After reading the excellent journals by Tchos and Lance Botelle (among others) I've decided that a journal of my own might help me stay on track, and I'm sure that any input I receive will also greatly improve my work.
I'll start by stating my goals for the campaign. I know a lot of people love the full party experience that NWN2 can provide, but I really prefer to just control one character, so I am designing this module for a single character rather than a group.
I also want to tell a story without using cutscenes or other intrusive methods, so I'll be adopting a Morrowind-style strategy of putting lore in books and scrolls and works of art, along with conversations whenever appropriate. This way I hope to avoid the whole "movie with occasional button whacking" thing. I may have a short cut scene at the beginning of the module, but that will probably be the only one.
I love action RPGs like Diablo and Torchlight and I intend to use the same combat style, but with fewer monster waves and a little more tactical substance ( I had a friend once who wrote his name in corpses in D2, that is a bit more slaughter than I'm looking for
). I like fights where I don't feel the need to pause or micromanage, even if I'm playing a caster, so that's the tempo I am looking for.
On the other hand, I enjoy the flexibility of NOT fighting that NWN2 brings, so sneaking, speech skills, and other non-stabby methods of conflict resolution will be rewarded and encouraged whenever possible. I dislike puzzles (unless you can cheat, Alexander and the Gordian knot is one of my favorite stories) so there won't be many of those.
Ideally, I feel that a player should be able to go through the whole campaign without dying if they play well. I've never liked using reloads and save scumming (I'm also a big Nethack fan) to get through a game. That being said, I have already designed a simple death and respawn system, because everyone makes a mistake now and then. ![]()
So that is it for design goals. I'm not a super programmer or anything so my technical goals are pretty modest:
* The player starts at level one, and any class should be able to complete the campaign. I intend to put some optional "training wheel" stuff in that a player can use to get through the early levels.
* Use as much "off the shelf" content as possible. The community has brilliant scripters and content creators, so I will avoid re-inventing the wheel whenever possible. I don't intend to change a lot of the base systems, but I do like Tchos' one-click door idea...
* I am going to use a mix of scaled and fixed content, and I am going to use a spawn system like NESS to add some semi-random content. I'm wanting to play this myself so I want some surprises too! ![]()
* The campaign uses the SoZ loot system, but there will be hand placed loot and Easter eggs as well.
* I'm going to have an overland map and a relatively small number of towns. Baridek is sparsely settled due to that whole demon war thing. ![]()
* custom deities, load screens and tips
* Black powder weapons. Balancing these will be tricky, but I'm too big a fan of "The Three Musketeers" to leave them out, plus I'm shooting (hur hur) for a kind of 16th-17th century vibe here. If you saw "The Brotherhood of the Wolf" that's sort of the ambience I want.
Phew! I didn't mean to write so much, but it's helping already! Right now I'm working on ways to help players out at lower levels where one bad roll can undo the best laid plans so I will probably write about that once I'm farther along.
Thanks!
Matt





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