![]() In the process, we also reverted to our nine-year-old selves of throwing blocks and inappropriately looking at an ogre's crotch. Eventually, after making sense of a messy GUI and some odd function assignments to the HTC Vive wands, we figured out how to play all kinds of tabletop games in virtual reality-and even run our own makeshift pen-and-paper sessions. Enter the delightfully weird sandbox experience that is Tabletop Simulator VR.Īrs' Lee Hutchinson joined me for a demo of the game's virtual-reality edition, which we launched with admittedly little understanding of what the game actually had on offer. ![]() But now we're in the virtual reality era, which seems ripe for something a little cooler. ![]() That game's handlers, Wizards of the Coast, have resisted the modern era for far too long, leaving open-source developers to fill the gap with a mix of webcams and simple character-sheet interfaces. Since I first hatched from my nerd egg, I have hoped for a fully functional, long-distance version of Dungeons & Dragons-one in which friends from all over the world can gather in a single, virtual hub, be bossed around by a game-running "dungeon master," and dork out with dice rolls and detailed mini-figurines. You may have spent your youth dreaming of a future with flying cars, two-way video wristwatches, and robotic overlords, but my earliest high-tech dreams went in a different direction. Ars Technica tests Tabletop Simulator VR.
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