(I've been dealing with a lot of Life recently, which is why I've been fairly quiet here -- I haven't had the time or emotional spoons to write much. But I'm posting a version of this to the SCA Gaming Facebook group, so might as well share it here as well.)
I ran an online gaming session yesterday, as part of this year's virtual Falling Leaves in Exile. Let's talk about the technology for that.
The actual gaming took place on playingcards.io, one of the nicer platforms for online gaming. Aside from a little basic automation, it doesn't deal with complexities like rule enforcement -- it just provides you with a shared "table" (everyone who goes to the same URL sees the same synchronized table), and lets you choose equipment like decks of cards, boards and pieces, stuff like that. (I've customized it for a bunch of period card games and Tables games.) Aside from the fact that you can have a private "hand" that only you can see, pretty much anyone can move anything: the attitude of the site is that the real world doesn't prevent you from messing up or cheating, so neither does this -- it's just presenting you with a simple "table", much like the real world. It's simple, elegant, works surprisingly well for a variety of games, and is steadily improving.
(If you know Table Top Simulator, this is the same basic idea, but is free, Web-based, and vastly simpler to use, because it's not trying to be a physics engine. It's not as powerful, but I like it a lot more than TTS for most purposes.)
More significantly, I ran the social side of things -- the audio and video -- using SpatialChat. (Which we also used for the social meet-and-greet for the Carolingian Orders.)
That worked quite well, as I thought it might. SpatialChat is very different from something like Zoom or Google Meet: it presents you with a biggish "room", with each person's camera showing up as a little video bubble in it, and you can move yourself around. The neat bit is that you see and hear the people who are "near" you, so it does a nice job of simulating a big room with a bunch of smaller conversations happening fluidly in it -- to go to a different conversation, you just wander over to those people. As you wander away from people, their camera bubbles get smaller, and they get quieter. So instead of everyone being in a rigid grid of boxes, you can actually "walk around", as in a real party, with conversations evolving much more flexibly.
This works great for a typical gaming gathering. I used the "megaphone" feature while teaching (basically the equivalent of talking really loud), so everyone could hear me, with everyone following along on playingcards.io. (SpatialChat has a text chat channel, of course, which works well for sharing URLs. I tried screen-sharing for teaching, but quickly found that it works better for everyone to just go to the same playingcards.io URL and watch that way.) Then we all chose separate "tables" to gather around and play, with folks partnering up and choosing games. Overall, it was the best simulation of a real game day I've found yet.
It's not the only such system -- topia.io and gather.town have the same basic idea, and all three have fairly similar prices. (Basically, they all charge somewhere in the ballpark of one cent per participant-minute, with a substantial number of minutes available for free before you start paying anything.) I like SpatialChat the best (the UX affordances make the most sense to me), but they're all interesting variations on this theme.
Anyway: if you're running online gaming sessions that are more than one table's worth of people, I recommend checking it out. You can do a lot with the Free plan (you get 10,000 participant-minutes per month, I believe), and it's a generally pretty good experience.
Questions and thoughts welcomed...