Dispatches From Neverwinter

A journal of my progress as I (attempt to) learn how to build modules for Neverwinter Nights.

Name:
Location: United States

Started playing Neverwinter Nights back in November '05 and got hooked. Tried to write my own module, but I just didn't have the time. Maybe I'll try again someday.

Wednesday, May 19, 2010

Modules I've Played

Some Distant Shore

And another I didn't finish:

Dragon Dominant

Saturday, May 08, 2010

Modules I've Played

After the End 1 - The Penumbra

And one I didn't finish:

3rd Edition Adventure Series - The Sunless Citadel

Wednesday, May 05, 2010

Modules I've Played

Recently finished:

Agrenost: Beneath the Cobbles
Aribeth's Redemption, Chapter 1
Bloodright: The Blood Royal

I feel like there's one I've forgotten.

Thursday, April 01, 2010

Modules I've Played

Hey, it's only been, what, 2 years since I posted anything here? That's not so bad, is it?

I actually don't know if this list is complete, because I stopped keeping track of the modules I've played in the last two years. This is my best attempt to remember them all.

Modules I've Played:

A Forbidding Power
Against the Cult of the Reptile God
A Halo of Flies
A Hunt Through the Dark, Pts 1-6
A Tangled Web
A Tragedy in Tragidor
Avertine - A Nation Dreamed
Aylomeiger's Magical Curios
Beneath the Spine
Blackguard I
Blackwall Keep
Bone Kenning I - Art of the Thanaturge
Caereena - Krakona Rising
Captain's Choice
Chaos at Mageholm
Citadel
Cormyrean Nights
Crimson Tides of Tethyr
Dark Fortress
Darkness over Daggerford
Dark Water's Edge
Dastard's Morrow
Dream-land: By a Route Obscure and Lonely
Elegia Eternum
Elena's Tale - Roses For Rosa
Glorious Rejuvenation
Guild War
Ill-Fated in Innesbrook
In The Company of Thieves: Grand Theft Otto
In The Company of Thieves II: Metal of Honor
Into the Toadshade
Kale’s Rangers 1 & 2
Kingmaker
Kunoichi 1 & 2
Legacy of the Draycn, Pt. 1
Lords of Darkness, pts 1-4
Midnight
Midnight Calling
Midsummer Knight’s Dream
Midwinter Festival
Monastery of the Flaming Star
Mountain of Mirrors
Perchance to Dream
Portals: A Prelude
Prophet - Chapter 1 & 2
Ravenloft: Beyond The Gate
Red Moon Rising
Return to Ravenloft
Return to the Spine
Runes of Blood
Saleron's Gambit, Pts. 1-5
Sanctum of the Archmage 1 – The Sight
Sanctum of the Archmage 2: The Miracle Worker - Act I
Sands of Fate I – III
Scourge of the Slavelords 1 - 3
Shadow From a Soul on Fire
Shadowguard
Shadow of the Underdark
Shadows of Darkmoon
Siege of Shadowdale
Slimed!
Snickersnack!
Swordflight
Tale of a Mage, Chapters 1 & 2
Tales of the Sundering – Prelude
The Accursed Tower
The Aieland Saga, Act 1-3
The Aieland Saga, Act 4, Pts. 1-3
The Art of Death - Back in Black
The Black Ring Pox
The Breach
The Cave of Songs
The Citadel
The Conan Chronicles - Legions of the Dead
The Cup of Akbar
The Dark Ranger's Treasure
The Fate of Neverwinter
The Gods Themselves
The Island
The Lord of Terror – The Diablo Campaign
The Pillaging of Waycrest
The Rose of Eternity - Chapter 1: The Coming
The Sultan's Guard
The War for Cania
The Way of the Open Hand
The Winds of Eremor
Threat of Dreams I - The Hunger and the Sickness
Threat to the Spine
To Heir is Human
Twilight
Tyrants of the Moonsea
UK2 - The Sentinel
UK5 - Eye of the Serpent
Weapons of Zhentil Keep
Witches Wake

Total: 117

Apparently, I've played (to completion) 36 modules in the last two years. Looking back at this list, I can barely remember some of these modules at all.

Modules I've played but didn't finish:

A Dance With Rogues, Pt. 1
Aiar 0: Youth
Almraiven
An Ancient Heart
B2: Keep on the Borderlands (Can't remember which version)
CC1: Gates of Myth Drannor
Conan - Beneath the Sands of Stygia
Desert Madness - Dark Summoning
Desert Rose
Dragon Dominant
Eye of the Beholder
High Adventures with the Baronness DeCallya
Island Adventures: The Horns of Craven
Legacy of the Draycn, Pt. 2
Lords of Darkness I
Orcs - The Awakening of Arak-Hur
Subterra: Manastone
The Battle of Kadir Pass, Ch. 1
The Last Inn
The Paladin War
The Rose of Eternity - Chapter 2: Cry the Beloved
Tomb Raiders
Tortured Hearts

Total: 23

Monday, April 07, 2008

Modules I've Played - Update

Finished:

Lords of Darkness, pts 1-4
Chaos at Mageholm
Return to the Spine
Weapons of Zhentil Keep

Sunday, March 09, 2008

Modules I've Played - Update

Finished:

Avertine - A Nation Dreamed
Citadel
Dark Water's Edge
Elegia Eternum
Slimed!
Snickersnack!

Unfinished:

Lords of Darkness

Monday, December 17, 2007

Why I Quit: Modules I Never Finished Playing

Every so often on the Bioware NWN forums, the topic of what players don't like in a module, or what makes them stop playing a module, comes up. There's one going on right now, and in the course of participating in it, it got me to thinking about what it was that's made me not finish certain modules. As such, I figured I'd go back and see if could pinpoint what it was in these modules that made me quit. I'm not going to comment on all of them, just the ones where I can specifically remember what it was that made me lose interest. In some cases, it's not that there was anything wrong with the module, but rather that it just wasn't my style. I prefer modules that feature a good amount of combat, and so modules like Almraiven and A Dance With Rogues just didn't hold my interest, even though they're excellent pieces of work.

If you're the author of one of these modules, and you happen to be reading this, my apologies. I don't mean to attack you, but I have to be honest about why your module didn't hold my interest, and I hope you take this as constructive criticism. At any rate, I think every module on this list was highly rated anyway, so it's not like my opinions are going to hurt any module's success.

Conan - Beneath the Sands of Stygia - There were two big problems with this module that stood out in my mind. The first was the visuals: the module is supposed to be set in universe of the Conan stories, and while I haven't read those stories myself, I know that they're set in a pre-medieval time. As such, the default NWN city tilesets don't fit the setting, and by using them, it ruined the immersion for me. The second, and bigger, problem was that the module was dull. After a short beginning section in a port city, the action moves to a lost, ruined city on an island. Exploring this city meant running around large, mostly empty city areas, occasionally going inside mostly empty buildings to check them out. Every so often I'd run into some wandering monsters, but those combats weren't interesting, just repetitive. Occasionally I'd have to bash down some locked doors. For some reason, these doors were made particularly tough, and bashing them down took a minute or so. I don't know why they were so tough, or even why they were locked, since there was nothing special behind them. All in all, after an hour or two of this, it became so tedious that I just gave up on the module.

One other minor, but annoying bit - in order to get to the only merchant, you had to do a lot of backtracking through empty areas, and that's never, ever fun.

B2: Keep on the Borderlands - I didn't link this one because I can't remember which version I played. I remember that this was a pretty faithful rendition of the original PnP module, and that's the problem: Keep on the Borderlands is a dungeon crawl, with no real roleplaying or story. I like action, but I need something more to stay interested.

CC1: Gates of Myth Drannor - I think this is one of those modules that rated well when there wasn't much to compare it to, but which has aged poorly since then. The beginning was ok, if unremarkable, but partway through the module, the difficulty level suddenly takes a huge jump upward. However, the merchants don't sell anything better than a cure moderate wounds potion. As such, the combat difficulty crossed the line from challenging to frustrating, and that's where I lost interest.

Desert Madness - Dark Summoning - My PC, a recently-freed slave, wanders into a nearby church, at which point the head priest decided to entrust me with a super-secret mission to rescue the princess from the castle (or something to that effect). So I go to the castle, find an ex-guard standing around, and tell him all about my super-secret mission. In turn, he tells me everything I need to know to sneak into the palace. Of course, none of this makes any sense: why would the priest give a random stranger this super secret mission? Why would I tell an ex-guard about this mission, and why would the guard help me? Bad story logic killed this one for me.

Eye of the Beholder - This one was just too hard, too frustrating, and required too much backtracking. Even with the walkthrough, just trying to figure out how to get through each level was a pain. Also, there were no merchants, and the henchmen didn't level up with me. By the time I got to the 7th level, it became obvious there was no way I was going to survive the module.

Subterra: Manastone - This module is supposed to take place in an overcrowded underground city, yet I barely saw any NPCs walking around in the streets, and the city itself had a lot of open area. Not only did that not fit the idea of an overcrowded city, but it required a lot of backtracking, and so that killed my interest.

The Last Inn - Several things killed this module for me very early on. First, I'm given a quest by a woman who tells me she has no gold to pay me, yet after I poked around various containers in her house, I found that not only did she have treasure, but also that I was able to take it without any consequence. Second, her dialogue didn't change after I completed her quest. Third, the first thing some of the NPCs said when I spoke to them was "Are you here to do my quest?" The builder put in an actual list of all the quests in the module, and the order in which I should do them. It was this last thing that put the final nail in the coffin for me. If the module doesn't even make a stab at being believable, I'm not interested.

The Paladin War - As I wrote in my comment on the module's page: "There's no attempt at realism here: you travel through a dungeon that goes from grasslands to arctic to desert with no explanation other than that the caves in the area are "weird." There doesn't seem to be much thought to why the monsters are where they are. A chest with magic items sits in the middle of an empty cave for no apparent reason."

Tomb Raiders - First, the module is supposed to take place in an Arabian Nights setting, but the starting area and the first quest location used the basic rural tileset, and none of the characters have clothing or appearances suitable to that genre. Second, the game uses a custom script that makes your gold have weight, which meant my PC was weighed down as soon as I started the module. Realism is good, but not if it's implemented for no reason and not if it makes the game less fun. Third, the only merchant in town sold only the most basic of items, so there was nothing on which to spend my accumulated gold. Fourth, the module was full of spelling and grammar errors. Fifth, there were no journal entries. And finally, the first quest location had a bug that left my character stranded in the area.

Modules I've Played - Update

Finished:

The Conan Chronicles - Legions of the Dead

Unfinished:

Conan - Beneath the Sands of Stygia