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As seen in the Introduction to Mapping, MapTool lets you create virtual maps and virtual "miniatures" (which are known in MapTool jargon as tokens) to be used for playing a roleplaying game session, much like you would use a real map and real miniatures on a tabletop. In fact, that's why we call MapTool a "virtual tabletop," or "VTT." In this guide, we'll walk through MapTool's fundamental reason to be: sharing a map with other players via the Internet.
Note: MapTool is not only useful for online play - many people use it for their face to face sessions too, because you can do things with a virtual map that you can't do with a physical one. Also, you're less likely to dump Mountain Dew on it. However, this guide will assume that you're playing online.
The Introduction to Mapping guided you through the basic steps to get MapTool, open it up, and put a map and some tokens on it. It also talked about saving Campaign Files, how you can move and zoom the map, and how to move tokens around. These are essential features of the program, without which none of the rest would be worth reading about!
Since hosting is no fun without people connecting to your game, the last section of this guide covers how to connect to a MapTool server. You'll need to tell your friends how to do that, so make sure to read that section!
Finally, since this guide is about hosting an online game, "you" will always mean "the person who is running the server."
When used for online gaming, MapTool uses a client-server architecture. In other words, one person (usually the GM, but not always) uses MapTool to start a server, and the other people in the group then connect to that server as clients.
Once you start the server and everyone is connected, the campaign file (with all the maps, tokens, and other info) is then shared among all the players, so that everyone sees the same map and can watch as they and their friends move tokens around, enter text in the chat window, and have a great time.
One of the challenges in setting up a MapTool game (like many client-server applications, including many other Virtual Tabletop programs) is configuring your home network to permit your friends to connect to your MapTool server.
There are several ways to set up your network to allow Maptool to be hosted over the internet. UPnP, port forwarding, or an external Virtual Private Networking software package. Depending on your computer, ISP, and hardware (such as cable/DSL modem and/or router), will determine which of these options will work for your setup - with the wide variation in home networks and networking hardware, it's not possible to give a single set of rules that will guarantee success.
An alternative to port forwarding - if it's available on your router - is called UPnP (short for Universal Plug-and-Play). This feature, instead of permanently saying "Port XYZ traffic goes here!", will instead tell the router "for a little while - while we're playing - I'm gonna have to go ahead and ask you to open up Port XYZ for us. That would be greeaaaat."
In other words, it makes the handling of ports and incoming and outgoing traffic a little more seamless and simple. Of course, the downside is that not everything supports UPnP, and you'll have to figure out whether your network can do it. However, if your network hardware supports UPnP, it is by far the easiest way to get your MapTool server up and running.
For home networks that use a router or physical firewall, you will probably need to configure port forwarding. This is a mechanism by which information coming to your network, and arriving on a specific port, is sent to the right place inside your network. This is important for you as the MapTool server person, since your friends need to be sending information to the right place!
The specifics of configuring port forwarding will depend on your hardware, so you'll have to check your manual for that one. But the basic idea is that you indicate two things to the router/switch/firewall:
That is port forwarding in a nutshell, and the reason you need to set it up is that most routers (especially if they're configured securely and properly) are not going to just allow random incoming information to get through.
I was all set to write an elaborate section on networking, when I realized that there is an excellent FAQ written by Azhrei at the MapTool Forums. If you are unfamiliar with concepts like Port Forwarding, configuring your router, or how networks work (in general), please read the FAQ.
If you are familiar with network configuration and managing your home network (especially if you can set up software to act as a server, or have set up port forwarding on your network for other applications), setting up MapTool to act as a server will be old hat: you'll basically need to configure port forwarding or UPnP on your router to permit MapTool network traffic to pass.
If you need specific information on port forwarding configuration for your network hardware, check out Portforward.com for an extensive collection of how-to documents for specific network hardware and specific software packages.
On the other hand, if all that stuff above made no sense to you: read the Networking FAQ! All will be revealed!
Now, let's get on with it.
From here on out, these instructions assume that you have configured your network to handle MapTool traffic (via port forwarding or UPnP, for example). If not, you'll have to figure out how to do that before it will be possible to start a server that your friends can use.
1. Go to File > Start Server.
2. You will now see the Start Server dialog. There are a lot of options here.
Before you start your server, it is a good idea to hit the Test Connection button. This will send a message out to a server at RPTools.net asking that it attempt to connect to your computer - in other words, the RPTools connection testing server will find out if it can see your computer over the network!
What you want to see is Success! I can see your computer! If you get that, you can be pretty sure that your server will be visible when you start it up.
If you do not see a message proclaiming a successful connection test, you will need to investigate port forwarding and your network configuration to make sure you have the right ports configured and everything properly arranged.
Assuming that you had a successful connection test, and you clicked OK to start the server, you can then check out your Connection Information to double-check the settings. These settings will need to be passed on to your friends so that they can connect to the server.
1. Go to File > Connection Information.
This will display what MapTool currently knows about your computer. Since you haven't started a server quite yet, you'll just see your computers internal and external IP addresses (this is useful info, though, especially if you haven't quite set up port forwarding!).
When a server is started, you will also see the name of the server (if you give it one), and the network port that server traffic will use.
2. Provide this information to your friends: tell them the Server Name (a.k.a. the RPTools Alias, if you set one), the external IP address, and the port. They will need to put this into the Connect to Server dialog when they attempt to log in to your server.
The steps leading up to this point walked you through setting up a MapTool server so that people can connect to it. Of course, if you don't have anyone connecting to your server, things are going to get pretty boring pretty quick. These steps are focused on your friends who will be connecting to the server you just created.
The following information assumes that all of the following are true! Lacking any of these is going to make for a very short trip.
If the assumptions mentioned above are met, here's what you tell your friends:
1. Go to File > Connect to Server to see the Connect to Server dialog.
2. Enter a User name. This can be anything your friends wish.
3. Enter the password (which you set when you started the server).
4. Choose your Role. Your friends can connect as a GM, or as a Player. Make sure that they pick the right role for the password you're using!
The Connect to Server dialog presents three ways to connect to a running server.
This tab (which is shown by default) lists all of the servers listed at the RPTools.net Server Registry. When you set up the server, you had the option to give it an alias, which is what appears in this list. The Server Registry stores the connection information for the server, so your friends can just select the server they want, and hit OK.
This tab will show any servers that are currently running on the local network. This is for when you want to have a MapTool LAN Party, or when all your friends are inside the same network (like if everyone bringes their laptop to your house for game night).
A direct connection is just that - your friends bypass the friendly RPTools.net tab, and simply type the External Address and port number for the server.
As your friends connect to your MapTool server, you will see notifications in the Chat Pane that people have connected to your server, which look like:
JQRandom has connected.
You can also check the Connections Pane to see a list of everyone who is connected to your server. If you do not see the Connections Pane, go to Window > Connections to have it pop into view.
When you're running MapTool by yourself, you've got access to every token and every item on a map, because MapTool assumes that you're the GM (and, therefore, the All-Powerful God of the tiny world represented by the Map). However, when you start hosting a game, MapTool has different roles (mentioned previously) for the different people connecting. The GM role retains it's all-powerful status, able to select and manipulate anything on the map; however, the Player role has a much more restricted set of options, able to control only those items that the player has ownership of.
Because of that, when you start a server, you will need to make sure that you give your players ownership of the Tokens they are supposed to control! This is a common oversight when starting up a new server - forgetting to set token ownership after your players have connected!
Token Ownership is explained in more detail in Introduction to Tokens, but for the purposes of this tutorial, once you've started a server and you've got your friends connected as players, do the following for each player connected to the game:
Once you do this, the players will be able to move and edit their own tokens. You can also grant ownership of a token to All Players, if everyone needs to manipulate it.
NOTE: players can have ownership of NPC tokens if you wish (the process is the same, except you don't do Step #2); however, you'll at least need to make sure they own their own player token!