Journal Update
Well, this was interesting... I subscribe to the D&D feed on Facebook, and a thread came along leading to this link:
It's a new campaign for PnP D&D. Specifically about the Cult of the Dragon, which, of course, is the centerpiece of my campaign, The Darkening Sky.
My first thought was, "Darn, wish my campaign was finished first." I felt a little bit like thunder stolen. But that is, obviously, a REALLY stupid thing to feel. It's cool that the CotD is getting some pub actually. Maybe it will help my campaign when it is released :-)
I just hope that when my campaign is finished, no one comes at me with comparisons... ugh. My story about the CotD is, thankfully, quite a bit different from the one they are telling. I just hope folks enjoy it when it's finished.
Anyway, back to the campaign.
A lot of area work lately. A module that started simply enough (pirate cove) has blossomed into about 8 areas. It takes a lot of time to place everything - lights, torches, placeables... I'm almost to the point where I can start scripting encounters now. This is more or less the first 'major' quest for the player after they reach Scornubel. It was intended to be something short and sweet, but now I think it might chew up a bit more of the player's time, which is always good. The more hours of content I can make, the better.
I like putting together a good area that inspires me, but the time it takes can be so long. I try and poke at it a few minutes every day so I don't feel like I'm standing still.
The good news is that the RWS tile sets are really fun to play with

The other big thing is continued work on the city of Scornubel itself. I've broken it up into five exterior Areas (each with, of course, multiple inner areas supporting, as necessary). I made a decision to make each exterior area "bleed" right into the next one. Which meant not constructing the area like a classic NWN2 external area.
If you look at the external areas for the city of Neverwinter, you notice that they are isolated from each other by way of rivers and bridges, big gates, and distance, so the designers can use the building placards in the backgrounds etc. Each area is then very isolated from the others.
Scornubel doesn't work that way. It's a big, wall-less city that sprawls, and it's way too big for one 32x32 map. So, I split it up into several maps.
I place World Map Transitions in the middle of roads where you have to transition from one area to the other. This means that in order to construct the city proper, I had to start with one area, and build everything up - all the way to the map edge, before I could start the next area. Because the next area is created by taking the first area, copying it, and then 'moving' the map. So the northern 4 tiles of one map become the southern 4 tiles of the new map. The buildings, placeables, textures, terrain, everything are already there, and then I just build the rest of the map.
To do that correctly.. one map really has to be done before you can move to the next. I didn't start out that way, however. I started by building the Scornubel Docks and Market Area (The Walk) at the same time. So lately I've been working on making the north edge of the docks and the south edge of The Walk match up. There's a lot of copy-paste of placeables to try and get things to look exactly the same. Once I copied too many placeables at once, and the toolset locked up...
When I get bored or annoyed building the external city areas, I work on the internal buildings. City Watch, Scornubel Hall, merchants, etc. It's all coming along. My goal was to have all the areas built before I started scripting any conversations or encounters, but it's getting to the point where I really need to do something different with my time
I'm getting tired of placing stuff.
I think this week I'll do some conversations; some of the first ones you experience when you enter the city, and see how that goes. I miss scripting encounters.





Retour en haut






