Iveforgotmypassword wrote...
I like the way that when you're making a module it grows by itself too and that's what I let mine do, my latest mod is a test of that with no story planned at all but it's flying along at high speed and I think it's because of that. So go for it and let everything come naturally especially when you play test that's when stuff gets added because you as a player would like that to happen and this makes it better for anyone else playing too.
This really is one of the coolest parts of making a game - just watching stuff grow organically. I started work on my first dungeon this morning, and I had no real idea what I wanted to do with it - it's just a small dungeon for a small encounter. But I wanted it to look cool, and that was the only priority I had. I'm about halfway done with it and I'm incredibly happy with it. It's fun to play with the toolset this way. I didn't have a "plan" for the dungeon, but it's turned out nicely, and I think it has a good atmosphere.
Iveforgotmypassword wrote...
Anyway it sounds like you're enjoying yourself and that's the important bit because when something becomes a grind to create it will show up in the game and your mod will lose the spark of life it had when you first started.
I'm having quite a bit of fun... It's really fun to have "the power" - I get to do this however I want, and so I get to make all the decisions, and that's inspiring.
One decision I've made is to eliminate crafting. Both times I played through the OC I crafted all my weapons, because they were just better than anything the game could provide. And that was kind of lame, I thought, because it made all the other items you could buy or find totally irrelevant.
I'm going to do something a bit different. Instead of crafting, I'm going to have certain NPC's possess the ability to create unique (pre-defined) items from components that the adventurer's find (plus this kind of fits into the story of one NPC).
Kind of like Cromwell in Baldur's Gate 2. So, if you find a ghoul claw, for instance, instead of distilling that down to an essence for crafting, you're going to want to seek out an enchanter or other NPC merchant type who has the ability to craft something out of that. One NPC might be able to make a dagger out of it, because weapons are their speciality, while another NPC might be able to enchant that into an amulet or ring. Each item will have different attributes. As you progress througth the campaign, finding more rare artifacts, the NPC's will be able to make more spectacular items out of them. And some of these NPC's might be easier to find than others...
I want to do it this way because, as an old Everquest and EQ2 player, I love item acquisition. I love unique items. I like drops and finding things in chests, and I like going on quests for stuff (epic weapons). I want to have some quests in this campaign like, for instance, you find a rare component, and take it to an enchanter/artificer, and they tell you, "I can build a mighty sword out of this, but I also need X & Y to do it." So now you have a side-quest to hunt down components for a weapon that might be far more powerful than anything else you are going to randomly find or buy at a vendor.
To me... that' s fun