tokens from any existing artwork, so there's probably not as much demand for those as there would be for top-down (which are unique and harder to create for non-artist) or any of your other amazing assets. Thanks for sharing the results, it's interesting!

Phergus

More or less echoing what has been said, round tokens are generally what I use in VTTs for PCs and significant (aka named) NPCs. For most monsters or generic foes I use top-down tokens like those produced by Devin Night. I would not use top-down tokens in the style you linked. Like they said above, the paper miniatures are handy because that way I get a portrait image and can also make a regular round token from it in TokenTool.

Anonymous

Imma condense this since it's already been stated. Personally, I would prefer round tokens for VTT. All assets from the monster manual and such on Roll20 are circular, and it's just jarring to me to mix the two. Also, I personally prefer the circular ones, for PCs it just makes sense to show off their character's face, it conveys a lot more personality than the top down perspective does. A lot of things can look rather similar in a top-down perspective in my opinion. Not to mention it becomes rather difficult to tell what you are seeing with this style. And I prefer them just for personal taste too. Lastly, I find that - with exceptions of course - most of the assets available in the assets stores are already top-down. As expressed in the questionnaire, some general tokens like guards, civilians, merchants and other 'regular' things you run into in almost every session would be nice especially.

Gezzer

When it goes to VTT tokens I'd like anything you can give me. I use round top down tokens for my players and plain top down tokens (Devin Night) for the encounter NPCs. I also use larger round portrait tokens for RP encounters that I place on an illustrated background to create ambiance as my players interact with the NPC. I think the split you see between assets and maps comes down to who is doing homebrews and who is doing modules. For example I'm doing my own "epic" homebrew so I find your maps of limited use for me, but love the assets. It might create more work, but for me if you made assets first and then used them to build the specific battle map would be the best of both worlds. TBH I actually use a PS plugin to strip layers from your battle maps and then build assets from those.

venatusmaps

Awesome, thanks Phil! The referenced image was purely to show a top-down reference and not a stylistic preference, but from the sounds of it, it seems that if I did go this route in the future that straightforward character art may be the more widely utilized route.

venatusmaps

Thanks for the thoughts James! Would definitely be significantly more work, but certainly worth at least building out more maps from the assets after-the-fact, especially if they are going to come out more frequently in the queue.

Anonymous

Ouh, I've never thought about doing that for social encounters. I might try that!

Gezzer

I've found that one of the drawbacks of VTT is the lack of immersive interaction in social encounters. The DM ends up being some disembodied voice describing things and little else. So what I decided to do was use a backdrop to represent the location and tokens to represent the NPCs a party is interacting with. I even make some of the tokens invisible until it's their turn to speak for effect. Like a guard NPC rushing in to a throne room to warn the king/queen of an impending attack, etc. Kind of takes things up a level IMHO.

Tette Niinimäki

Regarding tokens, I would use ones similar to the pic you linked :)