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Willing to offer help on plots and scenarios.


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#1
Jackson Flynn

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I've had the help of quite a few different people here who know the nuts and bolts and language of the Toolset.
And I'm absolutely sure that I would have given up long ago without it.

I'd like to give something back.

 

I'm a semi professional writer, with a series of fantasy novels in the pipeline, and have a couple of plays in production at the moment (including a Dr Who related audio sitcom that hopefully will be out this year...).
I have over 30 years experience as Dungeon master for AD&D, and have run/reffed at 5 different Live Role Play systems in the UK over that period.
In other words, I've written a LOT of "mods"... more than I could even begin to count.

 

I'm pretty good at plots and story lines, (if I say so myself...) so please guys, if you ever have any difficulties coming up with, "How do they get out of this" scenarios, or would like some help with that side of things either say so here or drop me a private message cos I'd love to give something back.

 

 


  • bealzebub aime ceci

#2
Jackson Flynn

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I'd add that I'm also keen on characterisation of NPCs, and building interesting convo's. 
So if you have a complex convo that needs fleshing out, but you are keen to get on with something else, I can help with that too.



#3
Guest_Iveforgotmypassword_*

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A very generous offer but personally writing the story and the npc's conversations is my favourite part and I just make it up as I go along then back track and alter bits to make it add up. Punctuation and spelling services would've been nice though but I've finished writing module stories and I'm just giving my first mod a makeover every now and then when I get the urge to fire up the toolset.

Why not create npc's with conversations that people could use like a prefab and then all they'd have to do is put in the conditions for when the conversation moves on at certain places in the module or if the player's been nice etc.

#4
Tchos

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Punctuation and spelling services would've been nice though

 

If you (or others) want spelling, punctuation, and grammar help, come to me.  I'm a semi-professional editor.



#5
rjshae

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You could always build a set of item blueprints with entertaining descriptions--books of lore and custom magic items, for example--then release them on a download site. That would make a really nice addition for somebody building a campaign, and it is all do-able from the toolset. Perhaps a Greyhawk setting item pack?


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#6
andysks

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I could always use some book blueprints related to the Greyhawk Deities and/or the D&D multiverse.



#7
Morbane

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A very generous offer but personally writing the story and the npc's conversations is my favourite part and I just make it up as I go along then back track and alter bits to make it add up. 

 

i agree - writing a plot out - making it make sense, is a big part of building imho. good plot development heavily depends on knowledge of the whole module, not an individual character. but the prefab idea - that sings.



#8
PJ156

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I agree with some of the comments regarding plot. It is difficult to share a plot development but to have an npc written by a third party could be quite stimulating. There's a very real risk that all the npc's blend into one unless you can be very clever and consistent with the personalities. Otherwise it is all too easy to descend into easy stereo types.

#9
Dann-J

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Surely RPGs are built on easy stereotypes?!

 

What would they be without abrupt, practical-minded dwarves with scottish accents? Or condescending elves who treat all non-elves with disdain? And what of the bumbling but otherwise good-natured gnome inventor and his frequent failed experiments? They're the cornerstones of the RPG experience, I tells ya!



#10
Guest_Iveforgotmypassword_*

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Magic items and books sounds good I get fed up with writing descriptions for them as I gave up using the originals because my mods were in a different setting.

#11
Dann-J

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Magic items and books sounds good I get fed up with writing descriptions for them as I gave up using the originals because my mods were in a different setting.

 

I've created as many of the non-artefact items from the Magic Item Compendium as the NWN2 engine will easily allow (since I can't be bothered creating so many new item properties, or a heap of tag-based custom scripts). I could release those blueprints at some point.

 

I've already released a bunch of unique weapon properties, as well as return-on-hit throwing weapons.


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#12
Tchos

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Ooooo...  I want those blueprints, Dann.  I'm a great fan of books like that, and its forerunners such as Encyclopedia Magica Volumes I-IV.  Entire adventures could be written around a single one of these items in certain cases.



#13
Dann-J

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There are some cheap but useful items in there that make great loot drops. The player can't make a fortune selling them, and probably wouldn't go out of their way to buy them from a merchant, but you can't complain when you get them for free. Some of my favourites include stackable consumables like stench stones (a one-off Stinking Cloud effect), tangle patches (Entange), and powder of the black veil (Darkness). They're great for non-magic-users who can't use wands.

 

Some of my blueprints are just samples of a particular type of property that could be applied to any weapon or armour type. Like the 'maiming' property, that adds additional damage on a critical hit depending on the critical modifier of the weapon base type (x2=1d6, x3=2d6, x4=3d6). Rather than create a property that figures that out automatically, I've just added the correct amount of bonus critical hit damage to a few weapon blueprints, and put the word 'maiming' in their titles (Eg. 'Dwarven Waraxe of Maiming' has a 2d6 bonus crit damage property).