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This could be a new Neverwinter nights type game.


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#1
Anacronian Stryx

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Forgotten Realms + DM'ing and tool set seems close to NWN.


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#2
kalbaern

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Since it currently lacks a toolset and is limited to a maximum of four players, it seems to fall, way, way short of NWN.


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#3
Gruftlord

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probably the closest to a successor i have seen, yet. but as kalbarn noted: for many it will stand or fall depending on openness to modding, and the availability of a toolset. limited to 4 players and the fact they only show the DM working ingame hints at a game hosted on the publisher's servers, all drawbacks included.



#4
kamal_

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probably the closest to a successor i have seen, yet. but as kalbarn noted: for many it will stand or fall depending on openness to modding, and the availability of a toolset. limited to 4 players and the fact they only show the DM working ingame hints at a game hosted on the publisher's servers, all drawbacks included.

There's also the fact that a beholder for DM use and a tileset for DM use require extra purchase. https://swordcoast.com/preorder

 

I suspect that means their openness to modding as we know it will be small, as community made tilesets and creatures would compete with their ability to sell them to you as DLC.



#5
BelowTheBelt

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Agreed that this is a far cry from NWN.  However, its announcement is generating a fair bit of NWN talk in the D&D subreddit on reddit.com:

 

http://www.reddit.co..._2015/?sort=new

 

Join the conversation and bring players back into the NWN fold!



#6
Gruftlord

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Having read a few pieces about the game, i have to say that, while i still stand by my criticizm, that it is unlikelly to be a true sucessor to nwn, to me it looks like it will at least serve as a sucessor to nwn in some aspects. The studio partnered with another studio, which made warframe, a f2p shooter. While it does do the regular microtransactions, i think it gathered a following for not being particularly heavy on the pay2win side. So i expect that sword coast legends my offer a lot of payed little dlc, but probably reasonably priced. It might probanly be an enjoyable experience for players and dms alike. As for modders..... probably not



#7
Verilazic

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I don't see any self-interested company releasing something like NWN ever again without some way of making continual money off it. Maybe some indie developer or open-source project could do it some day, but that's it.


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#8
NWN_baba yaga

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Have heard that story quite a few times... and I see in my crystal ball....I see...I UH...hmm....no. Sorry. But it will not be the messiah that is in reality just an illusion to decieve and create just money for the stupid, corrupt and uncreative. And the NOW is neverwinter nights original. Its nothing but an agent like christianity that tried to co-opt something far far greater. This new game just shines on the outside but within... it is rotten and dead! A walking corpse on a cross ;) got that ? A "walking" (priests) corpse (the dude that never existed) on a cross (symbol of marriage)

Hear me hear me

But maybe moses can tell us when the messiah comes....he knew the secret of the donkey butt prophecy... Giordano bruno knew it too... I mean that one of the most bravest and honourable man - Giordano Bruno in the medieval period knew that moses way of listening to "god" was a farting or shattering donkey.

So he (never a female cuz females dont do that kind of kinky stuff....) who is the prophet can read the shattering and terrible voice of the donkey butt. That takes a lot of courage and knowledge i tell ya.

But the game looks ok... except it will be not a game that I want to play. I´m not dumb and political correct!



#9
Gruftlord

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they do look pretty indie though



#10
NWN_baba yaga

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I read there are high level devs of dragon age origins involved. Which isnt that bad. It nevertheless doesnt looks impressive in terms of ambience. It seems to be quite difficult for them to come up with something original. Like... a realy horrific portray of a dungeon environment in D&D. It´s all walt disney for over sensitive adults!

I hope they put in trigger warnings when i want to curse some orcs because they are orcs so i can sent them some poisounous letter!



#11
ShadowM

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I still see divinity orignal sin as the closest to a new nwn with this kind of toolset (a lot like nwn, but imporved)  Link

and similar scripting system. With talk about adding a gm mode either by the team or a mod teams also.

 

This project has dm mode, but from what I seen it very limited at this point. There so many things that still need to be checked off before most of us from NWN would be happy (robust toolset, robust scripting language, robust DM mode, ability import cust art asset and/or mod current assets, more then 4 players/dms). My gut tell me it going to lock the art assets and make people a pay to get tilesets, creatures, classes etc...

 

All that said and done, it early and I keep an eye on it. I'm a D&D fan, so there always hope.



#12
Jfoxtail

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"CD albums in 2014 sold only 11.1 million verses digital downloads of 11.18 Million and 710 thousand vinyl / other forms)"

 

Google it if you don't believe me.

 

CDs sell almost as many albums as a electronic form app. I am positive that many who bought CDs may also have bought the digital version although there are no hard statistics only anecdotal evidence.

 

--

 

The question will be "do they understand the D&D business model" better than their predecessors (including Atari, Interplay, Black Isle, Bioware, et al)

 

Secondly does Wizards/Hasboro share a "mid term vision with them" about a computer game that would compliment their current offerings.

 

D&D is / was / remains so successful not because it is the "best rule system" or the "best setting". They have had 5 of the rule sets and at least 4 major settings.

 

It is successful because it is a periodic publishing company (paper or electronic) and they continually offer new content.

 

New ideas that can be chosen, accepted, rejected as it fits the Dungeon Masters dream. All of which makes for high quality immersion within a role playing game without a lifetime investment by one dungeon master. 

 

If these developers actually encourage the community to develop content, perhaps even offer them a tiny - small royalty on the "app website" within the terms of a EULA ~ this game could explode.

 

They would have content for ever. Some of it as high quality as any studio could ever produce. It would be the game that every D&D would want "forever".

 

The "tricky part" is to vet the community content and ensure it meets the blessing of Wizards/Hasbro. Gaining consensus with a corporation can be difficult but not impossible. Certain limits can be placed immediately..

 

Good luck ; it really has the potential to be something special... if they can commit to a slightly new way of thinking.


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#13
Fester Pot

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A first video playthrough has been recorded from the Development Build. Thought to post it here for anyone who is interested.

 

https://www.youtube....OiZGWeGxVI#t=37

 

Does 5th Edition use cool-downs for spell casting?

 

FP!


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#14
Tchos

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As I understand it, 5th edition uses Vancian spellcasting, the usual D&D style.



#15
Gruffbane

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Shards Online if you want to see the real NWN successor.



#16
Wensleydale

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You know what attracts builders, at least initially, to a new toolset? Ease of use. We want to be able to make stuff quickly. At least, at first. (The Fester Pot school of area design undoubtedly takes years to master.)

Me? I'm pedantic, but also impatient. I don't want to waste years of my life painstakingly moulding vast swathes of geography, smoothing, tinting and texturing until I'm so weary of it I can't be arsed writing a plot to go with it.

The beauty of Aurora lies in its simplicity. Anyone can slap down a forest, dungeon or desert, populate it with characters, write a few snippets of dialogue and have something vaguely functional in a day. Will it be as beautiful to behold as the frosty vistas of Skyrim, or as philosophically thought-provoking as Planescape: Torment? Obviously not. But it works. And most importantly -- you built it. You. All by yourself. And that's why Aurora's longevity and appeal are pretty much unrivalled. It's easy to use, there are tons of tools to assist with the trickier bits like scripting and custom content, and hordes of bearded curmudgeons lurking on the forums only too happy to offer a little guidance where required.

Yes, Aurora's tilesets are all a bit square and samey-looking, but there are a myriad of user-created tilesets available to alleviate the monotony. (And you can work wonders with a few carefully selected placeables.) For my money -- until someone reveals a toolset that will do everything Aurora can do; one that doesn't demand a degree in quantum physics or the artistic talent of Michaelangelo to create something at least half decent; and one that doesn't function like some hideous chronological Hoover, relentlessly siphoning the hours out of every passing day until you feel you'll be sucking mashed banana and milk through a straw in a retirement village before you finish even one module... then I believe Aurora remains quite safe on its throne as the one toolset to rule them all.

Having said that, who knows what the future holds?


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#17
Tchos

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You know what attracts builders, at least initially, to a new toolset? Ease of use. We want to be able to make stuff quickly. At least, at first. (The Fester Pot school of area design undoubtedly takes years to master.)

Me? I'm pedantic, but also impatient. I don't want to waste years of my life painstakingly moulding vast swathes of geography, smoothing, tinting and texturing until I'm so weary of it I can't be arsed writing a plot to go with it.

 

Some builders.  Not this one.  I was attracted initially to more powerful toolsets in other games, and I'm loath to relinquish it.



#18
Verilazic

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At current rate, I'm probably going to confine my building endeavors to NWN and Minecraft for the forseeable future. TES is tempting for it's modability, but it's not a blank enough canvas for me to want to do more than just play it. I wouldn't be surprised if someone builds a decent set of DM tools for Minecraft in the next year or two though (if they haven't already).



#19
Frush O'Suggill

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DM Threat, spell cooldowns, triple digit hit points at level 6... there's not much D&D here. And the devs still refuse to say a word about what kind of toolset it will have. Now they claim they're waiting for E3. This is looking more and more like a generic ARPG with a game master dropping mobs on people. Once again, anyone looking for a good successor to NWN gets shafted.


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#20
kamal_

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And the devs still refuse to say a word about what kind of toolset it will have.

It's supposed to be coming out this year. My guess is most likely either the "toolset" consists of the DM picking a tileset and area size and things being randomly generated (they showed this in their video about DMing), or "uhh... we had to finish the game... the toolset will be out in ...." followed by never seeing a toolset. My guess it at most we will see something like the Neverwinter Online Foundry.

 

All their forum goers will then complain about how no games have a real toolset, or why can't any games have a toolset like nwn1/2, and how they wish there was a game with a real toolset so they could create the quests they envision. Anyone pointing out that nwn1/2 has a real toolset and will let them do just that will get pounded into the ground by fanboys that are so excited they can create something, they don't bother to ask why can't they create anything more than the color by numbers content that is allowed. Eventually those people wanting a real toolset will just get discouraged and leave, still wishing there was a game with a real toolset like nwn1/2. This is exactly what happened in Neverwinter Online's forums, and the Sword Coast Legends forums have a lot of the same forum people.

 

Meanwhile, we will be busy creating new worlds over here in nwn1/2 land.


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#21
OldTimeRadio

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I'm slightly more optimistic than you and Frush...but not by much.  I stopped by their forum a few weeks ago and, aside from being pleased that you got the most important question in first, I noticed a deficit of hard facts and a lot of projection by the forumites about what will actually be in the game.  For something that's supposed to release Q3 2015, there's very little information out there and, for a project like this, that's not always a good sign.  We'll see, I guess.



#22
kamal_

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That is indeed me.


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#23
kamal_

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As seen in job posting linked on their forums. Sword Coast Legends will be for PC, Xbox, and PS4.

https://forums.sword...4-and-xbox-one/



#24
Gruftlord

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I just watched a bit of a character creation video. Damn, this IS looking like NWN.

Have they released any substantial news about how well the module creation and dm mode mimic nwn?

#25
Frush O'Suggill

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I haven't bothered with their forums in a while, but the last I knew, you can't draw many parallels between the two. Area creation consists of clicking through a set of prefab layouts until you get one sorta similar to what you actually want (no per-tile area creation). No scripting. Still no news on eliminating the DM threat mechanic, so that will likely substantially limit what the DM can do. The worst aspect of all of this is what OTR mentioned a few posts back... Very little information forthcoming from the devs. There's always some excuse why they're too busy to answer questions, but they'll gladly pop in to thank anyone who pats them on the back. I expect a "toolset" on par with Neverwinter Online, if you've ever used that.

 

The lead dev said he wanted to make a toolset that his 8 year old could use, and I don't think they're going to add any complexity beyond that. Now, as I said, I haven't paid attention to the forums there in a month or so, so maybe all that's changed. But I doubt it...