Having just read the most recent book, I'm suddenly very desirous of a Wheel of Time campaign for NWN2. I realize that this might be bad form, but maybe just mentioning it will help create the idea in people's minds. I would love to participate in creating such a campaign, but am rubbish (i.e. crap, less than good, abysmal) with the toolset. I imagine it more like playing the book than anything else. Obviously, getting to control the various characters at different times in accordance with the books. There would be a lot of challenges to creating such a module, but by the Light (lol), it would be flaming awesome.
Anyway, if anyone is interested, I'm a man of ideas with no implementation, who is getting ready to go on a trip to South America where I would have spotty internet access at best. I would love to, in the meantime, discuss ideas about how to make this a reality. Of course, given the breadth of such a project, I don't expect anyone to bite, but it never hurts to ask.
The Wheel of Time
Débuté par
mdtexeira
, avril 24 2011 07:09
#1
Posté 24 avril 2011 - 07:09
#2
Posté 24 avril 2011 - 10:21
I don't know if there are any WoT projects in the works but some custom content has been released. Tollocs and a Myrddraal
Modifié par Shaughn78, 24 avril 2011 - 10:22 .
#3
Posté 25 avril 2011 - 03:06
As with most books (which are stories, not sessions of D&D games) it would not translate into a game well. The first 3 books for example, had a total of perhaps 5 battles. Now how you translate 1k pages into a game engine that is all centric to the combat aspect without doing any battles is where it all breaks apart. Even if you made up a bunch of battles, it will still be a series of unending in-game text to even give the most basic idea of the plot.
#4
Posté 25 avril 2011 - 09:47
Eguintir...you're probably right, but I get the feeling that the NWN2 engine could be used for more than combat. I've seen some sweet mods that did some way out of the box things. Part of me just wants to see it because it would be so fun to walk through Emond's Field, Caemlyn, etc. I can imagine that such a module would have to rely on quite a lot of text (though it should be noted that a lot of Jordan's word count was in description, which wouldn't need to be done if you could actually see the things in the game. But yes, it wouldn't be that combat heavy. It would probably use a lot of dialogue. There could be lots of little sidequests, I suppose, but they'd likely end up being contrived. Sigh...well, alas. Does anyone know of any really good WoT mods for other games? I keep thinking that a Total War game would be quite suitable. I've started designing the most complicated board game in the universe as well.
#5
Posté 25 avril 2011 - 11:23
I think what you could get out of it, is an original tale in a game set in that universe. Even other D&D novels don't translate well into modules. Because they are incompatible in how they are laid out and what they want to achieve; the number of fights you get into in a typical one hour play session would seem ridiculous if novelized, and the amount of time spent on dialogue and relationships in a book would put you in a comatose state if put in game form. But like I said you can definitely create a tale in that universe perhaps during some kind of war, but that might not be what you wanted, which was to relive the telling.
Modifié par Eguintir Eligard, 25 avril 2011 - 11:24 .
#6
Posté 25 avril 2011 - 06:25
Using the toolset to set an adventure outside of Faerun is problematic in part because there are many things in the game that make reference to Faerun. The tooltips for example are one. The descriptions of items are another.
My King's Festival campaign is set in Karameikos, but when you find treasure the descriptions of some of the items refer to Neverwinter. It would have been far too much work to create alternate blueprints of all the items and rewrite all of the item descriptions to avoid references to places in Faerun.
Regards
My King's Festival campaign is set in Karameikos, but when you find treasure the descriptions of some of the items refer to Neverwinter. It would have been far too much work to create alternate blueprints of all the items and rewrite all of the item descriptions to avoid references to places in Faerun.
Regards
#7
Posté 27 avril 2011 - 01:17
Unfortunately at this time there are no true WoT mods for NWN2. I have been looking for a Persistent World for awhile and have a friend who DM'd a WoT NWN1 PW for awhile who was working on one but time constraints has caused a stop in production. There are still a couple NWN1 PWs





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