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How Important Is Accurate World Geography When Creating Module?


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#1
ColorsFade

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I have been bitten by the bug - the desire to create a module for NWN2.

But I want to know how important it is to builders and players that a module be geographically accurate within the world of the Forgotten Realms?

I am not a Forgotten Realms expert by any stretch. Most of what I know of the land comes from games such as Baldur's Gate and Icewind Dale. I am a bit hesitant to set a campaign in my own world simply because it seems like it would irritate players to see presitge classes such as "Red Wizard of Thay" in a land where there is no... Thay. 

I'm open to suggestions on setting, geography, where to glean this information and how to go about handling this in the proper manner so that players aren't rolling their eyes and cursing at the screen due to my lack of in-depth knowledge about the actual landscape...

#2
Morbane

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I would say, don't worry about it - there are plenty of sandbox modules out there. what most NWN2 gamers look for is a sense of completeness rather than geographical or topographical altruism. But that is just my take...

Modifié par Morbane, 06 février 2013 - 09:11 .


#3
Dann-J

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If you're setting it in a particular location, then you should at least do some reasearch into local cultures, landforms, monsters, etc. Not only will your module have a local flavour that those in the know will appreciate, but that research will also provide you with a lot of detail to flesh out your module without you having to invent things yourself. Then you can concentrate on your own particular story, and let Realms Lore take care of the rest. I often find that research into a particular FR location provides me with ideas for the direction of my own story that I'd otherwise not have considered.

Stories don't just happen in a vaccum. They involve people, creatures, landscapes, etc, all interacting in some way. Adapting a story to a specific location by peppering it with local details makes it seem more plausible, and is much easier on the story teller since you don't have to justify why a particular creature or situation is occuring in an unexpected place.

#4
kamal_

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pj156 has a highly rated series set near Neverwinter. No one's complained he's made up towns, npcs, locations etc.

So basically don't worry about it. People have made highly rated stories set in their own settings. If you are really concerned about it and want to be in Faerun, Impiltur, The Vast, Chondath, the Lake of Steam are all areas that are fairly generic regions without much in terms of NWN2 modules or persistant worlds so you can make your adventure without worrying about being "true to lore".

I use http://forgottenreal.../wiki/Main_Page to get general information, it's certainly enough to learn who the major players in a region are, what the cities are called, and make an adventure without worrying about anyone who would say "omg that's not how it is".

#5
GrassBlade

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forgottenrealms.wikia.com/wiki/Portal:Geography

#6
PJ156

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Like others have said. The story will be appreciated more if the setting is right but it does not matter a whole lot (as Kamal_ says, I have got by without any complaints) build something you want to build in a place that interests and excites you. It is your best chance of you interesting and exciting the player, and your best chance of sticking with the project as whole.

The forgotten realms campaign setting is a stand to hang your hat on, just because others before you have defined it thier way does not mean you should not be able to put your own mark on it.

Good luck,

PJ

#7
painofdungeoneternal

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Use it to improve and broaden your module, it's a tool to support DM's telling stories, but the DM is God, and if you don't want Drizzt, or Kara Tur, or even Thay, you just will it and they don't exist. If the maps and lore help tell your story, use them, if not, oh well. If your heart is in the right spot and you entertain, all will be forgiven.

You cannot damage faerun lore worse than what happened in 4th edition.

Now if you want to hire consultants and sages, to playtest, and offer writing, and offer clever explanations that show how whatever you did is in fact matching the lore, well perhaps you'll get some support.

#8
Dann-J

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painofdungeoneternal wrote...
You cannot damage faerun lore worse than what happened in 4th edition.


Indeed.

Besides - there are plenty of wide open spaces in any Faerun atlas where you can create a new location. And even in well-trodden areas, it's not like every small hamlet is named and shown on the maps. I can't find any reference to the town of Ember that doesn't relate to NWN2, for instance.

#9
Guest_Iveforgotmypassword_*

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ColorsFade.. I actually thought like you when I first made a module and had absolutely no knowledge of any "local" lore ( I haven't even played Baldurs Gate ) and am still completely clueless. So I decided that rather than risk offending create my own and that's what I've done since. Nobody has ever complained about being able to be a red wizard or member of the Neverwinter Nine and if they did they'd be pretty stupid as they were the ones to select it as a class.

The advantage of making something completely free from any restrictions speak for themself but as other people have said established lore gives you a base to build on and perhaps ideas too. However there are some pedantic people out there so I think making Lord Nasher marry the King of Shadows could be a bit of a problem !

The most important thing is that the story you are creating interests you wherever it is as when it does it will grow naturally and be far more enjoyable to create.

#10
Tchos

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I'm perfectly fine with adding new areas and towns to established settings. This may be partly due to the fact that I don't know all of the towns that are supposed to exist already, or where they're supposed to be. The novels I've read didn't include maps, anyway, and the computer games that included the Sword Coast and the Savage Frontier I assume have things omitted for the sake of game scope.

As far as I'm concerned, the purpose of putting it in an established setting is so that you don't have to generate new lore, politics, places, etc. to liven up the world, and allow you to focus your efforts on the things directly concerning your module. So the setting is there to serve you, not the other way around.

#11
rjshae

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I'm creating an overland map based in the FR, but I've had to take some liberties with the setup since I can't quite do an exact match and still maintain a playable surface. Still, I do try to maintain consistency with the original geography.

#12
Dann-J

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Overland maps are more like schematic diagrams than spatially-accurate cartography. As long as locations are roughly correct relative to each other, I doubt that a few liberties in spatial accuracy (or scale) really matter. No two ancient maps ever looked quite the same.

#13
PJ156

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I have gone both ways. I have a fantasy setting within FR (a lake near neverwinter) but plot wise I tie it in very closely with the OC settings, nasher is there along with the war with the KOS. the OC player is mentioned a few times and Kana and SaSani are quest setters in the crossroads keep area.

Again no one seems to be upset by it. The time lines work I think and again, if they dont I ahve had very few comments on the setting.

I think you should be free to do as you please and use the lore you have to your advantage or not as you see fit.

PJ

#14
nicethugbert

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Thay in your world could be something else: a god, a soccer club, a bar'n'grill, a tribe, a misnomer, .............

#15
ColorsFade

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Thanks guys! I appreciate all of the feedback - I really do!

The past couple of days I've wandered around the wikis and so forth. It's been a fun process looking at maps and digging into some of the FR lore.

I have had several small "side-quest" type ideas in my head for a while, and a looming, much larger story-arc quest in my head that I wanted to explore. What I found interesting about browsing the wikis was that some of my ideas were already there in existence in the Forgotten Realms. In slightly different detail and shape, maybe, but they are there.

And that's really cool for me. It means I might be able to tie the story I want to tell in with the world that already exists, and some of it's lore and so forth...

I'm sure I'll be inventing towns, dungeons, etc. But the overall story... there's a base there already and I'm excited about that.

#16
Jfoxtail

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As purely a fan player - I would only say the game is Neverwinter Nights... Sometimes its about the "expectations". Especially if you are thinking of fan / player feedback.

A setting in Faerun adds instant credibility to a fan made mod - probably for most players ( For me certainly - I fully admit it). I don't play custom setting mods unless I have seen the authors work in Faerun - or feedback from someone on these boardsthat I trust  - encourage's me to play a custom setting.

Artistic licence with the Faerun setting is always acceptable; though the more dramatic the change - the more disclosure you should probably provide.

PJ has excellent modules. His artistic lisc is very well received (from what I have played of them) and his casual "nod" to established Faerun lore be it person's (Nasher) or places are just great examples. Whiteplume Mountain is cleary a Greyhawk D&D seeting - yet the Faerun mod of this community is well recieved.

Village - cities - towns - heck even Empires are at best temprorary in Faerun.

Setting in Faerun might make you own job easier as well as there is so much lore - you can probably find a "circumstance" that fits your vision. So much of the "broad plot" is there and the details will be your own. Espeially the NPCs in the details. Faerun is rich in heros and villany and so you have a fantastic resource or rogues galllery.

___

Now having said all the above - make the module you want and dont worry about fans / votes / people like me.

Every author should first and foremost make the module their artistic instinct is demanding because regardless of setting those mods are generally the best. They are labors of love and many fans / players will see this and respond to it.

Modifié par Jfoxtail, 11 février 2013 - 03:46 .


#17
Dann-J

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ColorsFade wrote...
What I found interesting about browsing the wikis was that some of my ideas were already there in existence in the Forgotten Realms. In slightly different detail and shape, maybe, but they are there. 


I wanted to create a 'new' Uthgardt tribe in my current module, so I gave my barbarian/ranger companion the last name of 'Blacklion' - a variation of 'Redtiger' (as in Daelan) from NWN1. After a bit of research, I discovered there actually *was* a black lion uthgardt tribe in Faerun. Spooky.

Of course, I could have tried other combinations of colours and animal names (blue bear, black raven, grey wolf) and still lucked out. Apparently there's no 'pink squirrel' tribe though...

#18
ColorsFade

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Again, I appreciate the feedback so much!

I really wanted to set my story in Faerun. It would make so much more sense. And as it turns out, Faerun is a pretty darn big (and quite varied) world to play in. There's just so much to it; so it wasn't nearly as difficult as I thought it would be to find a suitable region to set my tale in.

I sat down and did quite a bit of research this past week and found a region in Faerun that was perfect for my storytelling needs. I mean, right down to the type of starting location I wanted, the city I wanted to center events around... the end-game stuff... I am so happy!

And what was fun about finding this region and doing all the research and getting to know the back stories of these places and people is that with every new discovery, I could imagine exactly how I'd work it into my story.

Staring at a map of a particular region, and then looking up the details of the cities and people and various other places, really went a long way toward helping me flesh out my story. It was a very fun exercise.

Now to make it real.

I've been working with the toolset the past day; loads of fun. As a software developer myself, this is just a treat to be able to play with a tool like this. And seeing all of the community-created content available is quite inspiring. Especially RWS's work (the bridges, wizard towers and deep underground stuff is just awesome - and the cliffs stuff.... wow).I'm really excited to integrate this stuff with my toolset and start building these worlds.

This is gonna take some time, but I'm very enthusiastic about this. This is something I've wanted to do for a long time...

#19
ColorsFade

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Jfoxtail wrote...

Now having said all the above - make the module you want and dont worry about fans / votes / people like me.

Every author should first and foremost make the module their artistic instinct is demanding because regardless of setting those mods are generally the best. They are labors of love and many fans / players will see this and respond to it.


Definltely. 

I happen to also be a musican. And while I haven't written a ton of songs in my day (not like my wife, who has written well over 200), when I have written something, I've written for myself first, and everyone else second. And because of that, the stuff I have written - I love to this day. I can listen to a piece of music I wrote years ago and still get emotional about it. 

This tale I've wanted to tell for a time... Yes: Faerun has a circumstance that fits it almost to a "T". This will definitely be a labor of love... This is goin to be the game I've always wanted to play. 

And for me, that's what this is really about. I want to make a game I want to play over and over.