thorfinn: (southpark)
[personal profile] thorfinn
Well, I succumbed to the lure ...

I like the NeverWinter Nights engine, a lot. D&D 3e is a system that I like a lot, being pretty much a made-consistent and game-balanced view of the AD&D of my childhood... I spent many hours on Paragon BBS doing PBeM AD&D, and NWN gives me just as much feel. I fished out all the old minmaxer reflexes, and generated a nice Wizard.

Agreeing with [livejournal.com profile] lederhosen's motto of
"Nobody ever died from having too much Dexterity.", I went with Str8, Dex 16, Int 18, and everything else 10. Grabbed 1 point in all the rogue skills, and with them all being Int based, that gave me a damn fine chunk of rogue skills, and tossed the rest of the points into the usual Wizardy skills (concentration and spellcraft).

Having done that, Identify, Magic Missile, plus the various cantrips... all ready to go. Played the Prelude, and I'm now about halfway through the first Chapter... argh. :-/ Too many damned boxes and chests. Very very annoying. That's the only thing that's bugging me seriously about the primary campaign, really. It's a bit item-chasey, but then, I expect that from an "epic fantasy" CRPG.

Over the weekend, I played the "Penultima" series of modules (available from the NWN vault), along with [livejournal.com profile] tyggerjai. That rocked, a lot. Far fewer chests (one as opposed to about six chests in the standard campaign, with about the same stuff), far more postmodern humour, featuring such cute things as the Magical Plot Fairies that take you from chapter to chapter... and even a bit where you get to meet some Magical Plot Fairies having a day off.

I have also decided that the Standard Gamer's Motto ("It Moves, Kill It!") needs some modification... So I've been chanting, "It moves, click it! If it doesn't move, click it anyway!" [livejournal.com profile] bunnikins wasn't entirely amused when we tried to click on her as she walked through the computer room on Saturday night, though... [livejournal.com profile] seedy_girl seemed a bit more amused when I tried it on her on Sunday, but then, I'm about to drag her into playing it this evening, and she seems enthused by the prospect...

Oh, and [livejournal.com profile] entrippy? You need to write a Time Of Legends NWN module. Or, if you won't, somebody should send me a copy of the 1 page module...

Greetings and gaming nirvana

Date: 2002-09-09 07:44 (UTC)
From: [identity profile] lethagus.livejournal.com
Firstly, although I have only met you on a few occasions, thanks heaps for the invite. Am throughly enjoying this LJ experience :)

Secondly, you have sparked my curiosity as to this NeverWinter nights business. Though to be honest, I hated Balders Gate, and have fallen in love with Morrowind, so we shall see.

Thanks again, see you round...

(no subject)

Date: 2002-09-09 08:58 (UTC)
ext_4160: (Default)
From: [identity profile] mikz.livejournal.com
Last time I saw TMBG in concert (nearly two months ago now), before they played that song, they said that one of the Johns doesn't like it. I asked one of the Johns about it afterwards, but he wouldn't reveal exactly who doesn't like it nor why.

So far

Date: 2002-09-09 16:27 (UTC)
From: [identity profile] entrippy.livejournal.com
I've managed to stay clear of the time-consuming scourge that is NWN. However, a copy of the TOL module should be winging it's way towards ya.

Re: So far

Date: 2002-09-09 17:18 (UTC)
From: [identity profile] entrippy.livejournal.com
Actually, if there's a way to grant the players some DM abilities, that may well be very cool.

Hmmm. I'm just thinking I really should take a look at this thing - my current campaign could possibly be translated to NWN, being more of a standard dungeon bash than a freeform thingy. Not, mind you, that I do much of the work in advance - I tend to make it up as I go along (suprise suprise) but even so.

Re: So far

Date: 2002-09-09 17:46 (UTC)
From: [identity profile] entrippy.livejournal.com
Yeah, but I lean towards narrative combat anyhow - and 3rd ed is so dang fast I don't feel any need to speed it up - it more than suits my needs.

Get a round of 3rd ed tabletop going and watch how fast the combat swings past - it's so impressive after the days of 2nd ed. System doesn't get in the way of gameplay - it just sits there in the background doing what it's supposed to.

Re: So far

Date: 2002-09-09 18:08 (UTC)
From: [identity profile] kitling.livejournal.com
IME any combat that involves dice, or even rock paper scissors takes far to long

Then again its possible to call me impatient :)

On the other hand - i can't ever see TOL shrunk down to a standard module when it has far to much scope - although having not played NWN and not knowing (standard kill things get treasure like diablo right?) how it works may make me unqualified to comment...

Re: NWN scripting...

Date: 2002-09-11 16:02 (UTC)
From: [identity profile] entrippy.livejournal.com
"There is also the option of running *with* a DM, who can handle things like area transitions, actual non-scripted NPC interaction, etc, etc. Ie, as a visualisation aid, for GMs that are crap at flavourtext (like moi!), but fine with worldbuilding and NPC chat handling..."

Of course - it all makes sense now. I should have looked over at NWN from your point of view - wherein NWN is *perfect* for running the kind of baroque worldbuilding/NPC games.

Of course with me, my strength is generally not in the preparation end of things, so I've been looking at NWN and going "well, it's a lot of work, innit? Can't I just do things on the fly?".

Different GMing styles, and I ought to know yours well enough by now to have seen that earlier. Duh.

Re: So far

Date: 2002-09-11 16:07 (UTC)
From: [identity profile] entrippy.livejournal.com
My narrative combat approaches realtime. Or at least it does when it needs to. In convention systemless games my combat never drops below realtime, and I have the bruises to proves it :)

In PnP D&D 3rdE (say that three times fast! it's fun!) it tends to run at a fair clip, even on a bad day.

As for mass-combat. Hmmm. Interesting. I may indeed set something up like that, given that I have a war to simulate at some point in this campaign.

How does NWN handle deity-level interaction (D&D style deity - think uber-epic level chars) and 200+ units?

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