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My Neverwinter Nights 2 Project: The Whispers of War
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<blockquote data-quote="Michael Morris" data-source="post: 3403608" data-attributes="member: 87"><p>For some 12 years I've ran on 6 different occasions the same module with some alterations as editions of D&D have changed. I've always wanted to build a video game as well, and with the introduction of Neverwinter Nights 2 this can be done (well, it could be done on NWN1 but I didn't have the time or inclination to learn that toolset). I'm blocking out the plot and I figure I'll be lucky to get the first chapter of the saga - for characters 1-5th level done. This is The Whispers of War.</p><p></p><p>Now if you don't own Neverwinter Nights 2 you can still chime in with plot ideas and hooks - just bear in mind that there are limitations to the computer engine. I'm also looking for help - I'd like to get myself a sequencing package and concentrate on scoring the areas and painting out the maps. I can do some scriptling and dialogue. I plan on setting aside 2 hours each evening for this as a way of unwinding from my 10 hour / day job writing PHP code. While I can (and probably will) end up doing some NWN2 scripting, I'd rather not touch it because I view writing code these days as - well - work.</p><p></p><p>This thread is a discussion of the overall structure of the plot and for project coordination. If enough people get involved I, with Piratecat and Russ' permission, will give the project it's own forum but for now one thread will do. Questions and Comments Welcome.</p><p></p><p>The first thing to note is that while the project will concentrate on the first chapter there are four chapters. If the project has enough momentum to handle all four that's great but for now the first chapter is the main concern.</p><p></p><p><span style="font-size: 15px">Plot Outline</span></p><p>At it's heart <em>Dusk: The Falcon War</em> is a succession war conflict. One video game with this premise is Final Fantasy Tactics, but my main point of inspiration is the histories of Shakespeare, particularly Henry VI parts 1 & 2, Henry VII and Richard III. There's many great characters in there. It's a nice tableau to work from and has the virtue of not being as overdone as "you are the chosen one to stop a great evil" or "There's a great artifact out there, go get it." It's not original either so there's some familiar elements. The chapters are</p><p></p><p><strong>Chapter 1: The Whispers of War</strong> is the opener. It's the most fluid chapter in all my years running this module since it is built entirely off the player's characters and the adventures they hint out. The chapter is a composite of disconnected sidequests. Once the players gain enough noteriety they are sought out by the nobility to serve higher purposes - which noble is the player's choice but is determined somewhat by what kind of reputation they build. For the computer game I want to build to one of 5 possible second chapter patrons. That means the chapter has 5 possible endings.</p><p></p><p><strong>Chapter 2: The Pawns of the Prince</strong> is levels 6-10. It handles the buildup to war in the country as each side jockeys for position. Two clear contenders for the throne emerge and the players find themselves on one side or neither side.</p><p></p><p>Chapter 3 is concerned with the conduct of the war itself with the players acting as commando units not engaged in the actual fighting except skirmishes. Chapter 4 is the denouement where I've tied up the subplots the players launched and bring everything to a close. Each game it's been radically different from the others.</p><p></p><p><span style="font-size: 15px">Project Structure</span></p><p>What I would like to do is assign dialog writing to one character per person so that no one gets overloaded. Much of the action in the first chapter is in the township of Lochshire and surrounding environs. I have Lochshire and one of it's structures mapped out but ideally I would like to have all 130 buildings enterable with at least something going on, even if it's nothing more than an NPC saying 'Get out of my house!!' I'm currently working on the Green Gables tavern, one of the starting areas.</p><p></p><p>For those familiar with it, the NWN2 Original Campaign (or OC ) has the player starting as an orphan in the ward of Dhaegun. I want to dispense of this linear start and instead choose the starting point by the class / race choice of the player. This is done by having an empty darkened area of 1x1 square that runs a script onEnter that changes player location to that appropriate to their mentor. There will be seven possible as follows:</p><p></p><p>Any Halfling or Rogue -- Teresa Gables (character starts as one of her children)</p><p></p><p>Wizard (Any) -- Devon the Wanderer</p><p></p><p>Sorcerer (Any) -- Sansha of House Yoral. If human the character is a child of the mentor, otherwise the House has taken the character in as a servant and prodigy.</p><p></p><p>Paladin or Cleric (LG) - Priest Dorleon of Tean</p><p></p><p>Bard or Cleric (CG) - Priest Rowain of Poen and Priestess Alisa of Cuane (same location - these NPC's are husband and wife and if half-elven the character is their child (Rowain is an elf, Alisa is human</p><p></p><p>Barbarian, Ranger or Druid - Harold Reeve, Warden to Lord Montgomery</p><p></p><p>Fighter - Captain Jasper Ward of the Guard</p><p></p><p></p><p>The opening premise is that everyone is getting ready for the Rizadi Tunis ( the Festival of Roses ). Each mentor needs their apprentice to accomplish some task before the beginning of the festival and sends them off. The seven tasks of the seven mentors is related - sometimes in conflict sometimes no so the player comes into contact with the other students of the other mentors - these are the companions of this campaign. Now as to the tasks and the companions - haven't given any thought to that yet so I'll yield the floor.</p><p></p><p>Any ideas?</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 3403608, member: 87"] For some 12 years I've ran on 6 different occasions the same module with some alterations as editions of D&D have changed. I've always wanted to build a video game as well, and with the introduction of Neverwinter Nights 2 this can be done (well, it could be done on NWN1 but I didn't have the time or inclination to learn that toolset). I'm blocking out the plot and I figure I'll be lucky to get the first chapter of the saga - for characters 1-5th level done. This is The Whispers of War. Now if you don't own Neverwinter Nights 2 you can still chime in with plot ideas and hooks - just bear in mind that there are limitations to the computer engine. I'm also looking for help - I'd like to get myself a sequencing package and concentrate on scoring the areas and painting out the maps. I can do some scriptling and dialogue. I plan on setting aside 2 hours each evening for this as a way of unwinding from my 10 hour / day job writing PHP code. While I can (and probably will) end up doing some NWN2 scripting, I'd rather not touch it because I view writing code these days as - well - work. This thread is a discussion of the overall structure of the plot and for project coordination. If enough people get involved I, with Piratecat and Russ' permission, will give the project it's own forum but for now one thread will do. Questions and Comments Welcome. The first thing to note is that while the project will concentrate on the first chapter there are four chapters. If the project has enough momentum to handle all four that's great but for now the first chapter is the main concern. [size=4]Plot Outline[/size] At it's heart [i]Dusk: The Falcon War[/i] is a succession war conflict. One video game with this premise is Final Fantasy Tactics, but my main point of inspiration is the histories of Shakespeare, particularly Henry VI parts 1 & 2, Henry VII and Richard III. There's many great characters in there. It's a nice tableau to work from and has the virtue of not being as overdone as "you are the chosen one to stop a great evil" or "There's a great artifact out there, go get it." It's not original either so there's some familiar elements. The chapters are [b]Chapter 1: The Whispers of War[/b] is the opener. It's the most fluid chapter in all my years running this module since it is built entirely off the player's characters and the adventures they hint out. The chapter is a composite of disconnected sidequests. Once the players gain enough noteriety they are sought out by the nobility to serve higher purposes - which noble is the player's choice but is determined somewhat by what kind of reputation they build. For the computer game I want to build to one of 5 possible second chapter patrons. That means the chapter has 5 possible endings. [b]Chapter 2: The Pawns of the Prince[/b] is levels 6-10. It handles the buildup to war in the country as each side jockeys for position. Two clear contenders for the throne emerge and the players find themselves on one side or neither side. Chapter 3 is concerned with the conduct of the war itself with the players acting as commando units not engaged in the actual fighting except skirmishes. Chapter 4 is the denouement where I've tied up the subplots the players launched and bring everything to a close. Each game it's been radically different from the others. [size=4]Project Structure[/size] What I would like to do is assign dialog writing to one character per person so that no one gets overloaded. Much of the action in the first chapter is in the township of Lochshire and surrounding environs. I have Lochshire and one of it's structures mapped out but ideally I would like to have all 130 buildings enterable with at least something going on, even if it's nothing more than an NPC saying 'Get out of my house!!' I'm currently working on the Green Gables tavern, one of the starting areas. For those familiar with it, the NWN2 Original Campaign (or OC ) has the player starting as an orphan in the ward of Dhaegun. I want to dispense of this linear start and instead choose the starting point by the class / race choice of the player. This is done by having an empty darkened area of 1x1 square that runs a script onEnter that changes player location to that appropriate to their mentor. There will be seven possible as follows: Any Halfling or Rogue -- Teresa Gables (character starts as one of her children) Wizard (Any) -- Devon the Wanderer Sorcerer (Any) -- Sansha of House Yoral. If human the character is a child of the mentor, otherwise the House has taken the character in as a servant and prodigy. Paladin or Cleric (LG) - Priest Dorleon of Tean Bard or Cleric (CG) - Priest Rowain of Poen and Priestess Alisa of Cuane (same location - these NPC's are husband and wife and if half-elven the character is their child (Rowain is an elf, Alisa is human Barbarian, Ranger or Druid - Harold Reeve, Warden to Lord Montgomery Fighter - Captain Jasper Ward of the Guard The opening premise is that everyone is getting ready for the Rizadi Tunis ( the Festival of Roses ). Each mentor needs their apprentice to accomplish some task before the beginning of the festival and sends them off. The seven tasks of the seven mentors is related - sometimes in conflict sometimes no so the player comes into contact with the other students of the other mentors - these are the companions of this campaign. Now as to the tasks and the companions - haven't given any thought to that yet so I'll yield the floor. Any ideas? [/QUOTE]
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