[NWN] Is anyone actually using it to run a campaign yet?

Bagpuss

Legend
Just curious is anyone actually using NWN to run a campaign?

After seeing how long it takes to put together just an hours worth of a module that can run without much DM intervention I was wondering how practical actually running a campaign is with it.

And if anyone has started to or is trying to run a campaign yet?

I'm currently in the design and building stage of a campaign which probably won't be ready for some time since I'm going on holiday for three weeks.
 

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I'm running two concurrent campaigns using the same series of modules; both are having their third session this week. It's tough getting all the players to show up every week, but I've got a core of 4-5 players in each game that have been there for both and have signed up for the next one (I'm using neverwinterconnections.com to schedule the games). I'm working on the third module in the series right now (I generally get about two full sessions per mod, although I've had a bit of trouble with corrupted saved games).

I expect the full campaign to go maybe 6-7 sessions (2-3 hours each), taking the characters who stick through all the way to perhaps 10th level. The tough part is making sure everything scales properly so that new characters can join in in mid-campaign and not get overwhelmed (I use server characters exclusively, so new players have to start at 1st level!).

So far, it's been a lot of fun.
 

How much scripting have you done for NPC's, Conversations, Merchant and the like.

Or do you do most of the talking via possessing the NPC in question?

It seems Conversation scripting is the most time consuming exercise when doing a mod. How much have you found you can drop by just DMing the NPC's?
 

Let's see...

Crossroads I has 6 major NPCs with anywhere from 6 to 60 lines of conversation each. I think the most was my innkeeper, who had about 60 lines with multiple branching trees (it was his job to give background on the surrounding area and information about opportunities for adventure). Two quests, both of the "get this item for me" type. Four merchants (although two of those are for the same NPC, one just a "beverages" store and one "arms and armor" store). Plus I yoinked a nice script for generic NPCs that gives a random one-liner response from a list of twelve possiblities. I use that for tavern patrons, miscellaneous travelers, etc.

I also have a number of custom-created NPCs that I keep in the palette to paint if I need somone to quickly possess and interact with the PCs. In C-one I had a low-level ranger, a lantern archon, and a generic merchant in this category. You can use the generic creatures in a pinch but I find it's more effective if the NPC has a name (and maybe a few specific abilities/items). In my last game, for instance, I beamed in the lantern archon, shadowed the party for a while, and when they finally noticed him (after a battle in which he cast aid on several characters), he spoke to them and gave them a quest to investigate a nearby ruined temple. After they had completed the mission, I respawned him and gave the PCs rewards using the DM tools in-game.

Crossroads II has 5 NPCs (its base area is the same as C-one, so several characters were returning NPCs with new conversations), three quests, and several new and modified merchants.

I like to script out at least the basic NPCs (innkeepers, merchants, quest-givers, etc.) at the "base" area so that I can focus on actually running the game. Plus I would ultimately like my mods to be playable as SP games without a DM. I'd say each took about 40-50 hours of work on the toolset to complete.
 

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