Johnn Four
Web Monkey

Lié: 12 jan 2004 |
Posté: mercredi, 17 août 2005 05:11 |
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We look at a more traditional use for Neverwinter Nights this week: the pen and paper type of on-going campaign where players gather regularly to play with the same group of friends and characters.
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Mythalos
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 Mass Effect PC
Lié: 24 jui 2002 |
Posté: mercredi, 17 août 2005 08:17 |
Personally, I feel that this is how the game was intended to be played. I am glad that it is finally being addressed. _________________ "The straight line belongs to man, the curve to god." - Antoni Gaudi |
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Carlo One
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire:SE NWN 2 NWN 2: MotB Mass Effect PC
Lié: 27 jui 2002 De: USA |
Posté: mercredi, 17 août 2005 10:04 |
Nice to see campaigns get discussed. FYI, the DM-Friendly Initiative published an article back in January Click Here on creating and running NWN campaigns. There's also a link to the original DMFI discussion topic in there, for those who want to contribute additional thoughts and ideas. _________________ The DM-Friendly Initiative Neverwinter Connections Gateway to Adventure |
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Andrew B
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB
Lié: 03 jui 2002 De: Tasmania, Australia |
Posté: jeudi, 18 août 2005 12:10 |
Neverwinter Nights DownUnder has been hosting campaigns since 2002 as well as being a hub for other Australian/New Zealand based NWN activities. Had been a lull in campaigns earlier in the year, but a number are currently running again.
I agree that campaigns give you a lot more flexibility in what you can and can't do (especially in the modules that are build specifically for the campaign) whereas change (or the ability to create change) requires a bit more effort in a PW.
DnD isn't a solo game, and campaigns are a great way to get a party together for a bit of teamwork and internal bickering/joking and camaraderie. _________________ Until next time,
Andrew B Neverwinter Nights Downunder ElderEdited By Andrew B on 08/18/05 00:13 |
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DragonTayl
Game Owner
NWN NWN: SoU NWN: HotU
Lié: 05 fév 2002 |
Posté: jeudi, 18 août 2005 12:58 |
I agree - I have been running a campaign for at least a couple year now. I can't remember exactly when I switched over to NwN (was using OpenRPG for a while, and IRC before that) but it has been a while. Ironically, the first module in the series I'm DMing was played in OpenRPG so while 2 - 6 are coded and packaged, I haven't posted any of them because 1 isn't done. Well, I am almost finished with it because I'm about to start a new group through it.
We meet every other Sunday evening, which seems to be about the perfect time for a group to get together, as we represent four time zones and run the spectrum from full time workers to teenage students.
What I would love to know for those who have successfully run campaigns is what time slot they have found offers the most consistency. I'm not sure when to schedule my other group.
Also - how many people are interested in pre-written DM based modules? I almost always write my own stuff so I don't know what kind of market there is out there for modules that require a DM. I include extremely detailed Word document notes, hak files, and even jpg images of the area maps (for most of the modules). Would love to know if anyone would download them. _________________ DragonTayl |
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Carlo One
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire:SE NWN 2 NWN 2: MotB Mass Effect PC
Lié: 27 jui 2002 De: USA |
Posté: jeudi, 18 août 2005 02:26 |
DragonTayl - check out the DM-Friendly Initiative (link in sig), we regularly promote NWN modules designed for DMs. Some have scripted elements and can be run with or without a DM, others are DM-only.
In practical terms, the best way of getting a DM-only module going is to run it on Neverwinter Connections, as is often done, that way people enjoy it in-game and it spreads via word of mouth. If you don't have the time or inclination for that, it's still a great thing to have more quality, well-documented modules designed for DMs available to the public. _________________ The DM-Friendly Initiative Neverwinter Connections Gateway to AdventureEdited By Carlo One on 08/18/05 02:28 |
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NWN DM
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ
Lié: 17 oct 2001 De: Winnipeg Manitoba |
Posté: jeudi, 18 août 2005 02:32 |
I have to disagree with the suggestion about posting in the forums for players.
I've never gained a reliable player in this manner.
Maybe it's just my experience and others get more luck....
All I see from the forums is "hey join my game" followed by a book cut/paste from a canned description.
Players who post that they are looking for a game rarely, if ever, respond to PMs, even if what your game offers is exactly what they are looking for.
I still love NWN (the only game I've bought (and played) since June 2002. _________________ - USB - Neverwinter Connections DM Hall of Fame Inductee: 12/07 - Northern Cormyr; an ongoing RP/MP campaign for NWN2 Click Here - Supporting the MW2 community boycott. |
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Szordrin
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Lié: 02 mai 2002 De: PA |
Posté: jeudi, 18 août 2005 03:02 |
On-going campaigns and regular groups is what we have been advertising since we've gone live. DMing with a group of regular players is what I always thought NWN would be used for.
Without the DM Client and toolset to create and build NWn would have died long ago. We use the DMFI content that Carlo mentioned and have advertised on NW Connections and have gotten great players who have stuck around for these regular sessions.
It's not for everyone though, some players like to be able to log on and have some fun and relieve stress.
NWN is a great game for having regular game sessions much like PnP, different, but still a good substitute for old timers like me who has had friends move away. _________________ aka Elgyth
www.thebloodstonelands.net |
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jfoxtail
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC
Lié: 12 fév 2005 De: Toronto |
Posté: jeudi, 18 août 2005 12:50 |
I support the comments from above mostly....
I must assert you can craft a very good campaign without a DM in fact. I have been hosting 2 friends in ongoing campaigns over the past year.
We started with the Original Campaign and subsequently played a couple of "high level" mods off the vault with the same PCs. We had a blast.
Once reaching mid epic levels (i.e. 30) we retired these seasoned veterens and started a new campaign of mods strung together. Mostly using the PnP conversions available in the vault. Themactically you could refer to it as a Greyhawk campaign I guess.
The only thing I will lamenet is there is a shortage of good multiplayer mods for characters level 4 - 8. There are some - dont get me wrong - but they are certainly fewer and further between. Some of the better ones are also much older and have not been updated.
There are plenty of mods for characters level 1-5 and you can string together beginer mods. There are many very polished mods for 7 - 12 and then in the teens as well. In fact there are multiple great versions of Against the Slavers, Against the Giants etc which groom you from say 8 - 18.
We cannot wait to finsih and start our next campaign with PoSC. I think Bioware hit the perfect target with a level 5 + multiplayer premium mod.
The need for epic mods seems to be less and less as there are a number of qulaity products in this range.
Cheers everyone |
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Frith5
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ
Lié: 22 sep 2002 |
Posté: jeudi, 18 août 2005 11:43 |
Anyone have a good link for the actual meat-n-potatoes of running one of these? In other words, what must the DM do to modify a saved game in between sessions? How to keep things 'persistent' (ie hp, disease, etc)? Thanks for a great game, Bioware. JFK |
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DragonTayl
Game Owner
NWN NWN: SoU NWN: HotU
Lié: 05 fév 2002 |
Posté: vendredi, 19 août 2005 10:21 |
Hello again.
Well, I'm not so much looking for players (I have too many good, quality players to accomodate already) as I was wondering if there was interest in pre-designed modules for DMs. I do believe this is what NwN was really designed for (especially because they kind of said that themselves) and it is much like going to The Game Keeper (insert your favorite hobby store) way back when and getting a pre-written module with maps and such, ordering some pizza (if you had enough money, or just chips and Dr. Pepper like me if you didn't) and playing.
Now we all live all over the globe and use NwN not only to connect with each other, but because the interface rocks.
I ask about the interest in modules pre-written for DMs because although I am a DM, I also love to write my own modules. I have no idea what is already out there, and no offense to other creators, I am more interested in my own stuff than someone elses - that's not because I think it's better or I'm a snob, just that I like having created the work from beginning to end so I really know everything in it, and can work on the fly better. However, I know there are a lot of DMs out there who prefer to run something that has already been created - either they don't have the time, or they don't consider creation part of their skill set.
I am planning to package my modules on the Vault, and I will certainly check out the DMFI (I have always intended to submit my series there once I went back and translated the first one from PnP to NwN). I was just not sure how many DMs actually use stuff created by other people, or if all DMs in NwN create their own modules, or if parties would rather just run automated modules that don't require DMs. _________________ DragonTayl |
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Venture
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire NWN 2 NWN 2: MotB NWN 2: SoZ
Lié: 04 mai 2002 De: Pennsylvania |
Posté: vendredi, 19 août 2005 11:48 |
Quote: Posted 08/18/05 23:43:35 (GMT) by Frith5
Anyone have a good link for the actual meat-n-potatoes of running one of these? In other words, what must the DM do to modify a saved game in between sessions? How to keep things 'persistent' (ie hp, disease, etc)? Thanks for a great game, Bioware. JFK
I'm not sure how many DMs try to modify a saved game. It isn't officially supported, but there is a work-around out there somewhere. I tried it once, unsuccessfully (of course, that could be more due to my own stupidity . . .). I simply modify my module in the toolset to reflect changes needed because of the players' actions. From the sounds of it, I think that is what most DMs are doing. As far as persistentcy, there are some database features that NWN supports, and also some 3rd party ones on the Vault. Perhaps someone with experience with that could comment on it. I'm not sure, but if a server vault character is saved and then reenters the game, his hit points, disease, etc., might stay the same. _________________ Naeldor Weekly DM'd Campaign (NWN2) |
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Andrew B
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB
Lié: 03 jui 2002 De: Tasmania, Australia |
Posté: samedi, 20 août 2005 01:41 |
Most of our campaigns either don't modify the save game (the save game state retains a lot of the info).
Otherwise for major adjustments most of our campaigns just get the modifications made in the base module, and it is start fresh (no saves) with the starting location moved to where the party last was (or a DM to just jump them to that point).
The more freeform campaigns we have use the later version (where they have been created by scratch by one of the DMs) while the pre-built mods usually just rely on saving the game. _________________ Until next time,
Andrew B Neverwinter Nights Downunder Elder |
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Lance Botelle
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC
Lié: 17 oct 2001 De: Kent, UK (Bard of Althea) |
Posté: samedi, 20 août 2005 09:33 |
Quote: Posted 08/17/05 20:17:44 (GMT) by Mythalos
Personally, I feel that this is how the game was intended to be played. I am glad that it is finally being addressed.
Agreed
While NWN has been put to many other great uses, this is the way I had understood the game was to be used.
It has been good to see greater things come from the game, but I still believe the best gaming experience is to play in a small group of regular players with a DM at the helm.
On the down side, this limits the number of players that can be involved. Secondly, you tend to find more specialised House Rules in this style of game, which limits the number of players who may be interested.
The plus side is gaming intimacy and a feeling of ultra personalisation.
Lance.
P.S. Anyone interested in reading an ongoing campaign that started from the PnP days can click on the link in my sig. _________________ Bard of Althéa
Valiant Vanguard for Variable Velocity
World of Althéa Blog Soul Shaker |
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Lance Botelle
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC
Lié: 17 oct 2001 De: Kent, UK (Bard of Althea) |
Posté: samedi, 20 août 2005 09:40 |
Quote: Posted 08/18/05 23:43:35 (GMT) by Frith5
Anyone have a good link for the actual meat-n-potatoes of running one of these? In other words, what must the DM do to modify a saved game in between sessions? How to keep things 'persistent' (ie hp, disease, etc)? Thanks for a great game, Bioware. JFK
Hi,
By use of the Database functions that come with NWN and add-ons, I have made all my "modules in progress" dynamic, but can still be edited between sessions.
There was quite a bit of work, and I use a modified system that uses turn-based combat as well, and so the variables were handled slightly different from the original, but the idea still holds true.
In particular, monsters killed and chests looted are just a couple of the objects that are tracked between my sessions, even if I update the module.
You can DL a couple of manuals from my website that go into more detail about the system as a whole, especially the manual for the DM. (See sig.)
If it sounds like something that may interest you (would need some recoding to work with a different system), then let me know either by Personal Message or by leaving a message on my boards.
Lance. _________________ Bard of Althéa
Valiant Vanguard for Variable Velocity
World of Althéa Blog Soul Shaker |
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