Dispatches From Neverwinter

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

Name: Razide
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.

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

Friday, December 14, 2007

Citadel

On the recommendation of a builder whose work I enjoy, I started playing the beta version of a module named Citadel. I've never played a beta version of a module before, I already have dozens of modules in my queue, and in fact, I was already partway through another module. However, the module I was playing involves a lot of sneaking around, and I was in the mood for something with more action, and the authors described Citadel as a hack-n-slash module. Also, it starts at lvl 6-7, which meant I could use one of my pre-existing characters (I ended up using a 7th lvl Ftr/Wiz).

I've been playing it for the last three nights, and so far, my impression is that it's not only very good, but also one of the most unique modules I've ever played. The setting is original, and chock full of flavor; instead of the typical, quasi-medieval D&D setting, it starts off feeling a bit like a fairy tale, with an old gypsy, three mysterious sisters who reminded me a bit of the three sisters from Greg Bear's The Infinity Concerto, and a quest for a semi-mythical city on a mountaintop that provides a sanctuary for outcasts and misfits. The city itself reminded me a bit of Neil Gaiman's Neverwhere, with perhaps a hint of Terry Pratchett, and even Steve Jackson's Citadel of Chaos and the old Tunnels and Trolls rpg, with it's assortment of quirky NPCs, the unusual setting, and the inclusion of modern elements in a fantasy setting. The city of Citadel looks fantastic - the authors put a lot of thought into designing the areas and using placeables and custom tilesets - and as I wandered around, I really got the sense that this was a living city, full of secrets and adventures that were just begging to be discovered. I can only think of a few modules with cities that are done as well, and only one - Almraiven - that surpasses it.

The other thing that really jumped out at me was the quality of the dialogue. Bad dialogue is so prevalent in the modules I've played that I'm generally happy just to get adequate dialogue. Even some of the best modules have bad dialogue, and I can only think of a very few where the dialogue is actually good. The dialogue in Citadel is very good, and again, very different from what I've seen in other modules. Like everything else in the module, it's original and quirky and unusual and full of flavor, and it really gives the NPCs personality and brings them to life. The PC dialogue is just as good; instead of the typical noble/mercenary/jerk pattern that so many modules use, the PC dialogue sounds like something a real person might say, and what's more, there's generally no obvious good or evil choices, nor any obvious "right" choice of what to say.

There are a few other things worth mentioning. First, the module is absolutely loaded with custom-made items, much of which is very powerful and very expensive. In particular, there's a lot of class-specific gear for almost every basic class that had me drooling and wishing I was playing a different class, just so I could get that stuff for myself. Unfortunately, it's all very expensive, but a lot of very good stuff can be found for free. What's more, the fact that the merchants are carrying all this custom stuff, rather than the typical magic items you see over and over again adds to the originality and flavor of the module. Second, this is the only module I can remember playing that not only caters specifically to gay and lesbian players, but which makes it a strong sub-theme of the module. This may or may not specifically appeal to some players, but it's an interesting inclusion, and what's more, it's just not in there for the sake of being in there, but instead, it's actually integral to the concept of the module.

Of course, this is a beta module, so it still has a number of rough edges. These are mostly typos, places where the journal doesn't update, and other minor flaws. Right now, the biggest problem with the module is the combat difficulty. The authors have really striven to make the combat challenging. At the moment, however, I've found that it's as often frustrating as it is challenging. In some cases it's a matter of carefully using tactics, along with all the buffs at your disposal, to win fights. However, in others it's just that the fights are simply so hard that they're not fun, and sometimes they're even unwinnable. However, part of beta testing is figuring these things out, and the authors have been very responsive to feedback and quick to make changes.

At any rate, if you're willing to play a module where the bumps are still being smoothed out, and you're looking for something different and unusual, I highly recommend you give this one a try.

Thursday, November 15, 2007

Ooops

Under the list of modules I started but haven't finished, I listed "Dragon Dominant" when I meant to list "The Fate of Daggerdale."

Tuesday, November 13, 2007

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
Aylomeiger's Magical Curios
Beneath the Spine
Blackguard I
Blackwall Keep
Bone Kenning I - Art of the Thanaturge
Caereena - Krakona Rising
Captain's Choice
Cormyrean Nights
Crimson Tides of Tethyr
Dark Fortress
Darkness over Daggerford
Dastard's Morrow
Dream-land: By a Route Obscure and Lonely
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
Kingmaker
Kunoichi
Legacy of the Draycn, Pt. 1
Midnight
Midwinter Festival
Mountain of Mirrors
Perchance to Dream
Portals: A Prelude
Red Moon Rising
Rose of Eternity - Chapter 1: The Coming
Runes of Blood
Saleron's Gambit, Pts. 1-5
Sands of Fate I - III
Shadow From a Soul on Fire
Shadowguard
Siege of Shadowdale
Tale of a Mage, Chapters 1 & 2
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 Cup of Akbar
The Dark Ranger's Treasure
The Fate of Neverwinter
The Island
The Pillaging of Waycrest
The Sultan's Guard
The Way of the Open Hand
The Winds of Eremor
Threat of Dreams I - The Hunger and the Sickness
To Heir is Human
Twilight
Tyrants of the Moonsea
UK2 - The Sentinel
UK5 - Eye of the Serpent
Witches Wake

Modules I've played but didn't finish (or which I haven't yet finished):
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
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
Rose of Eternity - Chapter 2: Cry the Beloved
Subterra: Manastone
The Battle of Kadir Pass, Ch. 1
The Last Inn
The Paladin War
Tomb Raiders

Played: 102
Finished: 81

Monday, July 23, 2007

NWN 2

Finally got around to installing and playing it this weekend. Unfortunately, my initial impressions of the game have been marred by technical issues. First, it took a long time to install, although judging by what I've read, I got off easy: the game installed and ran the first time around, and I didn't have any problems patching the game. However, the big problem is that the graphics are fucked up. In outdoor areas, there are "patches" on the ground - small areas in various geometric shapes - where instead of grass or road or whatever else should be there, I'm seeing blue-ish triangles. It's like someone sliced out parts of the terrain. I'm seeing a similar effect on characters as well; there are literally holes in the characters, like parts of them simply aren't being drawn by the graphics card. Indoors, I sometimes see odd bands of color cutting across the screen. Although I set the video settings way down, the problems are still appearing.

Aside from that, my reaction is somewhat mixed. The graphics, those that aren't fucked up, that is, look great. The difference between NWN and NWN2 in this area is like the difference between Diablo II and NWN. The exception is how character's faces look: although they're more three-dimensional in NWN2, many of them look butt-ugly, and the hair looks terrible as well, and there just a great selection of choices. What's more, there are no character portraits either, which is a sad loss. Character creation is richer though, with a new base class, a number of new prestige classes, two new races, and a bunch of sub-race options. You can now also select a diety and a personality type, the latter of which gives minor advantages and disadvantages to your character. Faces are also much more customizable, which choices of eye and hair color and hair highlights. There are also new feats, skills, and spells, and what looks like a bigger spell selection at each level. I particularly like how they changed the Ranger so that instead of always having dual-wield, at level 2 the player decides whether or not to focus on dual-wielding or bow use, with appropriate free feats at different levels.

Gameplay isn't too different, although I'm still adjusting to the absence of the radial menu. I love that there are a lot more quickslots, although I suspect that accessing what you want in the heat of battle may be trickier, since you have to scroll through them instead of using Tab or Ctrl. Also, it took me a while to figure out how to add and remove things other than items to the quickbar. The Inventory section is a lot neater, with everything now using an icon that takes up one spot. However, the icons are kind of small, and I kept running into problems finding my crossbow, because the icon for it doesn't really look like a crossbow. I like the quickcast feature, and the mode bar is kind of interesting. I don't like that I can't use Tab to highlight all the characters, items, and useable placeables in an area: it's more realistic, but it also means I have to mouse over everything to make sure I'm not missing anything.

Camera views have been something of a problem in the game, as it seems like the camera is constantly zooming in, changing elevation and angle, and so on. It's particuarly annoying in indoor areas, much more so than in NWN. I like that I can actually take over and control my henchmen. I don't like that if I want to manipulate my henchmen's inventory, I have to take control of him first. In NWN (well, in the expansions), I could just use the radial menu to access a henchmen's inventory by right clicking on him or his portrait, and then open mine as well and swap items between them. Right-clicking like this in NWN2 does nothing, and I don't understand why simple shortcuts like that were eliminated.


I mostly like what I've seen of the storyline so far. The village faire makes for a useful tutorial, but I like being able to skip it (although I noticed that I miss out on getting an item or two as a result). I also like that the game starts realistically, in that I can't go shopping for whatever I want in my home village. This breaks down a little though, when the wizard starts selling me things, and it breaks down a lot when I get to the first Inn, and I see that the Innkeeper has a bunch of magic items for sale (and yet, doesn't have an ordinary rapier available). Also, I'm not so thrilled with the fact that your character begins as a small-time villager since, if nothing else, it makes playing a barbarian unrealistic. At least in NWN, you could play any class, and the premise was such that it was believable.

Anyway, I'm interested in playing more, but until I can resolve these graphics issues, I think I'll hold off. In fact, I started playing through A Hunt Through The Dark again instead. I'm starting to feel like I blew 30 bucks. At least I didn't pay full price, and if I can't get the game to work smoothly now, maybe I'll be able to play it when I get a new computer... which, admitedly, isn't likely to happen any time soon.