Neverwinter Nights is a D&D rpg (role playing game) created by Bioware in 2002. When they released it, they opened up their toolset to individual builders. Now there are over 6000 modules, many of which are better than the original campaign. The community still exists with people continuing to make modules and run Persistant Worlds, which are online multiplayer modules.
The toolset is fairly easy to use once learned. A lot of it is placing buildings and people for players to roam around in. The hardest part (for me) is scripting to make everything work. It's very close to writing computer programming language. I had a lot of help from the community, and especially from a friend named Mistress who runs her own persistant world called "Realms of Mythology"
These modules are uploaded to the Neverwinter Nights Vault where they can be accessed by everyone and played. Like Indie books, the quality of the module ranges from terrible to brilliant. I've made two modules and added some tools for other builders as well as helping on a Lexicon for builders.
The toolset is fairly easy to use once learned. A lot of it is placing buildings and people for players to roam around in. The hardest part (for me) is scripting to make everything work. It's very close to writing computer programming language. I had a lot of help from the community, and especially from a friend named Mistress who runs her own persistant world called "Realms of Mythology"
These modules are uploaded to the Neverwinter Nights Vault where they can be accessed by everyone and played. Like Indie books, the quality of the module ranges from terrible to brilliant. I've made two modules and added some tools for other builders as well as helping on a Lexicon for builders.
Resurrection Gone Wrong
Description
Have you ever wondered what it would be like if YOU were suddenly transported to a fantasy world?
This module assumes that you are walking along through the local park and get stuck in a thunderstorm. You run for shelter when suddenly you experience an explosion of light and sound. You feel yourself falling and everything becomes dark.
When you wake up, you are in an unusual room with two oddly dressed ladies talking. You feel strange, as though your skin doesn't fit right. Then you begin to have a conversation with the two ladies. That's when things take a turn for the weird.
Try to survive in someone else's body in a D&D world. Can you get back? Is there some sort of dragon killing wand somewhere? Who the hell let all of these zombies roam around town anyway? This truly is a Resurrection Gone Wrong!
Building the module
I began this in 2005 and finished in 2006. It was extremely fun. The npcs that travel with the player are generally considered the high point of the module. There is a good amount of humor in it too. It has achieved hall of fame status on the NWN Vault which hosts modules.
This module assumes that you are walking along through the local park and get stuck in a thunderstorm. You run for shelter when suddenly you experience an explosion of light and sound. You feel yourself falling and everything becomes dark.
When you wake up, you are in an unusual room with two oddly dressed ladies talking. You feel strange, as though your skin doesn't fit right. Then you begin to have a conversation with the two ladies. That's when things take a turn for the weird.
Try to survive in someone else's body in a D&D world. Can you get back? Is there some sort of dragon killing wand somewhere? Who the hell let all of these zombies roam around town anyway? This truly is a Resurrection Gone Wrong!
Building the module
I began this in 2005 and finished in 2006. It was extremely fun. The npcs that travel with the player are generally considered the high point of the module. There is a good amount of humor in it too. It has achieved hall of fame status on the NWN Vault which hosts modules.
There is no pay for this. It's just something fun to do.
There are 44,570 words of dialogue in it.
There are 44,570 words of dialogue in it.
Resurrection Gone Wronger, Romancing the Bob
http://nwvault.ign.com/View.php?view=Modules.Detail&id=6059
Description
Saving the world is hard. Saving yourself is harder.
In Resurrection Gone Wrong, you found yourself stuck in a fantasy world with magic and monsters. Three clerics agreed to work together to send you home. Zombie mush got on one of the scrolls and something went wrong. Now you are stuck on a fantasy world with danger and intrigue all around and only one rumor of a way back. What will you do with the rest of your life here?
Building the module
This is a continuation of Resurrection Gone Wrong, my first module. It's much more beautiful and the henchies are romanceable. It has over 330,000 words of dialogue which makes it the size of 3 full length novels, or the equivalent of the Willden Trilogy.
I wanted to try a lot of new things with this one. The scripting is a lot more advanced. A friend of mine helped me to learn a great deal about scripting to make things work. The result is an extremely efficient module.
Another thing that I improved upon was making the areas more interesting. I wanted to create a work of art and to a large degree I succeeded. Even though Neverwinter Nights was developed in 2001, the toolset still allows for a builder to create amazing areas. Beautiful areas were created for me by Fester Pot and Maddyanne. Mistress helped me with the scripting.
Replayability is something I didn't do well in the first module. In this one, it's probably overdone. There are 60 different endings possible . . . maybe a few more. I honestly don't remember. A person can play with any character or any alignment. It's sometimes more fun to play an evil character.
At first I made it completely open ended with no specific quest, but found that people lost interest rapidly when they didn't have a specific goal. I finally added a central quest. It's challenging, but not too much so.
My biggest strength is characters. Zombie Bob came back and there is a large quest related to him as well. Each of the characters has their own quest with the exception of Gothiya. I brought her in to guide the player to the main quest and also as a love interest.
The first module had a good deal of humor and this one is no different. There are several puns throughout that will make a person groan, but I also parody a lot of RPG stereotypes. 10 bards exist throughout the world, each with about 20 lines from different popular songs. Nobody's ever taken up the challenge to figure them out though. *sigh*
Overall, it was a real learning experience with this module. I stopped working on them after this in order to concentrate on my writing. I don't think I would be as good of a writer without it though. :)
Saving the world is hard. Saving yourself is harder.
In Resurrection Gone Wrong, you found yourself stuck in a fantasy world with magic and monsters. Three clerics agreed to work together to send you home. Zombie mush got on one of the scrolls and something went wrong. Now you are stuck on a fantasy world with danger and intrigue all around and only one rumor of a way back. What will you do with the rest of your life here?
Building the module
This is a continuation of Resurrection Gone Wrong, my first module. It's much more beautiful and the henchies are romanceable. It has over 330,000 words of dialogue which makes it the size of 3 full length novels, or the equivalent of the Willden Trilogy.
I wanted to try a lot of new things with this one. The scripting is a lot more advanced. A friend of mine helped me to learn a great deal about scripting to make things work. The result is an extremely efficient module.
Another thing that I improved upon was making the areas more interesting. I wanted to create a work of art and to a large degree I succeeded. Even though Neverwinter Nights was developed in 2001, the toolset still allows for a builder to create amazing areas. Beautiful areas were created for me by Fester Pot and Maddyanne. Mistress helped me with the scripting.
Replayability is something I didn't do well in the first module. In this one, it's probably overdone. There are 60 different endings possible . . . maybe a few more. I honestly don't remember. A person can play with any character or any alignment. It's sometimes more fun to play an evil character.
At first I made it completely open ended with no specific quest, but found that people lost interest rapidly when they didn't have a specific goal. I finally added a central quest. It's challenging, but not too much so.
My biggest strength is characters. Zombie Bob came back and there is a large quest related to him as well. Each of the characters has their own quest with the exception of Gothiya. I brought her in to guide the player to the main quest and also as a love interest.
The first module had a good deal of humor and this one is no different. There are several puns throughout that will make a person groan, but I also parody a lot of RPG stereotypes. 10 bards exist throughout the world, each with about 20 lines from different popular songs. Nobody's ever taken up the challenge to figure them out though. *sigh*
Overall, it was a real learning experience with this module. I stopped working on them after this in order to concentrate on my writing. I don't think I would be as good of a writer without it though. :)
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