I’ve been using Tabletop Simulator since the lockdown started, so hopefully this will help demystify things!
At its heart, TTS is fundamentally just a dumb virtual-reality rendition of a table onto which you can spawn various bits and pieces, pick them up, inspect them, move them around, and then put them down again. (It will allow you to do other things besides that, but that will do for starters.)
It also allows you to allow other people with TTS to join you at that virtual table and interact with the same bits and pieces in the same way. In this respect, TTS does little more than replicate the physical act of playing a board game in real life.
A “mod” (again, paring it down to its most basic level) is a saved arrangement of bits and pieces on a virtual table. In practice, it is a preloadable table with a game already set up for you ready to play.
Some mods are really very little more than that. With these mods, you then manually set to one side the bits and pieces you don’t need (e.g. pieces for higher player counts, expansions), and then start playing by moving pieces physically exactly as if you were playing at a real table. By-and-large, very little is automated by the computer. You have to keep score. You have to remember whose turn it is. You have to know the rules and play by them (the computer won’t restrict your movements to only legal moves, for example). Rules are enforced not by a computer but by the same unwritten social contract that you engage with at a real table.
Some mods do have “scripts” that automate some of the process, but generally these are used to speed up fiddly setups (e.g. if there’s a random element to the setup or if it’s highly player-count dependent). Some will have fancy “snapping” capabilities meaning that placing bits in the right place on a board becomes easier. Many do not.
As has already been said, although every player needs to own a copy of TTS to play, only one player needs to have the “mod” for a specific game in order to play it. That player will usually host the session (by starting a server), load the mod into that session (remember that at its most basic level a mod is simply a saved arrangement of bits and pieces on a table) and then other players can join in on the server and start moving those bits and pieces around.
It gets a bit more complicated when there are games that involved hidden information (e.g. a hand of cards, tokens behind a screen) but for now suffice it to say that TTS has ways of handling that.
As for acquiring mods, there are two main ways:
- paid-for download content, that you can buy on Steam from their store
- mods made on an amateur basis by users and shared on a platform called the Steam workshop.
Mods come in various degrees of quality, with various levels of automation. The paid-for mods generally are more polished, with professionally made art assets, often with more decor in the room, and have robust scripts to automate setup. Amateur ones often have no automation, wonky art assets made from someone scanning the cards and/or digital photographs of the board and use the default table and room decor. Quality is highly variable but if you’re willing to treat the experience like an actual board game session with all the manual tactility that that requires, you don’t often require much more than the virtualised physical objects to play a decent game.
Hope this helps!