Danny Internets
Wed, 31st May '06, 8:05am
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World of Amar
http://amar.counterfeitculture.com
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World of Amar is a NWN2 persistent world set in the Forgotten Realms that seeks to further realize the vision of the creator's NWN1 PW entitled simply "The Underdark." That vision is, in part, to break away from the increasingly roleplaying-focused NWN community mindset and create an innovative module that provides plenty of rapid fire combat fun without degenerating into a monotonous XP grind.
While maintaining a healthy level of dragon slaying and zombie hunting, we believe that plot, dialogue, and a robust back-story are central to the success of any NWN PW. Players' progression in the World of Amar will thus be driven by quests, conversations with NPCs, and the occasional puzzle. Every area will have a purpose--there will be no filler material.
Our design philosophy centers around three principles:
(1) Neverwinter Nights is, above all, a multiplayer game
The designers subscribe to the idea that NWN is all about having a good time playing a game with like-minded gamers. To that end, the module is an exercise in creating a PW that closely resembles existing MMORPGs, striking a balance between pure action and social aspects. Emphasis is placed on group play; most areas will be too difficult to handle without the assistance of your peers. In order to compensate for the recognized difficulties of finding and forming a group, experience is never split amongst members--instead, everyone gets a full portion in addition to a small bonus corresponding to the size of your group. The idea is to eliminate all excuses (outside of personal preference) for rejecting the invitation to play with one's peers.
(2) Players have the right to decide how they will enjoy the game
We also strongly believe that people should be able to play this game (and any game) in whatever manner provides them the most enjoyment. Consequently, all alignments and playing styles are welcome here as long as players respect others' rights to enjoy NWN2 to a reasonable degree. Via the same reasoning, role-playing is not mandatory. Our goal is to provide a top-quality server where anyone and everyone can join up and play with minimal restrictions and without a lengthy and elitist application process. This is a server for all players.
(3) It is vital for the player community to be actively involved in module development
A server is nothing without its players. We value and respect our player base and not only hope for but expect them to help effect change. That is not to say we require players to write code! All it means is that every player is not only given the chance to put forth suggestions that will be taken seriously, but that they may also contribute more directly by creating items, NPCs, writing plot, or even designing entire areas and quests. In our NWN1 PW, The Underdark, there existed literally hundreds of player-submitted items and dozens of player-designed areas. We hope to continue this practice with World of Amar.
We are currently looking for people to fill all roles of the development process including but not limited to the following:
• Scripters (programmers)
Proficieny in NWScript required
• Area designers
Familiarity with NWN Aurora toolset required
• Plot developers
• In-game dialogue writers
Must speak/write English and demonstrate grammatical fluency
• Item designers
• Guinea pigs
(For testing areas, scripts, quests, etc.)
• PLAYERS
• Dungeon Masters
• Heavy-duty server host
If you are interested in any of the above positions please contact me (Dan Matulich), the module creator:
Email: Dan@counterfeitculture.com
AIM: Danny Internets
World of Amar
http://amar.counterfeitculture.com
=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=
World of Amar is a NWN2 persistent world set in the Forgotten Realms that seeks to further realize the vision of the creator's NWN1 PW entitled simply "The Underdark." That vision is, in part, to break away from the increasingly roleplaying-focused NWN community mindset and create an innovative module that provides plenty of rapid fire combat fun without degenerating into a monotonous XP grind.
While maintaining a healthy level of dragon slaying and zombie hunting, we believe that plot, dialogue, and a robust back-story are central to the success of any NWN PW. Players' progression in the World of Amar will thus be driven by quests, conversations with NPCs, and the occasional puzzle. Every area will have a purpose--there will be no filler material.
Our design philosophy centers around three principles:
(1) Neverwinter Nights is, above all, a multiplayer game
The designers subscribe to the idea that NWN is all about having a good time playing a game with like-minded gamers. To that end, the module is an exercise in creating a PW that closely resembles existing MMORPGs, striking a balance between pure action and social aspects. Emphasis is placed on group play; most areas will be too difficult to handle without the assistance of your peers. In order to compensate for the recognized difficulties of finding and forming a group, experience is never split amongst members--instead, everyone gets a full portion in addition to a small bonus corresponding to the size of your group. The idea is to eliminate all excuses (outside of personal preference) for rejecting the invitation to play with one's peers.
(2) Players have the right to decide how they will enjoy the game
We also strongly believe that people should be able to play this game (and any game) in whatever manner provides them the most enjoyment. Consequently, all alignments and playing styles are welcome here as long as players respect others' rights to enjoy NWN2 to a reasonable degree. Via the same reasoning, role-playing is not mandatory. Our goal is to provide a top-quality server where anyone and everyone can join up and play with minimal restrictions and without a lengthy and elitist application process. This is a server for all players.
(3) It is vital for the player community to be actively involved in module development
A server is nothing without its players. We value and respect our player base and not only hope for but expect them to help effect change. That is not to say we require players to write code! All it means is that every player is not only given the chance to put forth suggestions that will be taken seriously, but that they may also contribute more directly by creating items, NPCs, writing plot, or even designing entire areas and quests. In our NWN1 PW, The Underdark, there existed literally hundreds of player-submitted items and dozens of player-designed areas. We hope to continue this practice with World of Amar.
We are currently looking for people to fill all roles of the development process including but not limited to the following:
• Scripters (programmers)
Proficieny in NWScript required
• Area designers
Familiarity with NWN Aurora toolset required
• Plot developers
• In-game dialogue writers
Must speak/write English and demonstrate grammatical fluency
• Item designers
• Guinea pigs
(For testing areas, scripts, quests, etc.)
• PLAYERS
• Dungeon Masters
• Heavy-duty server host
If you are interested in any of the above positions please contact me (Dan Matulich), the module creator:
Email: Dan@counterfeitculture.com
AIM: Danny Internets