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What do you prefer?


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22 réponses à ce sujet

#1
Omega27

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 So im making a series of Mods to tell the story of the E.O.A Saga for NwN.
 When you guys/gals, play Story Mods etc. Would you prefer to make a new player to fit with the game, or would you rather use a character you've already created ?

If your interested in the mod keep track of the
E.O.A: Elements of Alma Project Via social.bioware.com/project/3974/

Modifié par Omega27, 02 juin 2011 - 03:23 .


#2
Metaldwarf

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I think it depends on the module, but it is nice that a module builder asked folks. Most mods I find the choice of race or class to matter little, so I enjoy making new characters from scratch. I assume you are asking if people prefer to use a character they've already leveled somewhat and bring them into a new adventure. Of course that's also exciting provided the character chosen makes sense with the world.

What is the E.o.A. saga?

#3
Fellanor

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Depends completely on the setting. Just go with what you want to do!

#4
HipMaestro

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Myself, I seldom replay any character unless it is part of an intentionally-connected series.  Even if I reuse a character idea, I will generally make small changes along the way, depending on the mood of the moment.

Unless the designer makes some custom suggestions to maximize enjoyment and interact with the environment most effectively, I tend toi use an "all-around" PC the first time through and hope for the best.  If it appears later on that it limits my experience too much, I'll usually just ditch it and start anew.

I prefer to experience new content as a total unknown and with a clean slate to keep the gameplay fresh. But again, that's just me.

#5
SmkNThDrkNght

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I think he's talking about this , but I've been in exile for awhile and I could be wrong.

Modifié par SmkNThDrkNght, 29 mai 2011 - 03:18 .


#6
Quillmaster

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Intersting question. I quite like making characters, but often find they don't quite fit with my initial perception of the module.
I decided to take a risk with my current project and create a pre-defined character for the player to use. While it might limit those willing to play, it has enabled me to concentrate on the story and create what I hope will be a richer role play experience. Time will tell. I'm much closer to completion now. :)

#7
Guest_Lowlander_*

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For a new series I would always want to start fresh from both the player and the Module creator Perspective.

It gives the designer more intricate control over encounters, and the player the chance to experience what that can bring to the table.

Case in point encounter.

I was playing Lords of Darkness. It seems to have extremely well balanced encounters that match available gear precisely, the gear drops all seem planned, not random. The encounter that comes to mind was in a swamp an there were some spiders, not just any spiders, but terrifying, run for the hills spiders that scared the crap out of me. What made them so scary? They had very high DC poison, every time they hit me I was poisoned. But until this point there was no poison immune gear. After running away a lot I later found some poison immune gear much to my relief, I was then able to take my revenge on my former terrorizers.

So Terror, relief, revenge, based on not having gear, finding gear, then using it.

If I had imported a character with this gear already, there would be no terror, no relief, no revenge, it would have been a fairly meaningless encounter.

Not matter what you do in attempting to start fresh some will subvert it, but if you want to design with fine control, have players start fresh, so they can experience all the terrors/frustrations/challenges you intend to send their way.

If you have no idea what characters are bringing in, you have no idea how the gear they already posses may turn meaningful encounters, into meaningless ones.

#8
Metaldwarf

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SmkNThDrkNght wrote...

I think he's talking about this , but I've been in exile for awhile and I could be wrong.


Considering that link is for a NWN2 world and this is a NWN1 forum I hope so:)

#9
Shadooow

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Omega27 wrote...

 So im making a series of Mods to tell the story of the E.O.A Saga for NwN.
 When you guys/gals, play Story Mods etc. Would you prefer to make a new player to fit with the game, or would you rather use a character you've already created ?

Hey, dont matter for me but I have enough those lvl 1 char modules. Really prefer start at higher lvl, 10-20 or completely epic adventures, not many out there...

#10
SmkNThDrkNght

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Metaldwarf wrote...

SmkNThDrkNght wrote...

I think he's talking about this , but I've been in exile for awhile and I could be wrong.


Considering that link is for a NWN2 world and this is a NWN1 forum I hope so:)


LOL Yeah its been awhile, its probably  this  instead.

Modifié par SmkNThDrkNght, 29 mai 2011 - 11:53 .


#11
Omega27

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Metaldwarf wrote...

I think it depends on the module, but it is nice that a module builder asked folks. Most mods I find the choice of race or class to matter little, so I enjoy making new characters from scratch. I assume you are asking if people prefer to use a character they've already leveled somewhat and bring them into a new adventure. Of course that's also exciting provided the character chosen makes sense with the world.

What is the E.o.A. saga?


Sorry its taken me awhile to get back to you and everyone, ive had a slow momment and complety forgot i had post.
As you said, i do me between Characters that people have already spent time playing with v.s making a new character.
E.O.A is my NWN mod that im working on and planning to release the full version by the end of this month.

#12
Omega27

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HipMaestro wrote...

Myself, I seldom replay any character unless it is part of an intentionally-connected series.  Even if I reuse a character idea, I will generally make small changes along the way, depending on the mood of the moment.

Unless the designer makes some custom suggestions to maximize enjoyment and interact with the environment most effectively, I tend toi use an "all-around" PC the first time through and hope for the best.  If it appears later on that it limits my experience too much, I'll usually just ditch it and start anew.

I prefer to experience new content as a total unknown and with a clean slate to keep the gameplay fresh. But again, that's just me.


I understand where your coming from, i  dont being limited either. Im working so that when people are playing they feel they are missing out on something because of their "Good/Bad", or  because of their race.

#13
Omega27

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SmkNThDrkNght wrote...

I think he's talking about this , but I've been in exile for awhile and I could be wrong.


No i mean my project, im a little sad now theres a project with the same name as mines.

social.bioware.com/project/3974/

#14
Omega27

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Quillmaster wrote...

Intersting question. I quite like making characters, but often find they don't quite fit with my initial perception of the module.
I decided to take a risk with my current project and create a pre-defined character for the player to use. While it might limit those willing to play, it has enabled me to concentrate on the story and create what I hope will be a richer role play experience. Time will tell. I'm much closer to completion now. :)


I actually like that idea, i shall be PMing you about that shortly.

#15
Omega27

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Lowlander wrote...

For a new series I would always want to start fresh from both the player and the Module creator Perspective.

It gives the designer more intricate control over encounters, and the player the chance to experience what that can bring to the table.

Case in point encounter.

I was playing Lords of Darkness. It seems to have extremely well balanced encounters that match available gear precisely, the gear drops all seem planned, not random. The encounter that comes to mind was in a swamp an there were some spiders, not just any spiders, but terrifying, run for the hills spiders that scared the crap out of me. What made them so scary? They had very high DC poison, every time they hit me I was poisoned. But until this point there was no poison immune gear. After running away a lot I later found some poison immune gear much to my relief, I was then able to take my revenge on my former terrorizers.

So Terror, relief, revenge, based on not having gear, finding gear, then using it.

If I had imported a character with this gear already, there would be no terror, no relief, no revenge, it would have been a fairly meaningless encounter.

Not matter what you do in attempting to start fresh some will subvert it, but if you want to design with fine control, have players start fresh, so they can experience all the terrors/frustrations/challenges you intend to send their way.

If you have no idea what characters are bringing in, you have no idea how the gear they already posses may turn meaningful encounters, into meaningless ones.


Thanks for the heads up, and ive learned that from the few who have been there to test out the demos i have set out for play. So far its proven too much of a chanllege, so ive nurf a few things and created a custom selection  of armor for the players and the "Henchmen" that are partied with them.

#16
Omega27

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ShaDoOoW wrote...

Omega27 wrote...

 So im making a series of Mods to tell the story of the E.O.A Saga for NwN.
 When you guys/gals, play Story Mods etc. Would you prefer to make a new player to fit with the game, or would you rather use a character you've already created ?

Hey, dont matter for me but I have enough those lvl 1 char modules. Really prefer start at higher lvl, 10-20 or completely epic adventures, not many out there...


Dont think you'll have to worry about  not having epic fights even at a low lv, you dont really play this mod solo, you are able to build a team up to five. So even later on the battles become more massive. (Spoiler) in the start you get your first "Main Partner". I do believe this mod will fit to your taste your looking for. I my self like epic fights that arnt to easy/to long/rewardless etc so i do think ive manage to get around to most desires.

#17
olivier leroux

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I prefer to see the PC as a new character. I'd be fine with starting one from scratch and even with playing a provided character of the module authors' choice. I wouldn't have a problem with using one of my pre-made PCs either, unless that character has strong ties to past stories and settings that would break immersion for me in the new environment. But I'm not a fan of bringing inventory items from other modules, as it's very hard to find the right balance that way. So if you allow importing PC from other modules and don't want to use item strips, make sure to provide accurate information for what character, item and gold levels your module was balanced (examples would be most appreciated).

#18
Omega27

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Would you rather me post in that last bit of info in the Fourm? I do believe when you download the mod from the project list, it do state that it is preferred that players create a level one toon. Ive made it so that in order to play the nect Mod(story) you have to beat the previous one and obtain the Item etc that is required in the next story that can only be found in the previous game. Right now im finishing up the First Mod for Elements of Alma the full version should be hitting the site either by the end of this month of next month. Ill keep all who are interested posted

#19
olivier leroux

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If your module starts at lvl 1, then the things I mentioned are not an issue. Anyway, personally I think the best place to put important information concerning a module is the module description you see when you select the module in-game. Too many authors neglect that chance to brief their players and leave that field entirely blank.

#20
Quillmaster

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[quote]Omega27 wrote...
Ive made it so that in order to play the nect Mod(story) you have to beat the previous one and obtain the Item etc that is required in the next story that can only be found in the previous game.

I like this idea.Image IPB

#21
Quillmaster

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olivier leroux wrote...

Anyway, personally I think the best place to put important information concerning a module is the module description you see when you select the module in-game. Too many authors neglect that chance to brief their players and leave that field entirely blank.


I quite agree.  Seeing a blank module description smacks of laziness on the creators behalf and warns of low attention to detail.  It is also the perfect place to aknowledge people who've helped in different ways and thank them for it. :).

#22
Omega27

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[quote]Quillmaster wrote...

[quote]Omega27 wrote...
Ive made it so that in order to play the nect Mod(story) you have to beat the previous one and obtain the Item etc that is required in the next story that can only be found in the previous game.

I like this idea.Image IPB[/quote]
 Thanks  Quill working overtime to put the best effort into things :) as my first actual Mod.

#23
Omega27

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olivier leroux wrote...

If your module starts at lvl 1, then the things I mentioned are not an issue. Anyway, personally I think the best place to put important information concerning a module is the module description you see when you select the module in-game. Too many authors neglect that chance to brief their players and leave that field entirely blank.


Oh thats not the issue with mines, but i do believe ive put to much there, before the last version is uploaded im going to re-edit that part. I also agree with this, putting nothing just throws things off to much