Well met folks,
I'm a bit of a stranger here - normally I hang around the NWN2 forums when I'm not trying to recreate old AD&D adventures in the toolset - managed three so far:
Search for the temple of the Golden SpireAgainst the Cult of the Reptile GodThe Lichway
With a 4th instalment - "The Sahuagin Heel" - almost ready to upload, and a 5th - "Oasis of the White Palm" started with several areas complete already.
I guess I bounce from really dubious about what limits might be imposed in the foundry for this game compared to NWN2 and excited about the possibilities - after all, I don't do anything fancy with trying to change the physics or the core rules of the game - I just use what are pretty much the same rules as I played with 20 or so years ago to recreate some great adventures & would love to do the same here.
The biggest problem with NWN2 was that it was published while so much was unfinished - even NWN1 has some things that weren't included in the second, and the toolset was a massive jump up in complexity, which put a load of people off & I think split the community rather than encouraging everyone to move "up" to NWN2.
I'd really like to see a toolset here that allows me to tell the stories I want to tell, and gives me the flexibility to copy as close as possible those old P&P adventures without too much compromise. If there's not going to be any custom content, then we really need a load of variety in the officially produced content for the Foundry - otherwise things are going to get very dull very fast. Or if nothing else, if you could just include everything I need to remake the classic Desert of Desolation trilogy of adventures, I'd be a happy bunny b:thanks
Anyhow - fingers crossed,
Cly.
Comments
I firmly believe that foundry will be able to satiate your creative needs and you will be able to recreate old pnp campaigns and more.
Well, scripts are not done nor is custom content due to potential exploits and this is hosted as a Server/Shard MMO game rather than a private server campaign. However, Mods are looking if they can include future persistent world creation missions/campaigns (as well as the planned user created instanced ones) like they have on some of the company quests shown. Honestly, the methods are simply...different from what we've been shown from thr NWN toolset. Some things can be an amazingly great time-saver and other things may make some people using this ask "why can't we do it this way like the NWN Aurora software does?"
If interested (generally speaking) how some of the base Foundry things work (since many updates that were created for this game here are now active in Star Trek Online's Foundry,) until they release more info to us about NWO's Foundry, I'd recommend seeing how the Star Trek Online (or STO) Foundry works. The website Starbase UGC has great tutorials and the STO game is free to download and play of course if you wanted to tinker with it in a ST themed environment (so we wouldn't get space maps for example in NWO. BTW, while STO may still charge secondary income to create Foundry Missions [which you can get for free after doing their tutorial,] Neverwinter will offer free slots [up to 8 possibly] for upcoming Neverwinter Online Authors.)
Again, welcome to Neverwinter! Hope I could help!
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Re the Foundry - I really hope it lives up to my hopes. I never used the NWN1 toolset, but the NWN2 'set has a notoriously steep learning curve & really isn't user friendly - even creating what you'd think would be relatively simple things can sometimes be next to impossible - so the idea of a relatively simple UI sounds fantastic.
But at the same time, having the flexibility that the NWN2 set allows - things like being able to scale placeables (and creatures) up or down in 1, 2 or 3 dimensions, tint creatures, the ability to model the outdoor environment to any shape you like (rather than being stuck with a fixed number of tiles), and a host of other options - gives me a freedom to tell stories that I'd really miss if its not there that I'd really miss, especially if the only reason is that it might be a tad complicated.
I can appreciate why some things might not be allowed on the grounds of balance and the MMO structure of the game, but - if any Devs ever read this - please don't disallow anything on the grounds of it being too complex. b:sad
From previous MMOs I've played - GW, DDO, DCO, LOTRO - what's struck me most is they aren't roleplaying games - conversations, skills and other ways of achieving objectives besides wacking things with a sword take a back seat.
Stealth, intimidation, charm, blagging your way through encounters, using custom magic items or other single use objects to get through particular situations are what I'd really like to bring to things I create in the Foundry - tell me I can?
Cly.
This city promises death for the meek, glory for the bold, danger for all, and riches for Jade!
Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
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I had high hopes of building it in NWN2, and I think someone's made spaceship style interiors that I might be able to use, but a lot of those classic creatures - Wolf in Sheep's Clothing, the Squealer, Frogemoth, Vegepygmies - don't exist, so I'd have to substitute, but that's no major problem. I heard that someone had got a long way in building it for NWN1 & saw some great screenshots - most of those creatures where in there! But then they stopped developing - a shame.
I'd also love to re-build Dungeonland & the sequel - all that surreal Alice in Wonderland based adventuring made for some very memorable gaming sessions when I ran them.
That's what I want to create really - interesting, varied & memorable adventures - not endless fedex and scalp collecting quests.
Also - just wondering for anyone listening - Is there likely to be any problem using old TSR (?WOTC now?) aD&D adventures in Neverwinter? I'd hate to spend all the time developing recreations of those old modules & find out they can't be used due to I.P. problems.
Cly.
My Best,
Ezra Steel
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