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Hopefully, a campaign - Tales of the Whispering Sands (not sure about the name)


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#1
grotbag1

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Hello!

 

I'm currently trying to make a party-based, SoZ-style campaign, set in the deserts of Calimshan. It isn't terribly far along yet, and as so often happens, it may all fall apart six months down the line. Hopefully it won't come to that.

 

On a more cheerful note - pictures!

 

nwn2main2014-04-2218-07-27-44_zpsf9d0ed0

 

nwn2main2014-04-2218-05-14-00_zpsd3d9fc1

 

nwn2main2014-04-2218-10-45-63_zpsc535001

 

nwn2main2014-04-2718-24-12-01_zpsffc3e70

 

sandy_zps00bef547.png


  • rjshae aime ceci

#2
PJ156

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It looks like a good start has been made to me :)

I like the overland map, that looks very good and you have done a lot in the city with stock placeables.

Good luck,

PJ

#3
Eguintir Eligard

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Ya it looks pretty rad to me. If you chapterize your work in smaller doses, you can quit at reasonable points and still have something to show for it. Just watch PJ's releases. Thinking back to the amount of early huge NWN2 works that didn't even see the public even though tons of work was done makes me ill to this day. 

 

If you aren't sure on the name... what about Songs of the Whispering Sands, or Secrets? Softer letters roll off the tongue better used together.



#4
kamal_

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Is that a wyvern on a roof?



#5
Guest_Iveforgotmypassword_*

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Sharks and Tigers ! Dangerous place this Whispering Sands but looking good too.

You could always just call it Whispering Sands.

#6
Dann-J

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Wyverns and tigers and sharks, oh my!

 

lions+and+tigers.jpg



#7
grotbag1

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Is that a wyvern on a roof?

 

Yup! One of my ideas for trying to liven up the good old one-tier Merchant's Quarter houses was to use the flat roofs to give some of them roof gardens. So there are benches and tables up there, lush flora, even the occasional exotic (and thankfully tethered) pet...

 

Chapterisation could definitely work, although I was planning to set most of the story in and around the (non-canon) hub city with frequent forays to the desert for adventure, so there isn't going to really be an obvious cut-off point.

 

Name ideas are really helpful, guys, thank you!

 

Also, a brief premise:

 

You're a motley group of refugees, brought together by fate. Meeting for the first time as prisoners in the dingy hold of a Thayan slaver vessel, you form an unlikely alliance. Your escape from your captors leads you to the mysterious coastal city of Blackwind, in the most inhospitable stretches of the Calim desert. Here you will find yourselves caught up in the twisted politics of the city's latest elections, while investigating something stranger still that waits slumbering deep beneath the Whispering Sands...

 

Is that OK? I know some people prefer to give their parties their own shared history, but I think giving a starting 'reason' for their adventurers to be together allows for some pretty fantastic RP opportunities, especially with split good/evil groups...


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#8
Eguintir Eligard

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Every module I've ever seen gives you a starting premise why would yours need to do otherwise?

 

Build on, young squire


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#9
Guest_Iveforgotmypassword_*

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Just a thought, if you have a city that's the main place for returning after daring deeds have been done you could make a whole load of transitions on the world map from your hub city that could be activated when you made that module via campaign conversations.

Personally though I prefer to do the whole lot in one go.

#10
rjshae

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A heavy sandstorm sef file would be useful for a setting like that. Thick, gritty, blinding sand. Maybe thick orange fog mixed with a blowing sand effect?



#11
Eguintir Eligard

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You know grammatically, it should be Tales From the Whispering Sands. That's another name idea



#12
kamal_

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A heavy sandstorm sef file would be useful for a setting like that. Thick, gritty, blinding sand. Maybe thick orange fog mixed with a blowing sand effect?

The Thayan Dust vfx works nicely if you put enough of them down. Plus a custom daynight setting. link

Also OP, I released an entire Calimshan styled town link Feel free to pillage it for areas.


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#13
PJ156

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Kamal_ did a sandstorm VFX. I cant find a link though.


PJ

#14
Dann-J

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You know grammatically, it should be Tales From the Whispering Sands. That's another name idea

 

That depends on whether the tales are *about* the whispering sounds, or being told *by* them. :)

 

Personally, I think 'Tails from the Whispering Sands' would be interesting. Then you could justify having scorpions pop up from underground at random.



#15
kamal_

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Between this, and pj's Adobe stuff request, and another module, all of a sudden there are three desert modules.



#16
Eguintir Eligard

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Just like all the snow modules around the time of MOTB... aka the time when there was adequate snow content.



#17
kevL

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You know grammatically, it should be Tales From the Whispering Sands. That's another name idea

 

That depends on whether the tales are *about* the whispering sounds, or being told *by* them. :)
 
Personally, I think 'Tails from the Whispering Sands' would be interesting. Then you could justify having scorpions pop up from underground at random.

 

Tales from the Whispering Sand
Tale from the Whispering Sand
the Whispering Sands
the Whispering Sand

Tail of the Wispering Sand

/sic.

 

a Whisperingly Sandy Tale > gaah > Tales of the Whispering Sands



#18
grotbag1

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Fievel Goes West: A Whispering Sand Tale

 

Yeah, this is my problem with it. I wanted a traditional 'something of something' name, because it just has that charming, easygoing, adventurous ring to it - along the lines of all the official expansions or the Krynn games.

 

But on reflection it does sound terribly generic and cookiecutter, so I'm no longer sure.



#19
kevL

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Fievel Goes West: A Whispering Sand Tale


bingo :)



#20
Guest_Iveforgotmypassword_*

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Sandy Whispers.. Although this does sound a bit more like a porn star's name.

But knowing how the internet works that's probably a good thing and will increase downloads.
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#21
Dann-J

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Coming soon; "Tails from the Whispering Pants" - a campaign specifically for flatulent tiefling rogues. The tag line could be "Silent, but deadly".


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#22
grotbag1

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Well, that's the first easter egg item decided, then.



#23
grotbag1

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Pootling along! Not much new to show for it, but I've been cheerily building out the conversations, adding background colour to the existing areas, and figuring out how the overland map works.

 

Spoiler

 

Next I just need to figure out the answer to three pressing questions.

 

1) Why isn't it possible for players to switch characters in my iteration of the overland map at the moment?

 

2) Should the game be built for a party of four, or should I go for the very ambitious 'more tactical depth and character-building, also more likely to get everyone stuck in doorways' six?

 

3) How on earth do you populate an arena so the player has the impression of a roaring crowd, rather than masses of empty seats with a few NPC spectators half-heartedly cheering?

 

nwn2main2014-05-0511-39-42-99_zps2016be5

 

nwn2main2014-05-0511-40-09-94_zps0b88b3b



#24
andysks

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Why don't you populate the arena with a lot of people instead of few? I had the same question a while ago about heavy NPC cutscenes. If the NPCs don't perform many tasks and just a heartbeat(cheering), and all the other script slots are empty it should be fine.



#25
kamal_

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Pootling along! Not much new to show for it, but I've been cheerily building out the conversations, adding background colour to the existing areas, and figuring out how the overland map works.


Next I just need to figure out the answer to three pressing questions.

 

1) Why isn't it possible for players to switch characters in my iteration of the overland map at the moment?

 

2) Should the game be built for a party of four, or should I go for the very ambitious 'more tactical depth and character-building, also more likely to get everyone stuck in doorways' six?

 

3) How on earth do you populate an arena so the player has the impression of a roaring crowd, rather than masses of empty seats with a few NPC spectators half-heartedly cheering?

 

 

 

 

1: You click on their portrait I believe.

2: When transitioning between doors, I always actually transition to waypoints  instead of doors. This allows you to pace the waypoints farther away from the entrance point, both giving you more room and improving camera angles.

3: Since this is single player, you'll be surprised how many npc's you can actually have in an area. In Crimmor I had at least a hundred in some outdoor areas. Modify their heartbeat so they only do a single thing (cheer, sit, whatever), no need for them to react to things since the player can't interact with them.