I always wanted to post here but I'm a newbie and casual so... meh.
DISCLAIMER: No one is forced to read it. Just some stuff I hope to be able to flesh out in my adventures. The Basement:
When I create my "The Basement" adventure, the group are contracted by some humans to kill some rats in the basement of their home.
Once in the basement and meeting the rats, I should be able to offer the group a twist: the rat leader offers some treasure to the group in exchange of leaving them alive and killing the owners of the house.
From that moment, the group can (for example):
ignore the rat leader and kill the rats, then get their reward from their contractors.
spare the rats and kill their original contractors, then get their reward from the rat leader.
spare the rats and kill their original contractors, then kill the rats, then get all the loot from both parties.
The Basement 2: Rats! Rats everywhere!
When I release "The Basement 2: Rats! Rats everywhere!", the module checks if all party members have done "The Basement" and which ending they did. If there are different endings or haven't played the other module, they are treated as no having played "The Basement" story-wise. If they all share the same ending, it's taking into account story-wise.
Some time after the events of "The Basement", the groups reaches the city where the action of that module happened.
If the group:
Was lawful and killed the rats and left the owners of the house alive: they are welcomed to the city and asked for their help against a rat invasion from the sewers.
Killed the humans and sided with the rats: the group is imprisoned to be judged but the rat leader appears to them. He offers them to release them in exchange of help killing the humans of the city. *insert more branching*
Killed everyone: the group is imprisoned to be judged but they are released by a guard when the rats attack the prison. Now the group must fight the invading rats (and maybe some humans) to scape the city... or to sabe the city. *insert more branching*
Pal Adin raising:
Adin, the group's NPC pal from a backwater city, asks for their help recovering a sacred relic of his faith. The relic is rumored to lay in a temple is some jungle and would be vital not just to the popularity of his faith in the region but also cure a little kid that is very sick using the mystical healing powers of the relic.
The group goes into the jungle, kicks some reptile tails, sacks the temple after disaming traps, solving some puzzles, recovering the relic and kicking more reptile tails, and finally return to their pal Adin with the relic.
But Adin betrays everybody and uses dark magic to fuel the relic and destroy the temple. Then he leaves to the capital city where he plans to take control of the kingdom. The group and a few others survive and after some investigation on the remains of the temple's library, they find a book where it explains how the user of the relic is invulnerable unless wounded with a magical sword: The Holy Moly Avenger. The sword is supposed to be in some frozen wasteland to the north.
So after some more travel, surviving the extreme weather, killing some furry asses, disarming some traps in the local cave where the sword is and finally recovering The Holy Moly Avenger, the group goes to capital city to face their former pal, Adin.
Adin has conquered the capital city and has lots of undead serving him. So the group starts kicking asses and taking names, storm the palace, disarm more traps, solve more puzzles, save some NPCs, and finally face Adin. In combat Adin is invulnerable to all damage until the group's fighter remembers that he is supposed to be using The Holy Moly Avenger. Once he equips it and wounds Adin, the former pal is history.
Once they have saved everybody who survived, they give The Holy Moly Avenger and the relic to the local authorities for safe guarding, receiving some nice rewards in exchange for their services to the kingdom. Enter the Dragonborn:
This adventure can be only played by a single player (no henchmen or other PCs), must be a Dragonborn and a monk.
In it, a dragonborn martial artist agrees to spy on a reclusive crime lord using his invitation to a tournament there as cover.
speaking of legos, I was really pushing that for NWN2 and was excited by the inclusion of the "z-axis" in Electron. Alas, anyone can open it up and see its there but disabled.
But now we have Minecraft and 2 million paid customers for Doom like graphics can't be wrong. Its not even out of beta yet.
The word lego is used quite a bit with that game/program.
Well there was a virtual z-axis things could be physically higher and lower and such, with some work and some scripting it was possible to get some fairly good z-axis HAMSTER going on in NWN2.
I don't know much of what has been stated before, but I agree with those who feel that the DM should be able to "oversee" the action as it is taking place and micromanage units.
IE: the characters burst into a room full of monsters and there is a boss there, the DM should be able to control the single unit.
I know that they are going to do a great job with the editor and map creator, I've got faith in you my fellow D&D designers!
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dradicMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 16Arc User
edited March 2013
I would like to add the request to have the ability to control, adjust, set and possibly create factions; used when creating NPCs and guilds.
Somebody bust out the Devastate undead spell cas this threads been super necro'd =P. July '11 --> early '12 --> March '13. That being said I hope we can add boss mobs and non solid textures (mist, water, etc.)
Comments
DISCLAIMER: No one is forced to read it. Just some stuff I hope to be able to flesh out in my adventures.
The Basement:
When I create my "The Basement" adventure, the group are contracted by some humans to kill some rats in the basement of their home.
Once in the basement and meeting the rats, I should be able to offer the group a twist: the rat leader offers some treasure to the group in exchange of leaving them alive and killing the owners of the house.
From that moment, the group can (for example):
The Basement 2: Rats! Rats everywhere!
When I release "The Basement 2: Rats! Rats everywhere!", the module checks if all party members have done "The Basement" and which ending they did. If there are different endings or haven't played the other module, they are treated as no having played "The Basement" story-wise. If they all share the same ending, it's taking into account story-wise.
Some time after the events of "The Basement", the groups reaches the city where the action of that module happened.
If the group:
Pal Adin raising:
Adin, the group's NPC pal from a backwater city, asks for their help recovering a sacred relic of his faith. The relic is rumored to lay in a temple is some jungle and would be vital not just to the popularity of his faith in the region but also cure a little kid that is very sick using the mystical healing powers of the relic.
The group goes into the jungle, kicks some reptile tails, sacks the temple after disaming traps, solving some puzzles, recovering the relic and kicking more reptile tails, and finally return to their pal Adin with the relic.
But Adin betrays everybody and uses dark magic to fuel the relic and destroy the temple. Then he leaves to the capital city where he plans to take control of the kingdom. The group and a few others survive and after some investigation on the remains of the temple's library, they find a book where it explains how the user of the relic is invulnerable unless wounded with a magical sword: The Holy Moly Avenger. The sword is supposed to be in some frozen wasteland to the north.
So after some more travel, surviving the extreme weather, killing some furry asses, disarming some traps in the local cave where the sword is and finally recovering The Holy Moly Avenger, the group goes to capital city to face their former pal, Adin.
Adin has conquered the capital city and has lots of undead serving him. So the group starts kicking asses and taking names, storm the palace, disarm more traps, solve more puzzles, save some NPCs, and finally face Adin. In combat Adin is invulnerable to all damage until the group's fighter remembers that he is supposed to be using The Holy Moly Avenger. Once he equips it and wounds Adin, the former pal is history.
Once they have saved everybody who survived, they give The Holy Moly Avenger and the relic to the local authorities for safe guarding, receiving some nice rewards in exchange for their services to the kingdom.
Enter the Dragonborn:
This adventure can be only played by a single player (no henchmen or other PCs), must be a Dragonborn and a monk.
In it, a dragonborn martial artist agrees to spy on a reclusive crime lord using his invitation to a tournament there as cover.
Well there was a virtual z-axis things could be physically higher and lower and such, with some work and some scripting it was possible to get some fairly good z-axis HAMSTER going on in NWN2.
IE: the characters burst into a room full of monsters and there is a boss there, the DM should be able to control the single unit.
I know that they are going to do a great job with the editor and map creator, I've got faith in you my fellow D&D designers!
The Retribution of Kel'thalun: NW-DJ46U5NZG
The Conquering of Ymir: NW-D12TWV3K3