I'm surprised no-one else hasn't commented already -
it's awesome!!! The core Fantasy Grounds software was made for one of the most popular RPG systems so it goes about doing some things in a certain way but it was built to be moded and the official RMC mod does a great job most of the time but little things need to be entered manually from time to time.
It's biggest feature is the combat tracker - it tracks players wounds, stuns, bleeding/rnd etc as well as parry's, DB & OBs and it looks up the weapons tables and references the Crit tables too.
There is a learning curve if you want to GM a game (but that's true of Fantasy Grounds in general) but it's surprisingly hassle free for a player.
In order to play a game though you need to decide on the
license to buy. It comes in 3 flavours:
Ultimate, Regular or Free- Ultimate - If you buy the Ultimate license, your players can join your game using the free license or greater so it's a one-off cost for all the games you GM.
- Regular - If you buy the Regular license, your players also need to at least buy the Regular license to join.
- Demo/Free - With the Demo/Free version, you can only connect as a player to a GM who's using the Ultimate license.
On top of this, the GM will also need to buy the RMC module (but the players don't need to).
Just like any gaming session, there needs to be a bit of preparation (getting maps ready, player handouts, NPCs etc) and I can recommend trying some of the adventures they sell that has all that in the module so it can be loaded into Fantasy Grounds. I can recommend one of the Shadow World's newest adventure
Tales from the Green Gryphon Inn that can actually be used as a town for any setting as it happens.
Popping over to the
Fantasy Grounds RMC Forum will get you loads of answers or perhaps ask to join a session or two.