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How Much is Too Much (NWN Modifications)?


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#26
Gruftlord

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I know, i like those changes. I think i worded my last sentence poorly. When i said 'less is more' i meant that in a general sense. 'less' in a general sense, as in: keep the general structure and effect of spells and feats, only tweak minor things such as durations and availability. So i wanted to refer to FRC as one such example where 'less' (imho) changes ARE employed, to give a meaningfull improvement to game balance without throwing the core game over board or having players read up on too many things (mechanically wise, rp rules is another topic). But i see how the way i worded it could have been interpreted as: i would prefer even less changes. That's not what i meant, just for clarification's sake



#27
Verilazic

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Personally, I'm not big into playing modules that limit my play style options to things I don't enjoy. I usually prefer rogue/stealth or caster oriented modules, or ones that give those options.

 

More generally, I think one of the strengths of building a module in NWN is that the basic learning curve is out of the way. Anyone who knows how to download and play a custom module at least knows how to play the game, and often knows some of the standard formulas and typical behaviors of creatures and objects in the game. I think the most effective modules are ones that build on that and take advantage of players' expectations to evoke both comfort and discomfort in the player as needed.

 

A module that completely rebuilds the system such that it doesn't feel like NWN any more... I would be skeptical about the value and effectiveness of that course of action. But that's the extreme. I think every module should try to do at least one thing a little different from the norm. Challenge expectations!


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