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What makes a great campaign/mod?


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8 réponses à ce sujet

#1
Groove Widdit

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What are the best campaigns and mods you've played, and why?

#2
Dann-J

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Every response to this thread will be an opinion. People will invariably argue with each other anyway, despite the fact that opinions can't be right or wrong by their very nature. At some point there are bound to be accusations of trolling and/or personal insults, and the whole thread will descend into chaos.

 

Thus be my prediction.



#3
kamal_

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Every response to this thread will be an opinion. People will invariably argue with each other anyway, despite the fact that opinions can't be right or wrong by their very nature. At some point there are bound to be accusations of trolling and/or personal insults, and the whole thread will descend into chaos.

 

Thus be my prediction.

You're WRONG! And SMELLY!


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#4
kevL

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The Zelbross Affair

- it's the first non-official module i downloaded & played,
- it's quaint and doesn't make pretensions IN MY OPNION.
- I had an epic fight against kobolds



#5
Kaldor Silverwand

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MotB with the SoZ Makeover. I think my Makeover changes in it were quite creative. I am biased though.

I honestly haven't played that many community mods. Several reasons. First, I really can't stand seeing obvious spelling errors in conversations as it completely breaks the 4th wall for me. Second, I do not like being forced to play a certain type of character and want to create a party, so it must be a campaign and support the SoZ party editor (though I could get around that if I had to). Third, I found I enjoy building more than playing. Fourth, I have less free time than I like, and have been playing SWTOR mostly with it. I do like this community though and enjoy contributing as I can.

Regards
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#6
Groove Widdit

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That's kind of how I felt about the OC, where you have these companions forced on you whether you want them or not. The dungeons were good in the OC, and I also liked the drama. Playing Mask with a full party sounds bad-effin-ass.



#7
Guest_Iveforgotmypassword_*

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My opinion is that I can't stand picking my own party as it takes away from the story and unless done very very well ( never seen it happen ) you end up with the same generic boring chat from your companions and a number crunching exercise with how you make up your party. I've never got past the first town in SoZ because of this and probably never will, in fact i'd be quite happy if it had never been released and we'd got another campaign with a full on story and forced companions instead.

Being forced to play a certain character is no big deal to me and I think it adds to the story rather than takes anything away, I don't imagine myself to be some great wizard or ranger and get my knickers in a twist when I can't be one I just go with the flow and follow the story whatever class I choose or that the author decided.

Games I have been playing at the moment are Borderlands 1 & 2, Witcher 2, Deus Ex Human revolution, Bioshock 1, 2 and Infinite, Thief, Dishonoured and Far Cry 3 and none of them have a massive choice of parties or classes ( if any at all ) and they're all excellent games. Far Cry story sucks quite a lot but it looks awesome and the fighting makes up for it.

But to each his own.

#8
Jfoxtail

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I don't think the differences between opinions are necessarily that far apart; albeit some players will certainly prefer styles differently i.e. sandbox verses linear.

 

However there are some base principals that make a very good mod. 

 

I often find people place emphasis on balance ; whether it is overpowered or underpowered; monty haul or too stingy. However I think a lot of that simply disappears if you pay attention to the base principals. A +1 Sword in some modules is a simple god send genuinely appreciated if well written.

 

Many of the authors that frequent these forums are very very good at achieving these (i.e. Kamal / PJ et al)

 

1) Thoughtful NPCs especially companions or henchmen.

 

~ you don't need extended romance scripts or pages of NPC history with a rebuilt influence system. But some attention to detail such as acting / voicing / interjections consistent with the NPC alignment, or hints of their own personal motivations. If the protagonist player is Chaotic Evil and the henchmen is lawful good there should clearly be triggers to remove oneself from the situation or even trigger a (verbal? / physical?) confrontation. Bits of background are also value adds as it speaks to the NPC motivation which can be very different than the players.

 

This is as true of quest givers as it is of all NPCs but especial attention to detail in companions is critical.

 

Time spent on flushing out NPCs yields incredible satisfaction and acclaim I think. Even those NPCs you love to hate yield a passionate response.

 

2) A thought out quest within a fitting area / setting

 

~  Looking for Netheral artifacts in Icewind Dales may or may not work; but it certainly needs a back story.

 

If there is no appropriate back story the mod essentially becomes "fetch" or "fed-ex" generic quests. Heck I would even love to take my prospective amateur PC at first level to kill rats in the basement if it is linked to Malar's terrible plots and influence on a town / village / area !

 

Any time spent "weaving together" the main story line and sub-quests will certainly garner the mod author critical acclaim.

 

3) "The Ruby Dagger" syndrome.

 

~ If the main plot likely as not involves finding the "weapon" (actual weapon / artifact / puzzle answer / true name/ etc) of mass destruction that will empower the protagonist to defeat the entire scheme ; make achieving the "weapon" more than "the ruby dagger just found on the ground." (x-ref Palace of the Silver Princess - a universally panned module back in Pen & Paper days - not the NWN versions)

 

Add some challenges and tension to "achieving the weapon" before the final boss confrontation.  Further sprinkle foreshadowed clues about this "weapon" that hint at what it may be or even mislead the PC as to what it is. This "weapon" can even be another person... use innovation in both leading and misleading the PC in finding the weapon.

 

Optional 

 

4) Faerun Lore / Cameos/ References to history

 

~ This is more my personal choice but I love Faerun Lore , Cameo's by interesting NPCs, references to other events in Faerun.

 

I mean I am playing Neverwinter Nights (2) not Diablo. 

 

I love references to the Bhal-spawn saga or the fall of Myth Drannor centuries ago. I love references to the Lady Aribeth or the King of Shadows. I think it is really interesting.

 

Some authors are able to evoke emotion with custom settings (Savant / Aielund) but it is a VERY heavy investment. 

 

You have a greater chance of evoking the "feel of an entire world" by using the Faerun setting and liberally sprinkling in clues and references to your favorite era in the setting.

 

Anyway - just some random musing... 

 

Cheers


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#9
Dann-J

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My only requirements for a game is that it's both fun and challenging, with an emphasis on the former. If it's too challenging but no fun then I stop playing it. If it's not much of a challenge then I'll consider continuing to play only if it's fun, but for me the challenge is part of the fun. A lack of both fun and challenge is an instant deal-breaker.

 

'Fun' is of course subjective. Ultimately you can only design a game the way *you* would want it. Trying to please as many people as possible results in a watered-down generic game that might be playable by a broad range of people, but won't be very memorable.