Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Geek Talk & Media
What D&D Online SHOULD Have Been
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="takyris" data-source="post: 2998659" data-attributes="member: 5171"><p>I really love the versatility of NWN. For awhile, we actually prototyped plots for our upcoming games in Neverwinter -- it didn't always look perfect, but you could test the plots and the dialogues, and you knew you were getting a stable engine, as opposed to whatever engine the actual game had that week. (Beyond just-plain-crashes, I've run into fun things like "Randomly falling through the floor" and "Became stuck to a low-hanging ceiling for all eternity" while trying to test games in the actual game engine as it was being developed.)</p><p></p><p>To answer the large-world issue, I'd note that while people have sometimes bagged on the NWN original campaign's writing, it has a BUNCH of side-content out there in the world. Beyond the critical-path plots, there are a ton of little side quests that you can take care of while in a given area. The big world isn't seamless, and you will definitely have to choose between reality (long areas of wide open space in which there's nothing fun to do) or game-ishness (all kinds of nasty monsters within spitting distance of each other) if you design a module yourself, but I think you can create the FEEL of a big world pretty easily.</p><p></p><p>The biggest thing I've noticed in NWN when trying to build modules for friends to play (I never got into DMing on the fly -- I preferred to make modules and then give them to people) was that combat went a LOT faster in NWN. The bad news was that the module the DM thought might take five weeks to play actually got done in about four hours. The good news is that you can put in a lot more combat as a DM, then -- the half-dragon manticore and the dire stirges don't take all night to defeat as everyone looks up the rules for how the tail spikes work and whether Dwarves have special resistance to Constitution drain.</p></blockquote><p></p>
[QUOTE="takyris, post: 2998659, member: 5171"] I really love the versatility of NWN. For awhile, we actually prototyped plots for our upcoming games in Neverwinter -- it didn't always look perfect, but you could test the plots and the dialogues, and you knew you were getting a stable engine, as opposed to whatever engine the actual game had that week. (Beyond just-plain-crashes, I've run into fun things like "Randomly falling through the floor" and "Became stuck to a low-hanging ceiling for all eternity" while trying to test games in the actual game engine as it was being developed.) To answer the large-world issue, I'd note that while people have sometimes bagged on the NWN original campaign's writing, it has a BUNCH of side-content out there in the world. Beyond the critical-path plots, there are a ton of little side quests that you can take care of while in a given area. The big world isn't seamless, and you will definitely have to choose between reality (long areas of wide open space in which there's nothing fun to do) or game-ishness (all kinds of nasty monsters within spitting distance of each other) if you design a module yourself, but I think you can create the FEEL of a big world pretty easily. The biggest thing I've noticed in NWN when trying to build modules for friends to play (I never got into DMing on the fly -- I preferred to make modules and then give them to people) was that combat went a LOT faster in NWN. The bad news was that the module the DM thought might take five weeks to play actually got done in about four hours. The good news is that you can put in a lot more combat as a DM, then -- the half-dragon manticore and the dire stirges don't take all night to defeat as everyone looks up the rules for how the tail spikes work and whether Dwarves have special resistance to Constitution drain. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Geek Talk & Media
What D&D Online SHOULD Have Been
Top