Neverwinter Nights

I have never been much of a computer gamer, but I have played a few. The first one was nearly 50 years ago – it was a co-op Star Trek simulator, that needed a few million pounds worth of mainframe to run – and provided overnight entertainment during the quiet parts of the graveyard shift. After that very little appealed to me until Age of Empires – another game that could be played cooperatively. There were a couple of others, but the next big one was Neverwinter Nights. Not so much the game itself, but the other stuff that came with it.

It was the first part of the game, that you could play cooperatively, that got me hooked. My wife and I played it together. Later, Co-op play was phased out of the official game in favour of ‘personalised immersive cut-scenes’ – and I don’t think I ever finished the official game. However, it came with a tool set that allowed you to start building your own worlds – and that fascinated me. Computing and D&D all together in one package – what more could a man want?

Within a few months I was taken on as a DM/Builder by a game called Champions of Vydor, owned by a guy called Prince Wally – OK that wasn’t his proper name, but it was the name he went by. Like all the Developers I wrote some adventure areas, and even roped in my wife and son to work with me. Together we built the graveyard/cemetery in Vydor as a cooperative project. I think my son was about 14 at the time – and I taught him the basics of scripting using the conversation editor and Aurora tool-set that comes with NWN.

We also built, and ran, a Dwarves Guild as a family. All Dwarves were welcome and once every couple of weeks we would go out on a guild run. Rather than a small party of around about the same level – every player on the server was invited to bring a Dwarf character (of any level) and we would go blatt things the Dwarven way. There were lots of Dwarven Defenders, Paladins and other combat classes, backed up by the occasional cleric – but there were no real casters, and we would just swarm everything that we came across. It was brilliant fun.

But my main role was to write social systems for the server. I don’t think Prince Wally was expecting that when he took me on – but he certainly saw it as a bonus. One set of scripts changed characters alignments – steal stuff or smuggle drugs you become more chaotic, Kill innocents you move to evil etc. There were other actions that moved you towards Lawful or Good and the whole thing became an RP rules subset, where you picked up alignment changes according to your behaviour. Another set of scripts dealt with titles. You could pick up a knighthood, or various other titles, by carrying out quests and spending money. Then all the NPCs started calling you by rank and title whenever you spoke to them. There were other, less public, effects as well.

Probably the death system was the most widely used. Rather than charging a fixed amount of gold and XP to respawn, I made death into a small adventure. So long as you had made an offering to the death god, you were allowed to run back to life along the Paths of the Dead. Disembodied spirits would try to steal some of your life (xp) and coins for the boatman (gp) from you as you ran. The only problem was that there were four different areas, and they all looked exactly the same – but each had a slightly different solutions. It became a bit of a fun, and added a bit of extra challenge to the game.

Then they got rid of NWN and replaced it with NWN II – which wasn’t anywhere near as good – and the whole scene died away fairly quickly. Until recently, when Beamdog released a ‘remastered’ version of the original NWN. It runs on Win 10, and other operating systems, it only cost me £15 on steam, and I get updates automatically. Win/Win.

However, I am not particularly impressed by the persistent game worlds that are out there – but then both my wife and I are very particular about where we play. Recently we have been playing on a world called Blackstone Keep, although I think we are coming towards the end of our time there. But, we are still there looking around, and we might yet find a few more areas to keep us amused. If not, I am sure we will find somewhere else to play for a while.

But, as you might have guessed, I have started build a new Persistent World of my own. At the moment I have the basic persistence scripted, a world plan and a few dozen areas. I have almost finished a new script-set, that automates basic boss encounters, and when I add that characters will be able to progress to level five or six! Yeah, I know that isn’t very high, but gives me the base to build the rest of the world on.

The next phase will bring in my ‘alignment changing’ script set, a simple point-to-point teleportation system, and a few more encounter areas! I’m looking forward to it.

Just as an aside – if any of you play NWN, let me know and maybe we can get together on a PW at some point. Or, just as importantly, if you want to help build the world, I would be happy to hear from you. Scripters, adventure developers, story editors are all welcome.

Before long I will be hosting the world publicly on a home server, but if it gets big enough (and good enough) I will probably pay for it to be hosted professionally. That woul be nice 🙂

Posted in Personal, World Building.

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