Welcome to my very first blog. This is an online Designer's Diary that records my efforts to create an ambitious Neverwinter Nights 2 module called "Faithless." This blog may be of interest primarily to other module makers who use NWN2's Electron Toolset. Players who would like to know how my module is progressing without having to peek behind the scenes may prefer to access my post at the NWN2 Modules forum.
Life is hard in the cold wastelands that border Vaasa and Damara. A major war had been waged there nearly thirty years ago, but many treasure seekers had since picked the area clean of all spoils. Still, with a bounty on the goblinoids that infest the place, an adventurer could do worse than hunt down goblins for five gold pieces per head.
Far more sinister things than goblins have started to threaten life at the border, however, so much so that the goblinoids have offered to ally with the Damarans against this new foe. As if that wasn't strange enough, a divine crusader has appeared out of nowhere with a mad scheme to repel the enemy. All the crusader asks in return is that the mightiest Damarans help assault a death god's citadel and tear down the Wall of the Faithless.
Yes, an adventurer could do worse than hunt down goblins for five gold pieces per head.
I wrote the above blurb a week ago for my upcoming Neverwinter Nights 2 module, "Faithless." The idea for this module grew out of a question posted by asonne1, who wanted to know if there were any Diablo-like modules available for NWN2. (Click here for the original thread that asonne1 started.) Intrigued, I did an advanced search for modules at the Neverwinter Vault using the keyword "Diablo," but I came up with zilch. Then I started wondering -- what if I were to make such a module myself?
- Hordes d'minions capped with boss fights for dessert. Each map should have lots of relatively low-level minions to fight. At the culmination of the player characters' exploration, there should be a major boss fight, at the end of which the PCs should be rewarded with unique treasure. When the PCs are done with that map, they should be able to return to it at any time. They will still be able to fight the hordes of low-level minions, but the boss of the map won't be there. It's one way to earn extra experience points, although the XPs earned will diminish as the PCs rise in level.
- Minimal story. What makes Diablo and its clones replayable is that they don't have much of a story to muddle through. Role playing in this type of game is somewhere between non-existent to negligible. I'm not saying that this is good for modules in general, but it is good for Diablo clones. The story should be there to give flavor to the game, but the real focus of a Diablo clone is hack and slash.
- Designed for one to four players. Support for more than one player is already built into the NWN2 engine. The module creator should make a roster of NPC companions if there are less than four players available in a game.
- Random item drops. With a bit of scripting, it's possible to create items whose powers are chosen randomly.
- PCs start at level 1 and eventually rise to level 30. What's the use of a Diablo clone if player characters can't level up all the way?
"If I were to make such a module, I might make the story revolve around Kaelyn's continuing crusade to bring down the Wall. She'll recruit the PCs and their companions to handle increasingly more difficult minions until they finally come knocking at Kelemvor's doorstep. At some point, however, I'll probably offer an alternative branch for the PCs to side with Kelemvor instead.
"As for the title of the module, maybe I'll call it Up Against the Wall.
"Or maybe not."
I was wrong.
Act 1. Yadda-yadda-yadda
Act 2. Blah-blah-blah
Act 3. Yadda-blah-blah