Some of you might be thinking, what does many worlds mean?
Imagine, if you will, that a single module can be split into 6 separate "worlds" bound together by a central OOC area.
You can choose which module(world) you want to play from this central area. From each world you will be able to return to this central area and choose again if you decide the world you entered was too complicated or above your level of experience.
This module could be single-player/multi-player or running this module as a persistent world. I am designing it as a persistently saved single-player module, ran as anything else would be at your own risk!
However, a DM area will be included and DMFI tools installed. I will also include a detailed builder's manual which assists me as I build and should help any DM to run their own quests.
I am purposely avoiding the use of any haks or over-riding data. While the use of such would allow for greater details and many inspire ideas, I think everything in v1.69 is all this project needs.
There would be about a dozen areas per world and also about a dozen quests per world. These quests would likely follow one of the basic four types of quests(to keep things simple) and would be designed to be unique to each world environments. Questing will be persistent. Your journals will be refilled and any integers set are to be persistently saved and retrieved upon your return to play this module.
Treasure will be plentiful as the many worlds concept will require you to have access to equipment of great powers. Whether you run this as a multiplayer or single player, I'd highly recommend turning off Item Level Restrictions(ILR). ILR will just get in the way of this module. Turning this off will enable you to use any treasures you can discover in this game as well as bringing your own items that may not be ILR compliant. I do not like an ILR system based upon item value. You could be a billionaire PC and if I have a merchant selling a 250 million dollar Longsword , you should be able to buy and use it. Same goes for treasure. If I placed treasures somewhere and you made it there, you should be able to use and/or sell it. Identifying requirements as well as class/race restrictions may apply to some treasure. ID scrolls will be available in every module as well as in the central area.
Death would be handled in three different ways. In each way, the player would be returned to the central area where the Death Cleric runs up to you and asks how you'd like to handle your untimely demise. You could stay in the central area with no penalty giving you the option to choose a different world. You could be returned to your death spot and pay something similar to NWN standard death penalty. But you could also use a Respawn Stone to return you to your death spot with no penalties. Your choice. Respawn stones would be for sale in the central area and would be found as treasure in the many worlds.
Basically, I am building the type of module I'd like to play and just wondering if this is something you might consider playing?





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