I've been working on this on and off for well over a year now (must be closer to two) and, given I have massive "off" periods, it's still not very far off the ground. So, don't expect it to be completed any time soon (I finally have a bit of spare time now, but I'm working on Project T and other things, too), though I do hope that writing a little about it will help motivate me to work a bit more on it.
The project page can be found here.
So, what is The Dragon Dynasty?
The Dragon Dynasty is a single-player NWN2 campaign (obviously) set in a custom, oriental-themed world. The setting is based heavily on feudal Japan, though I'll be bringing in a whole bunch of elements from all over the place (from Imperial China to Medieval Europe). At it's core, this is still a D&D-based game, but there'll be a bigger focus on monks and matial arts, katanas and wakizashis, oriental creatures and so forth.
What awsome cool features will be present in The Dragon Dynasty?
First, a disclaimer: This campaign is already suffering from "feature creep". So, my intention is to cut, ruthlessly, at least some of the features I plan, so that the game can actually be released at some point. However, here goes:
- New classes such as the ninja and samurai, and new races.
- New content for existing classes, such as fighting styles for monks, and extra feats for other classes.
- A variety of "origin stories" a la Dragon Age for replayability, leading into an in-depth caste system allowing you to experience the world as everything from a peasant or outcast to a noble.
- A whole new ki system for monks and ninjas.
- A complete redux of the cleric class.
- The new "Noble House" system through which you can engage in military deployments and political machinations.
- The Oriental Adventures Taint system.
- Realistic, time-based events with matching resting system.
- A raft of new new weapons (such as the wakizashi, sai, tonfa, and more) and other custom content.
- A brand new GUI-based crafting system.
- Telepathy and other cool non-combat stuff.
What level is this campaign for? What classes and races can I play?
The campaign will probably start players at L1, though I'm considering boosting players of certain backgrounds up higher. For example, if you start as a capable samurai, you should be of a higher level than a mere peasant. However, you will probably still have to create new character due to all the custom content.
The only classes you cannot play are the Bard and Paladin. When I add MotB and SoZ support I think I'll also, unfortunately, be removing the Swashbuckler. It's not that I dislike these classes, but they don't fit into (my view of) the setting - if I ever finish this I'll make a post-Roman Britain or Norse campaign where Bards get a whole redux. For this, though, you can play almost anything else. Clerics are being overhauled, monks in particular will be getting some love, rogue quests are planned, warlocks will actually have some PrCs and things, and so forth. Playing an arcane spellcaster, especially a wizard, will be purposefully hard (since the setting will be relatively low in magic), but still interesting (there will be special content for them, even if it's the law inforcement hunting you).
As with many Oriental Campaigns, I was going to cut a lot of the standard races out. However, only the gnome, half-orc and drow have gone. From the expansions, the half-drow, yuan-ti and grey orc will likely not exist either (though I may make a yuan-ti equivalent). I've also done things like renamed and tweaked a lot of subraces. On the upside, there will be new races to play like the half-demon and spiritfolk. I am also planning the revenant (4E-style).
What will the campaign be like? How much hack-and-slash, tricks-and-traps, and so forth?
The intention is to add a variety of content.
- Obviously there will be combat but I'm hoping to try and keep it lower than most mods, or at least add non-combat solutions to lots of quests which are just as rewarding. Skills, non-combat spells (esp enchantment) and certain feats & abilities (telepathy etc) are all going to be featured.
- Tricks and traps will probably not be that high, though as I mentioned, I hope to add some rogue-type quests.
- The magic level will be quite low, though magic will not necessarily be rare. In fact, magical creatures, spirits and demons will be well-known and relatively common, and so will minor charms and the like intended to keep them at bay. However, don't expect +5 swords or heaps of spellscrolls lying around. I have not cut the wizard (and am in fact planning a Wu-Jen option) but acquiring spell scrolls and similar items will be tough.
- Party size will by and large be one (i.e. just your character) with various companions and so forth as in the OC. I expect it to be quite variable throughout the game, though, rather than this wierd pick-four-from-a-menu system we had in the OC.
Fred, I love Oriental Adventures too! How can I find out more/make my own oriental mod/etc?
Banshe, who is, I believe, building an Oriental PW, has started a group here where anyone can chat about trying to make an oriental game in an engine geared up for a very western setting. Taking the Quasi-Medieval Fantasy Setting to a Quasi-Feudal-Japan (or Imperial-China) Fantasy Setting.[/list]
Modifié par The Fred, 31 mars 2011 - 01:48 .





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