View Full Version : POLL: What type of modules do you prefer?
Errol Tue, 27th Aug '02, 4:22pm Please tell me what sort of modules you people at SP like best, as my module-in-progress really is for posting here. If there's anything else you want to add about what you'd like to see in a module, please add that in a topic reply.
Thanks!
Poll Information
This poll contains 6 question(s). 58 user(s) have voted.
You may not view the results of this poll without voting.
Poll Results: What type of modules do you prefer? (58 votes.)
Which of these module-types would you prefer? (Choose 1)
* Hack n' Slash, big monsters, treasure and battles. - 3% (2)
* Lots of Hack n' Slash, with some storyline. - 5% (3)
* A story driven mod, with a fair bit of combat. - 76% (44)
* A complete role-playable mod with hardly any combat. - 16% (9)
Which type of dialogue would you prefer? (Choose 1)
* Hey! Would you like to do deliver these papers for me? - 24% (14)
* "Hey!", a tall, thin man calls, "I wanted to ask if you could deliver these papers for me?", he asks as he digs out some sealed envelopes from his robe. - 67% (39)
* The man calls out to you from the street, and kindly asks you to deliver some documents for him. - 9% (5)
What kinda story would you prefer in a module? (Choose 1)
* Being involved in a large story, with Gods, massive monsters, and grand plots. (ToB) - 14% (8)
* Exploring, until you find the beginning to an adventure, starting small growing bigger. (BG1) - 33% (19)
* Having the adventure come to you, smack in the face. (town burned down, or NWN) - 7% (4)
* A minor plot leading to a much larger one (BG2:SoA) - 34% (20)
* Anything will do, as long as I get to adventure. - 12% (7)
Would you like to see playable henchmen in a mod? (Choose 1)
* Yes, lots of them, to choose from such as the Trade of Blades. - 10% (6)
* Having a few allies, or friends in the adventure asking to join you. - 33% (19)
* Finding people in need of help, offering to join them. - 12% (7)
* Famous characters would be good for henchmen (drizzt, entreri etc) - 9% (5)
* I don't mind, a combination of the first three would do. - 34% (20)
* I don't play with henchmen, I have a party (Mod is not currently part-based) - 2% (1)
In what kind of area would you want the module to be set in? (Choose 1)
* A familiar setting, like the Sword Coast, with places such as Baldur's Gate, Athkatla, or even Icewind Dale. - 24% (14)
* A relitavely known area of the FR, where not many novels/mods are set. Such as Cormyr (my option) - 16% (9)
* A practically unknown area of the FR, like Turmish, or minor towns. - 19% (11)
* Either, i'd like to have some place which i can recognize however. - 7% (4)
* Don't mind, i'd like to explore those unknown areas. - 34% (20)
What type of setting would you prefer? (Choose 1)
* Humorous/Funny (think Discworld, without Wierd-ness) - 10% (6)
* Politically Correct/ Real-Physics - 3% (2)
* Mixed (several different settings) - 47% (27)
* Serious/Role-play Fantasy (LotR) - 36% (21)
* Outrageous/Strange (Think Discworld, without Jokes) - 3% (2)
Fallen Paladin Tue, 27th Aug '02, 4:29pm You should include harlots :D (without that snoring male voice when they sleep)
And lots of forest and grassland areas,
without giant cities like Neverwinter, but small towns.
That's all for now :)
Errol Tue, 27th Aug '02, 7:10pm Maybe I should have informed you a tad more? Right, the module is set on, and around the Sea of Fallen Stars (a major part of Faerun, far east of Amn.), and more particularly Cormyr and Northern Turmish.
I won't reveal the plot, but the major cities such as Suzail and Eveningstar will play a minor role, as most of the story will take place in towns and villages, which I have spent an awful lot of time on.
At the moment, I have planned the layout of the story/module, but am unsure as of what it should be like. Anyone who is seriously considering either helping out with ideas, or just giving good advice, please post in the poll, and maybe request a 'Prelude'.
Thanks again, and remember the poll!
Uytuun Tue, 27th Aug '02, 8:26pm Most of the poll participants seem to prefer story over hack'n slash, so make sure you have a solid story with real characters that behave the way they should (cfr harlot fiasco of the official campaign).
Also, don't make the Morrowind mistake: allow the players to adventure as they want, but still lead them to a certain goal, so that they don't feel that they're just wandering around.
In concrete terms that would be: providing lots of diaologue options and different ways to reach a certain goal (let's say you want to kill a wizard, well then you could go straight to his house and bash open the door and try to kill him, or you could persuade/bribe a servant to poison the wizards food).
I hope that helped you a little (and don't worry, I have voted :) )
[ August 27, 2002, 21:27: Message edited by: Uytuun ]
Big B Tue, 27th Aug '02, 9:41pm Gopher,
Great poll. My main concern has to do with the question concerning what type of area players prefer. The Forgotten Realms seem great to me, but why be restricted to just them? What is to stop you from saying, "hey this module comes from a different place."
The closest choice to this is "Don't mind I'd like to explore those unknown areas." And if you'll notice, currently that choice has been picked the most. Unknown is the key here. Something new. Don't get me wrong, I'm not saying FR is bad. Perhaps consider making some FR modules and some modules that are set in new areas you come up with. New is good, so is variety.
The last question is great too. I believe sometimes games get classified to much. When you start classifying types too much you impose too many limitations on your creativity. All games of this type fall under a certain formula that goes with their respective genre/setting/style whatever you want to call it. As you can see so far, most people like a good mix. A good balance between several kinds of settings imposes less restrictions, leads for ways to think out of the box, satisfies everyone (because somebody can find some aspect they really like), and is generally well-rounded and fun to play.
Good luck with your module.
Errol Tue, 27th Aug '02, 10:39pm Thanks for the kind words Big B, and i've got plans for things.
The reason I wanted it to be in the Forgotten Realms, was simply for familiarity. I haven't read any Dragonlance novels, and other books I particularly like won't be easily converted. I suppose I could still put it on a different AD&D world, and as you say, there is nothing stopping me to doing this. But for the moment, I've got a ton of research (I even bought Volo's Guide!) on the area the module is being made in, so int he FR it will be.
The story/campaign will be set in, and around the Sea Of Fallen Stars as I said, and that sea is coasted by Sembia, Turmish, Cormyr and the Dragon Lakes, and that's only on the West side. And IIRC, not many modules/games/books have mentioned that Sea, although it is there. So I'd say that region is relatively unknown, and I reckon most people would enjoy exploring parts of the Realms they are so familiar with, yet know so little about. What do you think?
The Genre thing was getting to me, and in the end I settled for a realistic fantasy setting, although i'm trying not to make it too serious, and there should be a few light-hearted laughs in there somewhere.
Obviously people want it to be sort-of realistic, and not crazy like DW, so i'll try to see both sides of Realistic.
Uytuun, that's exactly the way I was planning to make it, and i'm going to make sure there are lots of options for evil characters too, so they have a chance in the game (although playing good/neutral would help).
I've got the first area fully completed, with sounds, convo's, the lot. I counted variables to at least over 20, in only the first area.
So, big thanks to Big B and Uytuun for thier help. Anymore out there?
Edit: spelled Uytuun wrong, :p
[ August 27, 2002, 23:55: Message edited by: Gopher ]
Gnolyn Lochbreaker Tue, 27th Aug '02, 11:15pm Just wanted to throw my 2 cents in behind you Gopher. That was a great poll, and after seeing the thought you're putting into it, I'm really looking forward to your module coming out :)
For your next trick ;) you might want to consider a brand new world seting. You sound like you're putting quite a lot of effort into not just making a decent or passable module, but a *very* good one. Using a new, different world setting might help make it stand out that much more from the thousands that are out there.
Errol Wed, 28th Aug '02, 12:07am Thanks Gnolyn, your people's advice really does help, and motivates me toward's higher reaches!
Yes i am trying to make a module, which hopefull people will enjoy, and not only something to play once you get bored with the single-player, but something you will want to play.
The brand new world setting will agreably have it's advantages and disadvantages, but yes I do see that more people will want to play in a relatively unknown setting. And in a new setting, I can create whatever I want, however I want, because it's my world (now I know how a DM feels), but setting rules and barriers will be hard, and I would have to create every single part of the world, which could take aaaages, as the the story/campaign is going to be very detailed.
Hmmm... shame I can't edit the poll. Well, give me your ideas on world ok? FR or Other?
Fallen Paladin Wed, 28th Aug '02, 12:09am Don't forget to include some grassland (rural) :)
And you could make up your own world.
Headbanger Wed, 28th Aug '02, 12:49am I just tell you a few things I would do when I would make a mod for I don't know what you exactly plan to do:
Partymember:
I would go for 2 possible party-members: a man and a woman, with who you get a very deep relation. The henchman is only fighting for you and using his skills, but there is almost no interaction with him/her. Let there be more interaction, so start to feel more for him of her, so you care more for him/her or even become more: a protector or even get a real relationship with him or her. I think many people like a bit of romance.
Death
Put on higher penalties on Death, but not by gold or XP but by an original option. When there are higher penalties when you die,loosing a random item from your equipment, or losing thrust of your companion fpr example, will make people play more careful, this increases Roleplaying and make people playing a bit less like hack and slash games, running into every chamber and just see what you face etc.
Environment:
Use some new tilesets, so people who play your mod don't think: It looks the same. You want to make an original mod, also let the it look a bit original then!
Plot:
I like the way it was in Baldurs Gate. The Main plot in Baldur''s Gate is clear very soon (however the story develops slowly), but in the later Bioware-Games, especially NWN, you can't wander around everywhere, finding some quests and people that have nothing to do with the main quest.... People like that, because it gives the game more variety, more things to do and to discover. Make many subquests, especially in the beginning. You as character shouldn't care too much about the main quest until you are more experienced, maybe with a bit better equipment and money too... in this part of the game you can also increase the relation with your companion.
All I can think of for now. Maybe I'll get some new thoughts tomorrow when I'm a bit less sleepy and without alcohol in my blood ;) Hope these ideas aren't too bad... ;)
Errol Wed, 28th Aug '02, 2:20am Thanks for the great ideas Headbanger, (and I hold place number 44 now btw :p ). And the idea behind the henchmen, was to create more of a part-member feel you got in BG1+2, where you actually cared for your party. NPC Inventory is being done, and i'm thinking about romance's.
Death is being handled...and when you 'ReSpawn', it is assumed you have an NPC with you, who brings you to the nearest temple for Raising. Hence, if you have no living NPC with you, you cannot re-spawn, which I figure is realistic.
I also think addind scripts(variables) to people, making them behave differently after raising (hence henchmen here as you said).
The environment is hard, because If i want to have unique area's (Snow, Swamp etc), then I must assume that the people who get the module have them too, or it wont work for them!
And the plot, as per the poll, will be a gradual thing, which emerges slowly as you explore the areas. So after doing tons of minor irrelevant quests, you realise there's a major thing going on here. Or something like that.
The main plot is, at the moment, a minor thing.
Keep the ideas coming people.
Gothmog• Wed, 28th Aug '02, 11:18am A nice forest with trees and flowers and forest trolls :D + a druid grove.Maybe one corrupted to get a quest either good or evil depending which grove you destroy.
Trolls, wolwes, werewolfs, wild dogs, and please no birds ;)
I realy like forest in the game :)
Headbanger Wed, 28th Aug '02, 1:19pm can't you somehow make a selfextracting, sort of install file that puts the module in the right map, and also installs the required new tilesets? Yeah I know size can be a problem and the tilesets are rather big.... Maybe you can make the environment a bit original within a default tileset... try to think of a way to do that....
Marnix (700 words ahead :p )
Errol Wed, 28th Aug '02, 2:15pm Yeah, I've been working on Weather (sounds + effects) and heavily on Area Lighting to give each area a different feel.
Thanks again.
Edit: Fallen, the point in the module was to minimize on Melee, and focus more on a flexible storyline, character interaction, and pc development. Roleplay in other words.
[ August 28, 2002, 17:35: Message edited by: Gopher ]
Fallen Paladin Wed, 28th Aug '02, 2:29pm Yes, lot's of goblins, hobgoblins, bugbears, orcs, trolls and such creatures to kill. :)
Uytuun Wed, 28th Aug '02, 5:23pm another bit of "good advice" just popped up in my head, concerning the PC's enemies.
It should obviously be quality rather than quantity in this matter. Few enemies, but challenging enemies.
Since the main element of the module will be roleplay, you could have NPC's that react differently according to the PC's alignment, reputation... So a certain NPC would be neutral towards a chaotic good ranger, but would attack an evil cleric on sight. It might be a lot of work, but since there will be fewer enemies, it will be worth it.
Things like this will make the gameworld more realistic.
Now on the world thingie, Most people want a new area. Your area (Sea of Fallen Stars) is new, so I'd say stick with FR.
That's about it for now, I'll post again when I think of something else. (brain is processing really slow after 2 months of free time) anyway, good luck, Gopher, it's a promising project.
Errol Wed, 28th Aug '02, 5:39pm Thanks, the plan was to have tons of different Variables, so that different NPC's act differently depending on what you are doing...
"Hey! You're the <Race> <Man/Woman> who killed the Duke aren't you?! Why ever did I tell you where his castle was before?!"
And stuff like that. So yeah, that's a definete. And another thing I shall definetely include is INT/WIS/CHA checks, Druids and Rangers talking to animals (quality of speech depending on Level and Wisdom :) ), amongst other ideas.
At the moment, the hardest thing is putting all the ideas into the module, in a good way. And i'm currently stuck on how to introduce the PC to the module. So tell me... how would you like to be introduced into the mod?
Ideas:
- You wake up in your house, and decide to go adventuring.
- You find yourself in a Tavern Room, not remembering the previous week after drinking yourself stupid.
- Having taken a boat across the Great Sea, looking for adventure.
Give me feedback!
Fallen Paladin Wed, 28th Aug '02, 5:42pm Second one or third one. :)
Definatly not the first.
Uytuun Wed, 28th Aug '02, 6:22pm the second one, I don't think that's been done before.
Ron the Gnome Wed, 28th Aug '02, 8:55pm Be sure to make possible to play the game for spellcasters and not just warriors/rogues, so as you won't get bored with traps, chests, etc... (a big problem in NWN). Traps and locks should be part of the story,
It would be nice also for a SP to be able to use a full party...
Errol Wed, 28th Aug '02, 9:16pm Ronen, If this module comes out the way I want it, then Spellcasters/Rogues/Clerics will have the advantage, because there won't be a lot of combat. :)
Fallen Paladin Wed, 28th Aug '02, 9:27pm I'll try the Sorcerer then. :D :p :cool:
Earl Grey Thu, 29th Aug '02, 3:49am This was a well thought out poll, Gopher! :)
I prefer low to mid level character adventures or campaigns. The time before the characters are swamped with magic items. Magic items in almost every locked chest - like the NWN SP campaign, among others - is just awful. :bang:
Wildfire Thu, 29th Aug '02, 3:53am That's a very good point - don't make it a monty haul. Getting a magical weapon, even a +1 sword, should be a mommentus occasion, rather than just randomly finding obscenly powerful loot in every other chest.
Errol Thu, 29th Aug '02, 4:28am Yup, so far, when you start, your whole Inventory is stripped, and all you have is:
Old Tunic
(-1 to AC. It's the only clothing you have.)
Rusty Dagger
(-1 enchantmnet, which is -1 to damage and attack rolls).
And so thorughout the game you will find things such as High Quality weapons, Low Quality, and if you're really REALLY lucky, maybe a weapon +1.
The module is designed for 1st level chars btw.
Another thing, money will not be found in abundance, and ONE gp will net you a Good Quality Short Sword or something. Whereas you could pick up a Low Quality dagger for TWO cp (copper pieces).... most normal creatures won't ever leave more than 2-4 gp.
How does that sound?
Sniper Thu, 29th Aug '02, 4:40am Sounds good. So is this mod designed to be a PnP style of game or online?
If its online, when is it and whose allowed to play?
Errol Thu, 29th Aug '02, 4:43am It's a SinglePlayer module, but focused more on roleplaying aspects. There will be melee, but not much.
Anyone who downloads it can play.
Fallen Paladin Thu, 29th Aug '02, 4:41pm Gopher, Make those swords you mentioned a litle bit more expensive :)
Don't make stonger weapons than +2(and the only +2 weapons should be special(a special history, not like they did it in NWN: this is one of many copies of blabla) or make them cursed(like the Berserking sword in BG1))
Anyways, my babling is done for now. :p ;) :D
[ August 29, 2002, 17:42: Message edited by: Fallen Paladin ]
Rastor Thu, 29th Aug '02, 10:24pm Alright, I'm currently working on a multi-chaptered project starting at level 1 and following the character through his adventuring life. Perhaps I can offer some advice.
Change the experience amounts. It should not be as easy to level up as it was in the original campaign.
The romance and party interaction is good, stick with it. I would have more than two henchmen, however. Three or four of each gender perhaps (maybe including custom targa portraits in the zip download?). Unless perhaps writing all this dialogue is too much work.
Set it wherever you want. I perferred to set mine onto my own world, that way I could have a bit more freedom with town design and such.
I enjoy cross-planar adventures and am into the Planescape-type stuff, so if you would include that, it might be a lot of fun.
Above all, make sure that you enjoy playing your module! If you don't, then nobody else will.
Errol Thu, 29th Aug '02, 10:33pm Yeah, I'd like to include at least Four henchmen, but that dialogue is very tedious, especially if you want a progressable romance.
The first and foremost thing in the mod, is that it's single-player, so Henchmen aren't the biggest worry right now.
Cross-planar stuff would be amazing I agree, but that would mean getting several Hak-Paks and new tilesets, and even If I could do it, I'm not sure everyone who will want to play it would! But rest asure, the module is heavily influenced by Ps:T.
Headbanger Thu, 29th Aug '02, 10:38pm the project get's more promising every hour. PS:T has a great story etc... Just keep us a bit informed how it is all going aight?
Errol Thu, 29th Aug '02, 11:50pm "Waking up after a hangover isn't normally a pleasant experience, but you feel this one has really set the record. With no memory of who you are, or what you have been doing in this room for the past few weeks, you slowly and carfully stand up, ignoring the sharp pain in your head. Brushing the bottles from your blanket, you look around the room before you..."
I'm not going to give away any spoilers in the storyline here (mostly because I don't know all of it myself), but that above is what you see when you choose modules. But the following information is definetely going to make it into the module. I'd like to thank Headbanger, Uytuun, Fallen Paladin, Big B and Gnolyn Lochbreaker for their really good Ideas, and helping me go for this.
Mod Features:
- Unique dialogue only before seen in the game Planescape:Torment, and the theme is influenced heavily as you can see above :D
- Magic Items are considered extremely rare in this module, and finding a +1 weapon would be extremely rare. The 'Magical' weapons will each have their own unique history and background. So you will not ever find 'Just another Longsword +1'.
- The Examine button will be used heavily, and if you expect to go anywhere in the mod, you will have to study your surrounding using this button. Other than that, Triggers that well...trigger Strings will be used to great effect.
- Focus here is on role-play, and don't expect to see combat until at least half an hour into the game. Most creatures will be unique, so (hopefully) you will never see hordes and hordes of spawning goblins.
Romances are being considered, but making them will take a very long time, eating up yet more man-hours.
- Charisma, Wisdom and Intelligence checks will be made almost constantly in conversations, ensuring that no two goes through the game will be the same. This, and the choices you make in conversation, will influence what others think of you. :p
People will remember if you have spoken to them, and you can ask them questions depending on the quests you are taking, because they will recognize you are on a quest. :)
- Quests are being taken very seriously, and there will be different ways of completing tasks, so you do not always have to kill someone to get that item etc. There will also be class and race specific quests, giving you more chance to role-play and develop your character.
A map of the area the module is set, The Sea Of Fallen Stars, in can be found HERE (http://members.msn.com/default.msnw?mpp=4263~4AAAAANAAC2x8EnPFOBoxklXSVRZ MRNrTgljPzu6Veky8eXg87uOM8Jw$$~4AAAAAOAAEWT5VJSVTL zhJ5qlQCTLZD4hzl9Loe6UighA$) , in the top left (click to enlarge).
Module starts in... heheh, not saying where!
That's about it so far, and I'm going to try to do my best including all of the above. The mod will take a fair bit of time, yes. But hopefull you will think it's worth it when it comes out.
Thanks for the help again!
:thumb:
[ August 30, 2002, 00:54: Message edited by: Gopher ]
Uytuun Fri, 30th Aug '02, 2:25pm ooooooh, I can't wait to play it.
Thanks in advance for putting so much time and effort in the module, Goph :roll:
Erran Fri, 30th Aug '02, 4:36pm I think the NWN toolset only supports gp, no sp or cp. Are you planning to script in your own currency system?
Errol Sun, 1st Sep '02, 8:12pm Hmmm...didn't think of that, and I wouldn't dare attempting that. Maybe I should make the realyl worthless stuff (Low Quality Rusty Dagger?) plot items, ie. can't sell for gold.
Thanks Uytuun, but I have a feeling it'll take a fair while, as I'm working on my own. The beginning is still taking me a fair time, a I'm not too sure of what to do about the main storyline yet, if at all.
More work...
Rastor Mon, 2nd Sep '02, 1:23am That must have been one heck of a night that our protagonist had Goph.
I like the magic weapon idea, PST didn't have many either and this shouldn't, but you should include two or three exceptional items.
Having the examine button being important is a good idea. I wouldn't mind having to smash up armies of goblins or somesuch. They are pretty common in FR, if that's still where it's set.
All in all, it sounds like it will be a lot of fun and I look forward to playing it when it finally comes out.
Errol Tue, 3rd Sep '02, 10:08am The point in the 'Drunk Last Week' start is that I can start the module however I want, with your PC not remembering a single thing He/She did, so you could jump in from another module without too many problems, although it was designed for Single-Player play with a new Character.
The module will also now include a lot of Description Conversation, so the moment you walk near... a pit for example, this will appear in the little Bar where attacks etc are displayed: "AS you walk near the edge of the rocky outcrop, you hear the stones and rocks around you falling endlessly down the pit to your right..." - and such things.
I forgot to add.... and partly Rastor bringing it up; you probably wouldn't make it throught the game if you did not use the Examine button. It's used to find clues, amongst other things.
Hmmm...I hope it sounds good to people.
EDIT: Rastor, that's already been decided ;) You, Fallen Paladin, and Headbanger and Uytuun will get the module to test, at different stages. That's if you want it. I'd be grateful for any help I could get.
[ September 04, 2002, 13:48: Message edited by: Gopher ]
Rastor Tue, 3rd Sep '02, 9:09pm So far I like how it's turning out Goph. How about adding me to your beta testing list whenever it's finished?
Deepdarkness Fri, 6th Sep '02, 2:02am im not that experienced atthe tool sebt this souns like alt fhard work! im tring to make something even half that good.... around when i this going o be finished and wherecan i go to play it.? sounds like one of those games i buy at the store for $40... and play and play and play. i think that the enchanted weapon thing is probly really smart as alot of people will find some supreme weapon and go haywire... all in al it sounds like you have put alot of thought into this module and you probly dont need any help at all from me. but illl lend any help i can anyway as it sounds like a very hard and rewarding endever
The Grim Rippor Fri, 6th Sep '02, 6:29pm One thing I'd like to see: A house for the player to live in and stash thier stuff. Maybe even letters delivered at certain times? I'd doubt it'd be possible, but I'd love to see the ability to buy new furniture from a shop and put it in your house. Especially if you play online, then people could live with you :D I love the way how you're putting so much care into this module. As soon as I can get my savage 4 and NWN working I'll be sure to play this module :)
----Edit----
You mentioned the start of the module and a lot of people chose the drinking one. I know its a bit too late and its cliched but how about this: You start off drunk and locked in a burning house. The door is boarded up (Is this possible?) and you must find a way out (Broken wall, cracked floorboard ect). When you exit, you find the whole town on fire, Dead people everywhere. Set off on quest blah blah think of a suspect hunt down blah later on find out that the person you were chasing down was innocent, but that YOU had actually destroyed your town in a drunken rage. How bout that? If I ever get NWN to work again I might just make it :)
Bah... Stupid Typos
The level 1 puzzle... Hmm... Maybe it could be that before the incident the character was super strong, but the beer, as seem as it made you forget what you did to the town, maybe it made you forget what spells you have/how to fight well ect.
[ September 07, 2002, 11:01: Message edited by: The Grim Rippor ]
Deepdarkness Sat, 7th Sep '02, 2:00am hey tht sounds like a good starting... i would do something like tht if only i was good enough.... but yea that sounds like a good idea. but 1 problem. your suposed to start out at level 1 so how do you destroy an entire village...
Errol Sat, 7th Sep '02, 1:23pm The Grim Rippor, I must say that was one damn good Idea, apart from the fact that a lot of people didn't want to be plunged into a scenario like that. :p Here's results taken from the form itself:
---------------------
- Having the adventure come to you, smack in the face. (town burned down, or NWN) 0% (0)
- A minor plot leading to a much larger one (BG2:SoA) 42% (15)
---------------------
:D
So I don't think that Idea would go down too well, although the 'escaping-the-house' idea was v.good, and although I might not make it on fire, it would certainly be a good way to introduce the player. Thanks for the idea, and as I haven't seen you around... welcome to the Boards! :)
Deeperdarkness, thanks for the comments, but I'd advise you to improve your spelling/grammar, or the Administrators will be on your back. :)
I recognise the level 1/destroy town problem, and that is why I won't make it as such. When exiting the house (if that is what it's going to be,) you will find a normal town, as I do not want to launch the player straight into the plot, but make him/her find it gradually.
About your question:
.... around when i this going o be finished and wherecan i go to play it.? sounds like one of those games i buy at the store for $40... and play and play and play. It will be finished when it is finished, that is all I can say. By reading the topic, you would probably have noticed that making this would take a good long time, and although I can't say for sure, as I've jsut finished the starting Town (a week), it would take some time.
Thanks for advice again. :)
The Grim Rippor Mon, 9th Sep '02, 4:53pm Hey, thanks a lot for the positive comments :D I'll see if I can change it a bit and make it when I get a new Pc and NWN will run at more than 2 fps :p . Good luck on the module, I cant wait :)
By the way, you DO know me (A bit), For I am The Grim Ripper, But I forgot my password and I really can't be bothered to get it back as my e-mail has changed :)
[ September 09, 2002, 17:55: Message edited by: The Grim Rippor ]
Deepdarkness Tue, 10th Sep '02, 12:24am thx and yea I know my grammer :p my keyboard is messed... and I have habits... but no I didnt like the being thrown into the plot thing. but I also didnt like how bg2 did it they revieled too much to start.. a good bg1 beginning sounds like the best by far if you ask me... but that is me... you might think about having somewhere in the story a person that use to know the protaganist approach him and start a converstation... what is said is up to you as is wether to use the idea...
hope i helped.... at least a little :idea:
Errol Fri, 13th Sep '02, 10:40pm Update 1.0
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First: This is the first update on the module, and so far I have Three different starts to the module, and I'd appreciate it if you would decide which you prefer in your upcoming posts, and include any decent Ideas. Do you like:
The Ship - The player wakes up in a ship's cabin, along with several sailors. He find he has been travelling along the sea for a good week or two, leaving to find adventure. The ship stops at the shore (won't reveal where) and the player can explore form thereon, eventually getting introduced to a major quest. The House - The player wakes up in his house, with several of his items in the house (class related). Upon exiting, he finds himself in a village, and can look for jobs or something to do. Variant 2: He finds the village under attack/burning/disease. The Inn - The player wakes up after a horrendous night of drinking the previous night, and finds all he has to wear are some smelly old garments. Not knowing what he did before, he can start and act however he wants.All three have been implemented, but I would need to know which one you would prefer in a module. And now on the update itself:
After a while, the main Town (you start in) and it's surroundings have been made. Each house has been filled with Placables, Area Transitions and Shops. Therefore you will not find any 'empty' houses.
Apart from the Three starting locations (in particular the Inn), no characters/commoners/people have been inserted into the module, only the few area's so far.
A particular Idea I had, is to have a ship docked into the town (using Rural tileset), and being able to board the ship, sailing away. (This would bring you to the Ship start). This module is in fact going to be a prelude, and so the Ship could be the 'Real' start, whereas you have the option to play before that, and boarding the ship if you so wish.
Most scripts have been written (taken a good long while), and sounds/placables (loads of them) have been inserted to the town, just not people.
Give me feedback if it's good.
Goph
[Edit] Er...maybe some more constructive critisism could be made Fallen Paladin?
[ September 15, 2002, 21:06: Message edited by: Gopher ]
Fallen Paladin Sun, 15th Sep '02, 3:13pm I like the "Drunken" begining :D
Rastor Mon, 16th Sep '02, 12:06am Honestly, I don't find the ship start as appealing as the other two, but any would be good. I like your idea of working with Chapters, perhaps you can make each part available for distribution instead of finishing the entire story?
A particular Idea I had, is to have a ship docked into the town (using Rural tileset), and being able to board the ship, sailing away. (This would bring you to the Ship start). This module is in fact going to be a prelude, and so the Ship could be the 'Real' start, whereas you have the option to play before that, and boarding the ship if you so wish.I'm not totally sure I understand what you mean by this. Do you mean if the player boards the ship, he starts again? Or does boarding the ship end the prelude?
Errol Mon, 16th Sep '02, 7:24pm Heheh, what I meant was that yes, if the player boards the ship, it ends the prelude and gives a good start (the Ship start) to the Main Chapter 1.
And yes, the chapters will be seperate, a la NWN.
What thinks you of the idea above?
Rastor Tue, 17th Sep '02, 10:36pm I like the Chapters idea, especially if you can allow us to get each chapter on its own as it's created. So far, the start that you've described seems like a pretty good start to me.
Errol Sun, 6th Oct '02, 8:26pm BIG NEWS
Well...not that big really. Firstly, I'm back after a two-week ban from parents, I'm sure you all missed me and longed for me with all your heart and soul.
Secondly, the module is (slowly) coming together. If anyone wants the ceta (?) version of the start town, then e-mail/pm me, but there may be spoilers.
Quests are being made, but I'm having a hard time coming up with a seasonable story, apart from waking with a headache. If anyone could (seriously) help with this, please contact also.
Thirdly, the Rural setting is limited compared to the City tileset, and I was wondering what you would prefer playing in?
Other ideas?
Uytuun Wed, 9th Oct '02, 7:08pm Missed ya?...erm sure :p . I was starting to think you flushed yourself down the toilet :shake:
anyways, nice to see the module is in progress and
I think the city setting has more possibilities for a true roleplaying game.
Errol Thu, 24th Oct '02, 9:26pm BIG NEWS (2)
Well, not really (again). But things on the module are really starting to shape up! First to be released is a simple Prelude (maybe a week or so, :D ), to set the story straight for the moment.
Then there's Chapter 1, which is half-finished (land-wise, not story).
So, just an update there. And a massive thanks to Uytuun for her help with the Storyline.
Keep posting for more updates!
:D
[ October 24, 2002, 22:28: Message edited by: Gopher ]
Thorin Thu, 24th Oct '02, 9:51pm Well after reading all your posts good luck gopher. I had to smile at using a ship as the end for your prelude, because that is exactly how I am doing my prelude. In mine the game is over as the character climbs on the boat, and chapter one starts with him choosing his destination. I hope you module lives up to your expectations, as the maker always is the worst reviewer of their products.
nior Tue, 5th Nov '02, 7:41am check you PM, and am looking forward to your module. :)
Shell Sun, 2nd Feb '03, 11:17am I can't believe I'm the only person who likes big monsters and treasure!
Errol Sun, 2nd Feb '03, 1:38pm Shell...err, this topic is more than a few months old. The project is still underway if you're interested, (the *Module Discussion* topic.) Please post there if you've got an worthy contributions to the story, not just "add monsters" or "include this".
heh.
Emporer Laggius Tue, 11th Feb '03, 2:31am i got an idea, how bout that, in toun, on every hour, the clock tower rings, and at night the people go in to their houses. good idea? :)
Mathetais Wed, 12th Feb '03, 10:08pm The point in the 'Drunk Last Week' start is that I can start the module however I want, with your PC not remembering a single thing He/She did, so you could jump in from another module without too many problems, although it was designed for Single-Player play with a new Character.
Sounds like the beginning of "Dude, Where's My Car!?!" ;) :thumb:
Seriously, this sounds like a great module. Any update as to when we'll get to play it? Come on Gopher, its not like you have a life or anything ;) j/k
To add something creative, why not offer a subdual damage that you could inflict at will. If my paladin / fighter / monk / cleric (etc) runs into a thug in an alley, he might not want to kill. Why not let me knock him out, and carry him to the local authorities?
Errol Wed, 12th Feb '03, 10:47pm Math... :rolleyes:
I regret to inform you that (temporarily), the module has come to a halt. With exams looming on the Horizon (only 9 weeks or so left), my education has more or less taken over my life. It is for this reason that Thorin decided to leave the "team". He simply couldn't cope (wimp ;) ) but for the moment at least, it's paused.
Sorry, but we'll be back soon.
Keep posting here though, I will still check it and update. :)
edit: That's an excellent idea however.
[ February 12, 2003, 23:49: Message edited by: Gopher ]
Emporer Laggius Thu, 13th Feb '03, 7:45am I know, you are one who has been setenced to life in prison, because you killed like 7 people. You must escape some how, by force or by stealth. When you get out, everyone in toun is aprehensive tords you, and the guards will attack, unless you get different clothes, but then they will only attack if you talk to them. when you are killed by a guard, you awake in annother cell. if you get a helmet, you can talk to any guard, once.
You start with nothing but an imprionment tunic, and a dagger you smuggled in. Also the cell is a good sized one, and is a bit crowded with people that dont look like they have been there a long time. You can also ask them about the place and the weaknesses. pick the lock, or break it down, your choice. If you break it down, it stays that way if you die there, same thing for picking it. there are also other cells with people that can aid you in your escape. The guards will notice if you are destroying the gate, or if you escaped and see your abcence, they will come looking. Once you open the door, all the prisoners will come out and storm the front, attacking all they guards that go by, and once whats left of them is out, they all try to get to a safe house, where you meet the recruter of a certain gang of people. He will give you and the others clothing, and you can join them, getting a key to the equipment rack, gaining access to people who will follow you, merchants, and more! then you must set out to make a new life....
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