Journal Update
That's right. When I started creating this, I had no idea how many quests will gather. But having one big city serving as a capital, another city after that where elves live, another city after this one and one more serving for a side quest, but having its own side quests of course as well. So each city needs population. Different, depending on the theme. And the quests as well should be around that mostly. So, here's what it looks like.
Cor'Duer: This is the main city of the empire. Here is a bit diferrent, since many districts exist. On the main living district there are the every day people, who might give all kinds of quests. On the slums, the PC needs to deal = co-operate/go against the local thug groups, and of course get deep in coruption and misery of the life in the slums. On the royal gardens, we have the pretentious ones who have no idea of what's going on in the rest of the world. On the last one, I had most trouble finding quest themes.
Dryntal: This one is the one and only city where elves live in the empire. Deep inside the forest, xenophobic and secretive. Masters of magic and former masters of plane traveling. Plenty of quest ideas here.
Kelech-Mor: The desert city, merchant city. Here I have placed around 10 merchants who all sell various items from around the world. Offering some lore as well regarding the place they bring these goods from. Of course, the city being in a desert, offers a lot of quest ideas.
Vrist: The city of slavery and dictatorship. Dangerous place, but good people still live there. Options for both ways of alignment.
So the general quest idea, comes around cities. But what else? I am torn with the OC, where almost all side quests where found on the way of the main one. On one hand, you make sure the player stays on track. But on the other, it's quite linear for my taste. Of course, in NWN2 one needs to have fixed creatures. Meaning that in the OC, the devs knew that when you fight the Orcs, or the lizardfolk, you were ready for them and the loot appropriate. I chose to leave this on player judgement mostly. All areas that are once visited from the world map, will be open for later visit. Except if for some reason I need to lock it(for plot). So here's the conclusion of this.
When the PC arrives in an area, let's say city since there are most of the quests based, he will be able to accept them all. No control there. I don't want to control this. If he wants to just go through the main quest, he is free to do so. But the free quest advances in stages of 4-5 levels. In some point, the player will find things too hard, and think "maybe I should do some side quests back there". This is my idea of the open world theme. I would like to hear opinions on this.
This only brings two problems, both very solvable. One is that I need to be careful on the xp rewards of the side quests. If the player is level 10 and decides to go back for a side quest and gets 100 xp he might feel it was a waste of time. But if he does this quest at level 4 and he gets 500... it's ridiculous. This is not really a problem, since many games are like that. Even in WoW I remember sometimes I missed a quest and then it was green. I did it nonetheless just for the fun.
The other "problem", is more of a question of taste. Should I give clues to the player about the side quest level range, or not. Should the journal write something like: "For level 5-7". I don't really like how easy games have been nowadays, what with all the markers and what not, but if the people playing find the clues needed, then they have to be added.
So these are my thoughts on managing the big cities and the side quests, as well as the open world idea. Feedback on this will be much appreciated. My journal has some 30 entries and I'm not even half way done. It will be best if I decide how to manage the two problems above before it's all done
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This is more of a need to announce to myself officially that the trouble I had understanding the custom feat system is now gone. I managed to create my first feats. There will be a lot by the end, but not all available to be awarded. Some will block other ones and so on. Big thanks to KevL, Morgane, and Lance Botelle for the precious info on this. Also to Tchos for the ga_ script to award ability score boosts and skill ranks.