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What D&D Online SHOULD Have Been
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<blockquote data-quote="Lazybones" data-source="post: 2999588" data-attributes="member: 143"><p>You've basically described how I run my NWN camapign. I control ALL of the NPCs, and don't have scripted conversations. With a bit of practice, it's not that hard to control 3 NPCs having a conversation at once (it helps to be able to type at 65 wpm). All my mods are hand-crafted, and I personally like to keep a lot of extra NPCs and even some generic areas in the palette to cover contingencies if the players don't go the way I expect. </p><p></p><p>With the DMFI (DM-Friendly Initiative) tools installed in a module, you can even use skill checks to determine things outside the engine (like listening at a door, or climbing a cliff). </p><p></p><p>And I don't know if I'd agree with the above poster that you cannot create large worlds in NWN. My last two modules were over 130 areas, and I know some Persistent World projects that have >400 areas. NWN2 will cut down on that somewhat, due to the large module file sizes, but you can still link smaller modules into a bigger whole.</p><p></p><p>There is a list of DM-friendly modules for NWN at the Neverwinter Vault, here: <a href="http://nwvault.ign.com/View.php?view=Modules.DMFM" target="_blank">http://nwvault.ign.com/View.php?view=Modules.DMFM</a></p></blockquote><p></p>
[QUOTE="Lazybones, post: 2999588, member: 143"] You've basically described how I run my NWN camapign. I control ALL of the NPCs, and don't have scripted conversations. With a bit of practice, it's not that hard to control 3 NPCs having a conversation at once (it helps to be able to type at 65 wpm). All my mods are hand-crafted, and I personally like to keep a lot of extra NPCs and even some generic areas in the palette to cover contingencies if the players don't go the way I expect. With the DMFI (DM-Friendly Initiative) tools installed in a module, you can even use skill checks to determine things outside the engine (like listening at a door, or climbing a cliff). And I don't know if I'd agree with the above poster that you cannot create large worlds in NWN. My last two modules were over 130 areas, and I know some Persistent World projects that have >400 areas. NWN2 will cut down on that somewhat, due to the large module file sizes, but you can still link smaller modules into a bigger whole. There is a list of DM-friendly modules for NWN at the Neverwinter Vault, here: [url]http://nwvault.ign.com/View.php?view=Modules.DMFM[/url] [/QUOTE]
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