Let's hear them
We probably don't all agree on the same points but I think there are some things we can agree on. (We'll see)
I'll start. Write your script first and be ready to change it! What I did when I started my first quest (which I deleted) was to make elaborate rooms. Once I had my story I realized it made no sense to my elaborate rooms and that the pacing was all wrong. IE: Really? I expect them to walk for over a minute with nothing happening?
Also, my first room was supposed to be someones house. I decorated it all up and I loved it! THEN I saw that there were hanging skeletons from the rafters! (lol) I was so caught up in placing items that I missed that one small (HUGE) detail.
Get your story/quest working before you work on details. Even though details are the fun part.
Keep a notepad and write down every little thing that needs fixed. Otherwise you will forget and look past it since you end up running your quests a zillion times focusing on one thing or another, but not always seeing the big picture.
Some people will HATE your quest. Don't be discouraged. You will get 10 good reviews and one bad review and the good and bad can be about the same thing. IE: 5 stars! Loved the challenging battles! And then a 1 star! It was too easy. Or 1 star! too hard. 5 stars: LOVED the long story. 1 star. The story was too long! All about the same quest :P
Comments
Himmelville - Are you easily frightened?
Click Here
On one side of the mountain, there were bones...
Most people do not or cannot read the text of your quest. You will get more and better reviews if you accommodate these people. Your quest should still make some sense and be still be completable by people who didn't read a single word. Also keep your quest text short! Even literate people don't want to be crit by a wall of text.
Pay attention to the golden path to make sure it takes a sensible route from objective to objective. Many people will be trained by the official campaign to follow the golden path religiously and will get lost, confused, and decide your quest sucks if the golden path goes into a brick wall or disappears for no reason.
Do not make mazes. People hate mazes. Feedback on maze quests in beta bear this out!
Do not make people walk though empty scenery. Don't make distances realistic, walking is boring.
Sound drives the emotional response to your quest, so music and sound effects are important!
If your quest has the phrase "Go to Next Map" anywhere in it, it is not finished.
Do not stack encounters. Difficulty varies with class, level, and cryptic balancing. One encounter at a time only!
LOL.. so true.. this is one of those things you want really pay attention to.. I personally like mazes, though.
Himmelville - Are you easily frightened?
Click Here
On one side of the mountain, there were bones...
If you want to develop maps with jumping puzzles, do it. If you want to develop maps with mazes, do it. If you want to have tough combat, do it. If you want a strong story, do it.
But do not try to please everyone by having everything. Even if you have everything, some people will not be amused.
In this way, you must have your own vision. Once you have a vision, you need not listen to any advice including mine - just keep an eye on technical things which you think will go well with your vision.
Lastly, do not believe people when they say, it can't be done. Its just that they are just not able to see what can be done at that moment.
Also, the day you strongly disagree(after being in agreement) with our advice would be when your technical expertise is better or equal than ours.
Himmelville - Are you easily frightened?
Click Here
On one side of the mountain, there were bones...
.. But i can allready hear them out loud, to much reading, walls of text, cicky clicky click... For those people everything with more then 2 words in a single sentence feels like a wall of text and a burden to read..
Before starting the creation of my first campaign, i will have to play a lot of content from others to find out the possibillities and dos and donts from he forgery.
One thing I think I will add/stress that I didn't catch from the above is...
Test. Retest. Test again. Test again! Keep on testing it.
You will always catch things you missed. So keep playing through it. Over. And over. Beat that **** thing to death.
And I bet you'll still find things you can improve on, change, alter, or adjust.
Cheers!
Credit to original artwork by Michael Whelan, go check out his stuff it's awesome!
►● Characters ●◄
♠ Talrik Threefinger ♠ Eredis Mal ♠ Soltyrr Do'rret ♠
Try my Foundry Jumping Puzzles!
Learn to use Invisible walls because they are you friend.
My key point is to get a full, playable quest done as quickly as possible. Think of it as a prototype. By playing through a bare-bones quest, you'll be able to spot problems early. Problems that you can't see until you actually play it. Then you can fix those before you spend days fine tuning a beautiful room or dialog that winds up in the trash.
Awesome!
Credit to original artwork by Michael Whelan, go check out his stuff it's awesome!
►● Characters ●◄
♠ Talrik Threefinger ♠ Eredis Mal ♠ Soltyrr Do'rret ♠
Try my Foundry Jumping Puzzles!
Website Dedicated to Foundry Tutorials: www.NWUGC.com Twitter: @NWUGC
Gold or Bones!!
The Crystal Relics - NWS-DMXNCNAVJ
Tower District Contest Entry: Undercover Brother - NW-DCD6OI9JE
Realm of the Demiurge Foundry Works
Neverwinter isn't D&D, it is a MMO based on a game that uses D&D terms but isn't really D&D either. NW is fun (for that matter so is 4E), but it isn't D&D, and once you wrap your expectations around that you will be able to enjoy the game for what it offers and not worry about what it does not.
Hah, I have the completely opposite approach. If I have an idea that I later forget, I assume that the idea just wasn't good enough to begin with. I've had story ideas in my head for years before even putting a word down on paper, and the process of forgetting and refining them mentally makes them much better. It requires a bit of discipline though.
Yes. Sometimes you build something cuz you are just goofing around, and its just great.. You love every part of it.. Now it just needs a story, and that is where having a storehouse of ideas is really gonna pay off. However you keep these ideas is a personal thing for everyone.. I kinda go with Tilt's mentality on this one, but having a list of things is never a bad idea.
Himmelville - Are you easily frightened?
Click Here
On one side of the mountain, there were bones...
Play test.
Ask questions.
Play test.
Don't be afraid to experiment.
Play test.
Check out other author's quests for ideas.
Play test.
Play test.
Play test.
All the other things mentioned, and play test.
Nevertheless I do make a list first, just to have a reason to start the quest.
Keep an eye on your budget list (currently bottom left). This can be a nightmare if you plan big lengthy quests.
For me, I'm scripting the story out from my initial breadcrumb all the way to the main and secondary storyline conclusions. The one benefit I see here with the foundry and the players, and correct me if I'm wrong, but the players can't go off on a tangent. With my pnp group, they didn't pick up and move on the breadcrumbs as I intended, and subsequently I had to DM on the fly. This ended well as I was able to create a completely new story on the fly, and months later, reinsert them into the story I started initially.
Also as a humble suggestion, get voice recorder/voice recorder app and use it. I've already voiced half a dozen ideas while driving that I might have forgotten by the time I got to my desitnation.
My tip is to have fun! Make what you want, but do listen to some reviews. I overhauled my first quest a few times, and drasticly changed my story. I think its a decent quest now. How I created it. I actually had the story written and what needed done. I tested out stuff in foundry to make sure I could do some of these things. Then I created it. After that Polish Polish, Spell Check!
Nothing against vegetarians.. it was just an example..
Himmelville - Are you easily frightened?
Click Here
On one side of the mountain, there were bones...
Himmelville - Are you easily frightened?
Click Here
On one side of the mountain, there were bones...
Website Dedicated to Foundry Tutorials: www.NWUGC.com Twitter: @NWUGC
Gold or Bones!!
When writing your dialogue use a word processor that has a spell checker, and preferably a grammar checker. I find that MS Office One-Note works well for me. It allows you to have each paragraph in its own text box so it makes it easy to copy and paste your text into the Advance Dialog Editor.
Remember:Their means "belonging to them", There means "not here", and They're means "they are".
When placing items, especially outdoor buildings, walk around them in 3D view and make sure they are not floating. I use a stone wall as a "foundation", in cases where the terrain is not level, to fill in the gaps.
And always remember you can ask any of us Silverstars or Moonstars for help anytime.
Chapter One: In Search of the Legend
If you use exits that let people leave early then I recommend that you surround your exits with invisible walls. You can then make it where you can talk to the invisible wall that will let the player know that they are about to exit the quest. After a certain dialog is selected, the invisible wall can disappear and allow the player to select the exit.
If you do not use invisible walls with dialog around objects, when someone clicks the exit by mistake or to see what it is, they will be ported out of the quest and they may not want to do that.