At the game

VTT Viewer

Show the maps and material your players need at the table.

VTT Viewer runs the prepared visual scene on a TV, projector, or table display. Keep the GM controls nearby and reveal maps, figures, and handouts as the game needs them. The local display and its physical scale are part of the setup.

What it helps you do

Open prepared material

Load a reviewed .vertual package, maps, images, video, and supported map imports.

Separate display roles

Use GM controls and a player-facing display, checking what the chosen display mode actually reveals.

Follow the scene

Work with tokens, fog, sight, lights, and floors as supported by the scene and display mode.

Calibrate for the table

Check hexes, miniature scale, and movement against the physical screen before the players arrive.

Connect the live game

Use the configured Runtime link for checked movement, dice, spell, and recap requests.

Getting ready

Prepare an approved scene package in Studio or select compatible saved material. Choose the operating path you will actually use: hosted entry page, local browser setup, or installed desktop setup. A local table launcher can provide matching GM and player links, relay settings, and a reusable launch packet.

Put the GM and player devices on the intended network and check that both use the same relay room. If a secure LAN origin is needed, the display browser must trust its certificate. Start the display early enough to verify connection, physical scale, and what is visible before the players sit down.

How to use VTT Viewer

  1. Open a valid scene and check its assets

    Load the reviewed .vertual package or supported map and media import. Inspect missing-image, video, texture, or audio warnings before play. If an import is invalid, retain the last usable scene while repairing the incoming material. Removing a scene or handout should not leave the public display focused on an obsolete reference.

  2. Connect and inspect the player display

    Use the matching player link or configured Player Display panel and check its relay endpoint. Compare the GM controls with the actual TV output. Inspect the chosen display mode’s player names, hidden figures, handouts, and media. New player-projection safeguards do not establish that every legacy TV route excludes the full GM package.

    Viewer scene example: the players see the map, grid, and markers selected for their display.
  3. Calibrate and rehearse movement

    Set the grid and physical miniature scale, then measure it on the intended screen. Pan through the scene without changing the scale. Check floor selection, stairs, obstacles, and figure placement where supported. Imported character movement or vision should come from qualified character data rather than an invented value based on the portrait.

  4. Reveal the scene as the players explore

    Use the GM controls to show the needed map, tokens, fog, lights, and handouts. Check the player display after important reveals. For supported native scenes, door controls operate verified door leaves, not every drawn opening. Local geometry features and a functioning single-display rehearsal do not by themselves establish authenticated multiplayer control.

  5. Keep combat time and decision time separate

    Follow DragonQuest’s fictional five-second combat pulses while allowing the real table time needed to resolve them. A Military Scientist timeout is a separate real-world decision window. Start, pause, reset, or end it when useful; after zero, resolve the situation and advance the round deliberately. The countdown does not roll attacks or settle the outcome.

  6. Use connected requests and approved recaps

    With Runtime configured, show saved public dice and handle movement or spell-target requests through the GM workflow. The displayed animation presents an already recorded roll; it is not another dice authority. Where a recap mode is available, use approved text and deliberately enable player audio. Check deployment and speakers before relying on narration.

A game example

Run an encounter across two floors

For example, load a prepared building and check both floors before play. Put the players’ figures on the correct floor, reveal the entrance, and show a handout when they discover its clue. When combat begins, track the round separately from any decision countdown. Accept connected movement and spell requests as GM, checking their result on the display. If a replacement scene fails to load, keep the current usable scene while you fix the package.

What you keep

A readable player display

The chosen map, visible figures, lighting, and revealed handouts presented at the table’s checked scale.

Live presentation state

Scene selection, floors, reveal state, round or timeout presentation, and supported ephemeral public feedback.

A reusable local setup

Saved display or relay settings and the supported launch packet for bringing the same table arrangement up again.

How it fits with the other apps

Common questions

Can I assume hidden GM material is absent from the player device?

Check the particular operating path. The summary distinguishes newer projected packages from legacy 2D TV paths that receive a full local package. Visually hiding an image is not the same as excluding its data from the player device.

Does the Viewer calculate every movement, spell, and attack outcome?

It supports presentation and checked interactions in the configured scene and Runtime path. The GM still adjudicates. Some spatial controls, recap playback, and effects are documented as local or awaiting physical acceptance, so rehearse the features you plan to use.

Usage guide based on the 7 October 2026 project summary, reviewed 8 October 2026. Examples illustrate possible games. Some connected features require sign-in, GM permissions, or a configured local table.