The basic idea of the story is deceptively simple. You're an orphan living in a secluded little village with your - also orphaned - friend (your only companion in the prologue and story-wise a character almost as important as you). An old wizard and a storyteller dies and leaves his house to you two. In the basement of that house you find a letter with instructions to perform a mysterious magical ritual. As it happens, the ritual brings him back to life as a lich. He has a good reason for that: in this area, he's the last remaining member of a secret society called the Planeguardians, and just as he felt his time was running out, he found out that the Planeguardians are still needed in the area. Their ancient mission is to protect the plane of mortals from invaders, mainly from the plane of Hell. For centuries, no invasions have come to this area, and so the Planeguardians have concentrated their forces elsewhere. Now, however, an invasion is coming, and the last Guardian in the area finds his connection to the outside world blocked. He has no choice but to buy more time, at the cost of his soul's purity, and train new Planeguardians.
Of course, he's chosen you and your friend. You're pressed for time, so he throws you into one dangerous situation after another, forcing you to improve as fast as possible. When the time comes, the three of you will march alone against the demon invasion, attempting to close the portal before it's too late.
This is where the prologue ends. It ends with a choice: you're offered a chance to ally with Hell. The main story has two alternative modules, two alternative storylines: "the evil path" and "the good path" - though actually it's possible to play a good character in the demon path and a total bastard in the mortal path. One of my greatest innovations about this story is that you can join the demons just to betray them and weaken their forces from the inside.
But the main story is still far away, right now I'm just concentrating on the prologue. Like I said, the plot is deceptively simple. The true worth of my idea, at least in the prologue, lies in how the story is told. My main focus is in five things: dialogue, characters, realism, replayability... and coolness.
Dialogue
The number of NWN modules I've played is probably less that twenty, so I can't say I'm a greatly experienced module tester, but based on my experience I can say this: none of the modules I've tried had truly satisfying dialogue. Creating truly good dialogue isn't easy, it's a lot of work, but I'm seriously disappointed in the level of dialogue even in otherwise great modules. It's like people don't even realize the enormous potential of the toolset, in creating dialogue. When I read a book, there are two things I usually enjoy most: action and dialogue. When I play NWN, I only look forward to the action, because the dialogue is usually boring.
Now, how would I make dialogue less boring? First of all, it must be well written: grammatically sound and entertaining. It's sad when otherwise great modules like Serene fall to mediocrity because the author didn't bother getting someone with a good grasp of the English grammar to proofread the dialogue. There's also a lot of unnatural dialogue flow in pretty much every single module I've played - I know it's a tempting shortcut to return the dialogue back to an earlier point, but it's very difficult to do without destroying the flow.
Secondly, it needs enough choice. I'm not talking about 8+ options at every point, but I want to allow the players at least 3-5 different basic personalities to roleplay through dialogue. The funny reply, the serious reply, the cool reply, the rude reply, the intelligent reply, the dumb reply, the wise reply etc. Some of them tied to your ability scores. And of course, there must be enough use for the conversation skills. This is usually something the official campaigns do reasonably well.
Thirdly, sometimes the spoken line isn't enough, there needs to be description. Good description can make a dialogue much more lively and interesting, as well as impart the players a lot of information about the characters that you wouldn't be able to give them otherwise. I seem to remember that at least The Maimed God's Saga used some description. No wonder it's my favourite module so far. Still, even there it was under-used.
Lastly, the dialogue should take into account your race/class. Occasionally it's cool to realise that you wouldn't have got this line option if you weren't a mage, or that the character you're talking to knows that you're a halfling and his behaviour is a little different because of that. It's a lot of work, but even if it only shows every once in a while, the players are sure to appreciate it. It's a great feeling when you realise that your race/class choises have an effect on the story, however minor.
Characters
I can count the modules and campaigns where I actually got somewhat attached to the characters with the fingers of a single hand. Serene, The Maimed God's Saga... oh wait, that's it. The OC of NWN2 came kinda close with a few characters, much thanks to the voice acting, but I can't really count it. This is something I want to get right in my module, no matter what. I've done extensive planning on the circumstances and personalities of several important characters in the prologue, and I'm just getting started.
Dialogue is the main tool with which you can get the player to care about the characters. There are no tricks to this, you just have to create interesting personalities, and give them enough dialogue. Much attention needs to be given to character dynamics: good character dynamics create entertaining dialogue. Character development is nearly as important, and something that way too few modders seem concerned with. Suffice to say, I can do it. My weaknesses lie elsewhere.
Realism
I have a bunch of ideas how to increase the realism, such as eating, sleeping, highly customized economy, non-random loot, repercussions to breaking and entering, no carrying weapons in the open when nobody's supposed to know you own one, explanation to why sleep heals you so fast etc. I don't know if all of them are feasible, but I believe they are. The key feature I'm rather proud of is how levelling up is implemented into the story. The lich, in addition to teaching you things himself, gives you books to read between every level, and when you finally ding, the sudden power-up is explained by you gaining a deeper understanding of the concepts presented in the books. This, combined with a few well placed time-skips, should give the development of the main characters exceptional realism.
Realism, the carrying out of at least some of my ideas, is important, because it makes the module clearly different from all the others. It might not significantly improve the gameplay, but it makes it different. It's something I can put in the features when I present the module to attract players, and it'll give the players a sense of novelty. The thing is, some of these ideas might be difficult or laborious to carry out, and unless we're careful, they might actually degrade the gameplay. Too much micromanagement and such will definitely become annoying. This part is where I most need help, not only because I'm a complete newbie when it comes to using the toolset, but also because I don't trust my ability to judge how much realism too much.
Replayability
Abundance of dialogue options. class-specific quests. A branching storyline. Secret areas. Making every skill useful. Things like this will lead to great replayability at the cost of a lot more work than what it would require to make a linear, option-poor campaign of the same length. I've seen very few mods that aim for high replay value, and I think it's a little sad. If the story is good, it can be enjoyable when experienced multiple times, but it's always better when you can shape it into a little different story with each new playthrough. As a bonus, the abundance of options allows a greater number of players to play in their own preferred style. Of course, the fact alone that this is a heavy RP mod limits the playerbase greatly, since quite many are more interested in simple hack&slash, but I'd like all the rest to to enjoy the story as much as possible.
Coolness
I'm personally very fond of cool characters. It's more difficult to make the entire story cool instead of just a character, but I'd like to try. First of all, there must be the "cool" option in the dialogue whenever it's applicable. Then there must be cool scenes. Music plays a big part (anyone know a good composer who might give me permission to use their works?
It's difficult to explain, but trust me, I'm pretty good at cool.
Cookies to anyone who actually read through that wall of text. Any ideas, questions and criticism are welcome, though they're pointless unless I find a partner. I'm sure you see now that this is too ambitious for one person with limited time and somewhat short attention span. I can do the planning, I can do the dialogue, but I'll need someone else to work the toolset and to keep my motivation up. I know pretty much everyone who reads this area is working on their own mods, but I figured it wouldn't hurt to try.
Edit: Forgot some important things. Added one paragraph to the dialogue part and a couple of things to realism.
Modifié par Krozam, 13 décembre 2011 - 08:08 .





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