[NWN] Module available for download

Lazybones

Adventurer
Greetings,

I've uploaded the final version of my campaign module "The Crossroads" to my website (lazybones18.tripod.com). It's can be run either with or without a DM, and includes some 18 areas, 7 NPCs with conversations, 2 quests, hundreds of encounters, custom monsters (including a half-dozen creatures from Monsters of Faerun) and items (unique armors, weapons with back story, etc.). I can't guarantee that it's totally bug free, but I've run it six times now with various groups and it should be clear of any major problems.

If you do play it, let me know what you think. I ask only that you keep the author's credit in the Module Description.
 

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I've had a quick look at this module. So I'd just thought I'd add some constructive criticism. A lot of what I'm going to say are really small complaints that don't effect game play but do help everything look a little more professional. So please don't take this a list of complaints, just areas I think you could improve it. No offence intended, I know how some folks hate criticism even when its well intended.

Area Transistion via Triggers - The waypoint it sets up has an arrow, turn that to face into the map and the characters will arrive looking in the right direction.

The Quests where too well hidden - If you are a starting character you already have potions and some equipment but little money so you might pick the route on Feron's Conversation tree to open the quests for the other characters. I didn't get any of the quests until I checked where they were in the toolset.

XP rewards for the quests seemed a little high considering the small risk involved. The quests also seemed to follow a formula, the journal entries were almost cut and paste from the other quests, needed a bit more inspiring descriptions.

Some areas felt a too large for the content, and seemed too open.

The encounter spawn points were often within the encounter area, meaning you could see the creature "spawn in", its better to limit the directions the players can walk in via terrain, which means you can then have small encounter triggers and place the spawn points some distance away from the triggers so the player won't see the monsters magically appear.

I didn't like the OOC reference in game like this way for these levels or the "Rules", I tend to use a seperate room away from the game for players to meet and read stuff like that, then step into a portal that take them to the game proper where everything can be IC.

Other than that I thought it was pretty good, encounters were well balanced for the characters levels and there was plenty to do. Pretty good for a first use of the toolset.
 

Thanks for the feedback. Some of the things you mentioned did come out in earlier games, and will probably implement differently in my later mods. I appreciate little tricks like the transition waypoints--that's the kind of stuff that I'm learning with each new playing of the game.

Quests are a tough one. The easiest to implement are the "get this item for me" type of mission; once I better learn the scripting language behind the game, I hope to be able to implement more compelling variants. I admit my burying of the quests in dialogue (and having to talk to two NPCs to activate each one) was more of a philosophical choice in designing the module, but in playtesting several groups missed one or both quests so I think I'll make it a bit easier next time. :)

Thanks again,
LB
 

Bagpuss said:
Area Transistion via Triggers - The waypoint it sets up has an arrow, turn that to face into the map and the characters will arrive looking in the right direction.

Not necessarily. I use the Area Transition in the Crypt tileset and it always places the character in the wrong direction. There is no arrow (as you need to add a door) and it bugs me that I can't fix it.
 

Neverwinter Nights update: I have uploaded version 1.1 of my module (incorporating some of Bagpuss's comments, and some general balance fixes) to my website at lazybones18.tripod.com. I have also created a HCR (HardCore Ruleset) version of the module and uploaded it as well (although note that HCR is not that suited for solo play).

Thanks for playing, see you all online.

LB
 

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