Showing posts with label nwn1. Show all posts
Showing posts with label nwn1. Show all posts

Saturday, March 7, 2015

NWN Module Review: Prophet II - The Century of Sorrow by Baldecaran

Mysterious ruins once again play a critical role in this module
Having unwittingly become the center of an ancient prophecy, and dubbed the unmaker who will bring about the Century of Sorrow that leads to the end of the world, the PC sets off for the desert city of Hierathanum.  There, you hope to meet with the Dreamweavers, a group of mysterious dreamers who, like you, are gifted with The Sight.  With their guidance, you hope to learn more of your powers, and hopefully find a way to avoid bringing about the end of times.
Chapter I of the Prophet featured a vast journey with incredible twists and turns, and featured powerfully-written NPC companions who were integral to the plot.  Therefore, it was with some excitement that I launched the next chapter.  It was a well-polished module, with strong writing, good technical skill, and a bare minimum of typos, small bugs, etc.  Area design was about as good as it gets in NWN1, with creative skillful use of custom spectacular custom content.  The "Mountains" tileset has never been used so well as in this series, and I loved many of the other innovative ideas he used.

Combat remained interesting, with damage absorption continuing to play a big role in the success of my character.  This was also true of the NPC's, and therefore required me to do whatever I could to make use of sneak attack damage to avoid lengthy battles of attrition.  While I started the module trying to "tank" with my rogue/ranger, I did find it necessary to reverse things and let my ranger companion be the primary melee character with the majority of the good damage-absorption equipment.  This meant my character wasn't as well equipped, but it made sense to keep the enemies on him: he had more HP, and if the foes were targeting him then I could sneak attack them.

I love Baldecaran's use of the mountain tileset
That all said, I found the module's story to be a bit disappointing.  The first half of the module established the setting and flavor of Hierathanum, but ended up largely just being a blockade to the character's progress in the story.  The elements of the main plot that were present were largely just a rehash of the events of th first module, which seemed overdone.  And when the story did progress...well, it was on rails.  One's choices did not matter.  ....  I fully realize that this is kind of the point of the module--it's about a prophecy, after all--and is what puts the PC in the center of the story's challenge.  But for some reason, it still just didn't ring true the way the same kinds of themes did in the first module.  

In any case, it certainly serves the purpose of setting up the final chapter of the trilogy.  I had a fun time playing in the author's world once again, and I'm excited to see how my character will work his way out of this situation...if he is even able to do so.  The module ends on a dark note, and it's hard to imagine what can be done amid all of the hopelessness.  Here's hoping for an epic solution in chapter III!

My rating: 8 - Recommended to Anyone

More screenshots after the jump!

Saturday, December 20, 2014

November 2014 Custom Content Challenge

Pretty impressive stuff coming out of this past month's Custom Content Challenge, most of which the product of Shemsu-Heru.  Future modules will have the opportunity to add amazing new townsfolk models that are vast improvements over the stock NWN1 fare.  And on top of that: the gnomish battle machine!!  A few select favorites:





And, finally, "oh hells yeahs!!"

Thursday, December 4, 2014

Musings on Dex Fighters

Maybe tanking with a rogue isn't the best strategy?
I'm currently playing through the Prophet, Chapter II by Baldecaran. My character in that module is a rogue/ranger, and is pretty similar to my character from Swordflight: a dual-wielding, dex-oriented fighter type. In Prophet, my character is a halfling with many more rogue levels than ranger levels (I think he's 8 rogue/3 ranger or thereabouts; in Swordflight, he's a human fighter/rogue, with equal levels of each).

I enjoy this character type a lot, but I'm having a little bit of trouble in the Prophet II. The module author made use of a lot of physical damage resistance on his monsters. That's fine if you're a power-attacking fighter, but for a rogue/ranger with very little strength, it's tough to lose 5 damage on each hit I land with my shortsword and dagger. My halfling has only STR 10 (probably a mistake on my part, but I was focusing on DEX, INT, and CHA for these rp-oriented mods), so he really relies on the extra attacks from dual-wielding to keep his damage rate respectable. There haven't yet been any +STR ogre gloves, nor have there been many potions of bull strength available in shops or dungeons.  My character does have 5/- resistance to all three physical damage types as well, and pretty good armor class, so he can hang in there.  But the battles have become these long, kind of boring wars of attrition because neither side can do much damage to the other.

I think the solution moving forward will be to move a lot of my protective gear from my character to the Ranger henchman in the module.  I've been letting him hang back and snipe with arrows while my rogue basically tanked, but it'll make more sense to reverse roles.  That way, I can take advantage of my character's sneak attack more easily.  I'm sure this was the obvious strategic move, but I have a bad habit of trying to horde useful equipment for my PC's and neglecting my henchmen...

Sunday, November 30, 2014

Swordflight, Chapter One, Review

Hacking up rats has never been so much fun!
With dreams of glory, wealth, status, or other motivations, you arrive in Calimport and enter a tavern in search of work as an adventurer.  While early jobs are rather mundane--rat hunting and the sort--you quickly find yourself in the company of another would-be adventurer and on your first well-paying assignment: caravan escort duty in the Calimshan Desert.  That job, minor as it might seem, is what ultimately results in your entanglement in plots that involve bandits, undead, and even extra-planar beings.  Here are my comments to rogueknight333, the author of Swordflight, Chapter One:
I really enjoyed your module.  The story might not sound original on the surface, and employs a lot of fantasy tropes, but it's well-told.  As you mentioned below, it's clear that you try to put a twist on all of the fantasy tropes that you wield.  The result is a fresh and engaging tale that got my youthful adventurer off the ground and on his feet in tales fit for bards.  The entire module is meticulously polished, and was a blast to play through.  
Mysterious desert ruins!
Combat is most definitely very challenging.  Heeding your warnings about combat difficulty, I brought a level 2 fighter/rogue that I had from another module into this game.  The module seemed very well-balanced for him.  In fact, in a lot of ways, the module seemed custom-made for my character.  I've never made so much use of usable items like choking powder, potions, etc.  And because he had good use magical item ability, he was also able to make heavy use of magic wands against foes.  The result was a really dynamic combat experience that I found really enjoyable.  My character would probably do better if he had a henchman to tank for him, but he held his own.
Thanks for the fun module!  I'm eager to see what the next chapter will bring for my character and his companion!
Hmm...what's this?

Thursday, November 13, 2014

Saleron's Gambit Review

This is one of many posts I've made on Saleron's Gambit.  As the last "review" I made was for Chapter III of the series, I'll begin by assuming that module as background.  The series is available as a combined download on Neverwinter Vault, so this post focuses on chapters IV and V.  If you'd like to read my thoughts on the first three modules, they can be found here: I, II, and III.

Chapter V features some amazing tilesets.
Having located Natalya in Chapter III, you have learned of how the two of you, along with Saleron, are linked by your murdered parents.  Now united in your goal to rid yourselves of the sinister threat imposed by the Dread Lord Vraxilom, you travel to the remote island of Ajit-Kuhn to find instructions for a ritual that might free you.  Little did you know that it was there that you would finally come to learn the greater truth about your parents, and ultimately make your mark on history.  Here are the comments I left on the Vault's module page:

This was a terrific module series.  The story begins as fairly traditional "Farm Boy Rises Up" tale in the early modules, but gradually goes far deeper.  The story becomes increasingly complex, but it is told in a way that makes it both approachable and, most importantly, personal.  I think this is ultimately one of Tiberius's great strengths.  He allows me to connect with stories on an emotional and personal level.  His NPC's are well-realized,  his locations richly presented, and the story is well executed.  But he keeps the focus squarely on the player character and his place in the story as well as any other module author. 
I'm never above some goblin smashing.
I loved that this series is, in some ways, an homage to some of the great Infinity Engine games of the past.  Areas, events, and characters from Baldur's Gate II appear prominently in chapter III and, more ephemerally, chapter IV, whereas parts of Chapter V take strong inspiration from Planescape: Torment.  Moreover, it is extremely well-grounded in published lore of the Forgotten Realms, again featuring numerous appearances from known NPC's, areas, and even plot ideas that have been published over the past decade.  In a favorite example of mine, the Steel Regent, Alusair Obarskyr, makes a prominent appearance in Chapter 5.  What's great is that I'm currently reading Erin Evan's terrific Fire in the Blood, and the very night I encountered Alusair this module she (or her ghost, rather) appeared in the book.  This is why I love reading and playing in the Forgotten Realms!

It also is an important module because of its emphasis on low-power gameplay.  While there are a handful of magical artifacts in the game, they are rare and well-prized.  Your character's innate abilities, along with consumables like potions, are what ultimately make the difference for your character when trying to survive through his modules.  Combat in the last two modules was very well-balanced for my melee-oriented bard, who could use his buffing spells and abilities to overcome his native weaknesses in attack modifiers and HP.  I'd guess that it would work well for a fighter-type as well, as long as you made aggressive use of potions.  Wizards and Sorcerers, provided they can survive the first module, really would seem to shine in this game.  Their spells would largely be unmatched by your non-magical opponents, and you will do battle with several magical casters that prove very potent opponents for those without a good way to penetrate their defenses.


The module features fantastic, cinematic cutscenes.
I've played both this series and the Maimed God's Saga.  Both are excellent, but I think the tone of the two modules is different.  Maimed God is very mature, gritty, and serious.  Saleron's Gambit, on the other hand, is a bit more jovial and lighthearted, despite the fact that it is quite challenging.  The villain in Saleron's Gambit, for all his power, is a bit of a buffoon, and is quite a contrast from what you fight against in Maimed God.  Nevertheless, the story itself is gripping, and just becomes more and more interesting as you move into chapters IV and V.  I'm glad to have finally had the chance to play it all the way through.
More screenshots after the jump!

Friday, September 5, 2014

Sanctum of the Archmage - The Sight

Greetings, king of beasts.
While exploring some abandoned ruins near your home, you suddenly experience a powerful sense of dread.  You've long had a sense of premonition...dreams of what might come.  And strangely, more often than not, they seem to come true.  And now, that sense telling you that something terrible is about to happen at your home where your parents currently dwell.

So begins the Sanctum of the Archmage - The Sight.  Andarian's modules came along after I more or less bowed out of the NWN1 community to focus on NWN2, and his modules were consistently ranked at the top of the NWVault's charts.  I finally had a chance to play this one, and I am ever so glad that I did.  Here are my comments to the author.

I absolutely loved your module.  There are very few mods that do such a good job of combining superb roleplaying opportunities, deep and relatable companions, puzzles, and combat as well as this one.  The inclusion of science fiction elements was really unexpected, and yet fit beautifully with the setting and story.  I really enjoyed getting to know each of the principle NPC's, as each had some surprising depth to them.  I also loved how you used objects, books, etc, to tell the story, and not just dialog. 
I'm swimming!
Combat seemed about right for my wizard/rogue, though some of the battles skewed to the difficult side of things.  Starting him as a rogue fit perfectly with the story, and I alternated between wizard and rogue levels from that point on.  I had to reload a number of times during a few key setpiece battles.   
Nevertheless, I think the only time I had to go to the spoilers document was versus a certain giant monster, and that was mostly just to verify that I was, in fact, supposed to be able to kill it.  Several of the puzzles also required some help from the spoiler document in my case, but it was so well organized that I could often solve the problem from the preliminary "hint" section before being completely spoiled.  Some of the ones that I did solve on my own, such as what to do with the owlbear eggs, were extremely gratifying.   
Not quite what I expected when I entered ancient ruins.
There's a lot of custom content here, including custom scripted items, crafting systems, and the death system.  I liked all of it a lot.  I did run into one issue where I think the death system didn't always interact well with characters that had a regeneration item.  I'd given Orion one such item, and I think he might have resurrected with the regen before I used the bandage on him.  The result was a standing Orion that could move around, but wouldn't respond to requests to talk to him.  I reloaded from a saved game and repeated the battle to make sure he was ok. 
Nevertheless, the module seemed extremely well polished, with great writing, action, and adventure throughout.  I do hope that you are able to release the second chapter again this fall.  I did also download your book on amazon when you had a sale, and I'm looking forward to reading it as soon as I finish the book I'm currently reading.
As a small note to potential players: there is a long, daunting list of custom content that you will need for this module. Andarian provides clear instructions on what you need (and don't need), however. Just bite the bullet and download it all. It's worth it!

Tuesday, August 19, 2014

Custom Content Challenge July 2014: Dieties and Demigods

Pretty impressive stuff this month from the CCC.  Here's a sampling of my favorites:

Kali by Plush Hyena of Doom

Fenris by Plush Hyena of Doom

Egyptian Goddess by Shemsu-Heru

Malimshaer by Merrick's Dad

Selune Shiedl by Shemshu-Heru
I particularly like that shield.  It's so simple, but I love both the in-your-face symbolism as well as the more subtle half-moon border.  I think I've seen amulets like the border before.  Very nice.

Thursday, August 14, 2014

Ill Met in Lankhmar

Ill Met in Lankhmar is a novella in the guise of a Neverwinter Nights module.  Designed as an ode to Fritz Leiber's classic story of Fafhrd and the Gray Mouser, playing this module allows you to experience the story.  If you enter the module with that understanding, it makes the whole thing work a lot better.

I haven't had the pleasure of reading the original story, but I've added it to my to-read list on goodreads as a result of playing this module.  The writing is witty--almost to a fault, but not quite.  While the adventure takes on a dark tone as the story progresses, the style of the dialog, in particular, is whimsical and delightfully engaging.  I'm guessing that the vast majority of the writing came directly from the book, and I think the zeal of the module's author for the source material comes through in spades.

The areas are extremely well designed, with lots of little flourishes to enhance the experience.  The city streets are filled with a kind of unhealthy smog, for example, and the player character of Fafhrd is rendered larger than life using custom content.

The main critique is that this module is probably the most linear that I've ever seen.  There are a handful of optional interactions, including a few stops at merchants, but that's it.  There is a ton of dialog, and there were times when nearly 30 minutes went by as we moved from cutscene to cutscene.  I was just trying to get to the next down moment so that I could save, and the result was a late night.  That all said, it was a neat experience.  I enjoyed playing the module, and especially meeting these characters who have so far not caught my eye.

Monday, August 11, 2014

Saleron's Gambit 3

A return to the Copper Coronet of Baldur's Gate 2
Last night, I finished up Saleron's Gambit 3.  This module was one that I reviewed for the old vault review guild.  It was also one of the modules that I think really spurred the Overlooked Modules Project.  It was an early submission to that project by a player who championed it, and I don't think it's an overstatement to say that the Overlooked Modules Project as well as my review were important in helping this series gain enough momentum to really take off.  Of course, it's the quality of the modules that ultimately led to their success.

In any case, since it's no longer available except by archive.org, below the fold is my review of Saleron's Gambit 3.  It's glowing.  I think I largely agree with the assessment after this play-through, although this time I thought the dialog was occasionally written a bit over the top.  The character descriptions he provided, however, are still second to none.  

It's Alro's Curiosity Shoppe!
It was a blast to play it again; it's been long enough that I'd pretty much forgotten everything!  This time around, I'm playing as a bard, which is a great fit for the module.  Given that there is such minimal magical equipment, the bard's magical abilities--and especially his song--really gets a chance to shine.  I'm not sure he's my preferred bard design.  This one is a 14 str, 14 dex character, and wears a breastplate that he has to pull off whenever he casts a spell.  As a result, all of his casting is dedicated to buff spells, because he can't be pulling his armor off mid-combat.  I think I'll try a bard at some point that tries to just go with robes (or at least light armor) and ranged combat.  That said, in Saleron's Gambit 3, unless you can open your own locked doors, you're probably taking the rogue NPC.  As a result, you really do need to be your own tank, which makes my character fit pretty well as-is.

Friday, August 8, 2014

Adventurer's Club, Round 1

The vote are in, and the first two modules have been selected for the Adventurer's Club!  The discussion will begin on Monday, August 11th.

For Neverwinter Nights 1, we're playing ILL Met in Lankhmar by Udasu.  This module was nominated by Werelynx:
Game: NWN1
1. ILL Met in Lankhmar by Udasu
2. http://neverwintervault.org/project/nwn1/module/ill-met-lankhmar
3. Pregenerated Fafhrd character fighter1/rogue1
4. About 1 hour
5. Module by Udasu, storydriven, loosely based around Fritz Leiber's epic heroes, Fafhrd and the Gray Mouse. Short for starters to try out how to orient our adventruing gears in this club.

For Neverwinter Nights 2, we're playing a pair of short modules by Jezla.  The first is very short, and they form a small series.  The modules are:
Humble Beginnings was nominated by Sir Adril:
Game: NWN2
Module Name & Author: Humble Beginnings by Jezla9
Neverwinter Vault Link: http://neverwintervault.org/project/nwn2/module/humble-beginnings
Character starting level & info: Starting Level 1, ending Level 3-4
Estimated hours of play (if available): ~10 minutes
Why submitted: Short, with little to no combat, this module is the first in a series that is meant to be played with other adventures interspersed to bring you up to the correct level.
and
Lowena was nominated by its author, Jezla9:
1. NWN2
2. Lowena by Jezla9
3. http://neverwintervault.org/project/nwn2/module/lowena
4. Level 5 (new characters will be leveled up on entry)
5. 1 hour
6. It has the same virtues as Humble Beginnings for being short with largely optional combat.  Despite the length, it has four possible endings, some use for skills, and is (if I may say so) very polished. 


I've played all three modules, and have written up preliminary comments that I've saved here.  I'll post those here once the discussion begins on Monday.

Hope to see you there!

Thursday, July 17, 2014

Small Village Woes

How nice!  A quaint little church in the middle of
the village!
This is an oldie but a goodie.  Small Village Woes was released early in Neverwinter Nights 1's tenure, and arrived to a very positive reception.  This included a glowing review from my old pal Alazander (side-note: I still need read Luke's book!).  After a long time away, its author, Bort Son of Bort, returned to give his module an update.  He posted a beta of his update on the Bioware forums, and I decided to give it a go!

Summary opinion: it's a really fun, low-level adventure.  There's a touch of whimsy here to keep things fun, and it begins in fairly prescribed fashion as a romp through hordes of fairly easy to kill monsters.  Nevertheless, through a few good plot twists, the story manages to be have some depth to it.  If you look closely, you could even see a bit of social commentary in there.  Furthermore, the ending sequences are spectacular, with a number of fun surprises in addition to some great pyrotechnics.

You green scum!  This ends now!
There is a lot of action in the module, and I found it to be a well-balanced for my druid.  In this beta, the druid got a bump to level 2 at the module's start, and that is going away.  Nevertheless, even without that bump, I think the module would still have been pretty approachable.  Combat is initially pretty easy (on par with the starting sequences of NWN1's OC--lots of foes, but they're all easy), but ramps up to a pretty solid challenge by mid-module.  Between my character's companions, summons, and spells, he was pretty well protected most of the module as he moved between ranged and melee combat.  It's also a pretty low-power module, with just a handful of magic items even in existence.  I managed to buy a +1 armor, but that's about all I could afford.

All in all, this was a great three evenings of play.  Thanks to the author for making this module, and then taking the time to update it!

Wednesday, July 16, 2014

Almraiven

Explore a highly customized, visual treat of a city
My vote: 9 - Outstanding, a Must Have
My character: lv. 1 wizard, progressed to lv. 3 by the module's end.

You are a fledgling member of the Auren Society of Weavers, having just completed your apprenticeship.  Ready for your first major task within the Society, your master gives you a task: go to Almraiven and investigate the recent string of strange murders that have occurred there.  The concern was that some form of sinister magic might be at play.

Almraiven is a really interesting module that was written and designed by Fester Pot, a longtime member of the nwn1 community.  It is one of the few wizard-specific modules available, along with Hugie's Tales of a Mage series.  While Hugie's series was focused on combat, this module is very much focused on the other aspects of mage-hood: summoning spirits of the dead, brewing potions, investigation, and research.  The author really dove into what it might be like to be a mage of one specialized school in the Forgotten Realms, and you get to experience a number of really creative innovations.  It's definitely a light-action module; one can play through this module with almost no combat, or you can (depending on your choices) experience at least one fairly large scale fight sequence.

What is here is a lot of fun.  There's a lot of dialog here, including an almost innumerable number of unique NPC's that roam and line the streets.  Everything is on a schedule, and most NPC's can only be found during an 8 to 12 hour stretch at certain times of day or night.  Many of these NPC's are merely "window dressing," which allow you to really immerse yourself in the world.  While the module itself is set almost entirely in Almraiven, you will meet NPC's from all over the Realms; this is a great opportunity to orient yourself to the map of Faerun!  Others will foreshadow major events that come later, which I found really well done.

Now what could these runes mean?
There are also two pivotal sequences that almost represent mini-games.  In one, you'll be roaming through a dungeon while trying to avoid a monster, and it is scripted such that it exists entirely as a first-person cutscene.  In another, you'll be infiltrating a large mansion, dodging guards as they walk around the keep.

It's all pretty well directed, but I will unabashedly admit to making use of the walkthrough in several circumstances.  I was glad to have it; most of the time, you have a pretty good idea of how to accomplish your goals.  But there are times that I needed a prod in the right direction, and the detailed walkthrough was very helpful.

Overall, it's a pretty impressive module.  I think my own bias is toward a bit more of a mix of combat and questing these days, and so there were times when I found myself itching for a fight.  Part of that's my fault; this was my first module that I've played since returning to NWN1, and I was looking for some combat and looty goodness.  But if you are looking for an excellent roleplaying module that lets you really, truly play the part of a wizard in the Realms, this is a great module for you.  The series continues in Shadewood.

Friday, July 11, 2014

NWVault is finally down

I'm a bit late in reporting this, but as of June 26th, it looks like IGN's Neverwinter Vault is finally down for good.  The link now redirects to a wiki page.  Despite the claims there, there's little reason to think that the Vault will return.  And if it does, it will probably be in the same condition it was just before it went down: completely unworkable.

We've had false alarms before.  And fortunately, the guys at the new vault, Neverwinter Vault, have been working to restore access to all of the files that we had previously.  If you go there now, you'll see new files being uploaded around the clock.  They don't contain all of the header information that we had on the old vault.  But at least if you search for a module that you want, you're likely to find it there, along with downloads of all of the other relevant files you need (HAK's, etc).

The main challenge with the new vault is that there is currently not a good system to sort through the thousands of module files.  The file rating system is currently a 1-10 number system, but it sounds like Rolo Kipp (the Hero of vault preservation) is planning to institute something more akin to Nexus's "Endorse" button.  I think that's the right choice.  Despite the fact that I worked hard to revise and improve the 1-10 rating system on the vault back in the day, I think a simple endorse button is likely to be the best way to evaluate files in a community like this.

Why I am noticing this?

Well, after about a year and a half of on-and-off play (pushing 130 hours), I have finally finished Fallout 3.  A review is coming soon!

So, with only about a month and a half left before I am traveling abroad, I decided to give NWN a whirl again.  Steam is not working anymore on my old gaming PC, which means I only can install and play the original NWN2 (without expansions).  This cuts down on which modules I can play.  So, instead, I've decided to go play NWN mods again.  I loaded up Almraiven last night, which I played before but have only the vaguest memories of.  After that, I'll be playing through the Aielund Saga, Saleron's Gambit, and The Prophet soon.  All of those are series that I only played about half-way through, and I'm looking forward to getting back into each of them.  Things might pick up a little bit as I work through each module in turn.

At the end of August I am traveling to France for a little over three months.  My plan, to satisfy my gaming itch, is to play Baldur's Gate II Enhanced Edition.  I have my character from BGEE all ready to go!  And it should run just fine on my work laptop while overseas.

Thursday, June 27, 2013

The Vault is Down. But Vault 2.0 is up!

Edit: And...the Old Vault is back up.  Apparently, this was a false alarm...but it's also a sign of times to come.  The Old Vault is basically done, and chances are that it will not be around much longer.  The future of the Neverwinter Nights modding community lies with Neverwintervault.org and Neverwinter2.nexus.com.  It's time to migrate and say goodbye to the old vault.  The good news is that this gives the crew at Vault 2 a bit more time.

----

It finally happened.

Without warning, IGN finally pulled the plug on nwvault.ign.com, shutting down the site around which the entire Neverwinter community revolved.  It really can't be undersold what a blow this is.  The Vault contained a near-complete archive of all content ever created for the two Neverwinter Nights games.

It's not all doom and gloom, however.  Rolo Kipp and his cohort have, over the past year, copied every single file off of the old Vault and onto their hard drives.  They've created a new site, Neverwintervault.org, which will serve as a new place for the community to share files.  The old files aren't yet available, and it seems like there are all kinds of logistics to work out...but still, there's hope!  Kudos to those guys for making this happen, and many thanks to Rolo for also simultaneously maintaining the Vault for the past while.

The new Vault site has potential.  It has all of the old categories, and appears quite flexible in terms of handling new content.  It has project pages for modules, and a 1-10 voting system (I'd prefer 1-5, but this might allow them to import the old votes).  It doesn't seem quite as "slick" as the old vault, at least not yet, but that might get better...and changing skins to "Garland" (register and then choose the skin on the left-hand side) helped a lot, in my opinion.

For the time being, until the old archives reappear, this dramatically reduces my choices in terms of modules to download and play.  There are currently a total of five NWN2 modules available at neverwintervault.org, plus another 48 over at Neverwinter 2 Nexus.

The Nexus has really been improving a lot lately, and it's much easier now to find ways to sort based on module quality than it used to be.  I do wish there was a bit more nuance to a vote than simply endorsing it.  For example, I rated Shaar Moan as a "7" on the old Vault2 rating system.  So, do I give Shaar Moan an endorsement?  Probably.  But what if it was instead a 6, "qualified recommendation?"

Also, does anyone know what the "Vote" button does at Nexus?

Tuesday, January 3, 2012

Module Review: Prophet, Chapter 1 - By the Will of Kings and Mortals

My vote: 10 - A masterpiece, genuinely groundbreaking.
My character: lv. 8 halfling rogue/ranger from The Cave of Songs.  Ended level 10.

The Prophet, Chapter 1, was released in early 2006.  It did show up on my original nwn1 playlist, but for whatever reason--perhaps it was my general dislike of rogues at the time, for which I perceived the module was designed--I never played it.

Well, I finally sat down and played it over the past month or so.  And I see what all the fuss is about.

This Elven City Tileset is amazing.
Without spoiling the prelude module, you find yourself in search of a long-lost king who vanished mysteriously many years ago.  You essentially have two choices: try to find a bard who might know something, or try to find an ancient keep deep in the forest.  I went for the first option first, which was certainly the low-point of the module; a slow and laborious delve into spider-infested mines that ultimately bears little fruit.  From there, however, I went off to the keep, and the module really picked up.  Ultimately, I was treated to one of the most visually stunning modules ever released for Neverwinter Nights 1.  It is loaded with custom content, and that content is used expertly.  The mountains are just glorious.  Even more impressive, however, was the story.  It begins as a tale of an ancient and perhaps insane king, but becomes far more personal as you interact (via notes, stories, and sometimes, ghosts) with the characters in this story.  Eventually, both the PC and the NPC's find themselves directly involved in the tale, which leads to a variety of surprising revelations.  It is masterfully done.  Rarely have I played a module that sent this many shivers down my spine, but this one was loaded with those moments.

The module plays in a fairly linear fashion, but one thing that Baldecaran does very well is that he adds a variety of small vignettes that you can opt to take on as side "quests."  Rarely are these assigned, per se, and some are just neat to look at.  But you can often have yourself a fun little adventure and often gain a small amount of treasure along the way.  Combat is pretty well balanced throughout, though it got a bit easy near the end of the module.  I'll note that equipment is interesting here.  Perhaps it's because I'm a rogue, but I found myself having a hard time maxing out my AC and weapon enhancement in this module due to limited selection...but on the other hand, physical damage resistance, elemental resistance, and protection against status effects (poison, disease, level drain) were all fairly easy to procure and extremely useful.  I'm looking forward to the day I can find that really great shortsword.  But for the time being, I'm making do with what I found.  As a final note, level progression is pretty slow: I gained two levels during the entire module, and the author's estimated 25 hours sounds about right for total playtime commitment.  This surprises, as I really didn't notice.

I don't vote a 10 very often.  But this is a really special module.  I'm looking forward to seeing where the story goes from here!

Saturday, December 10, 2011

Got my old gaming PC running again

I've been playing NWN1 on my laptop, which works ok except that it invariably freezes after about 45 minutes of play.  I'm not sure why.  Might be  heat thing.  Or it might be Windows XP emulation thing.

So, I finally figured out how to get my old gaming rig (purchased to run NWN2) running in the family room.  It's  surprisingly accessible and non-disruptive to family life, though the fan is still loud as all hell.  It's running NWN1 flawlessly, with sound via some wireless headphones I bought a while back.  It's really great--I forgot how much difference a full-sized monitor makes.

Now if only I could find my nwn2 disks....but they seem to have gone AWOL.  I have no idea where they might be.  Would be fun to fire it up and see what people in the modding community did with it.

Tuesday, October 4, 2011

Savant of Aielund Saga on NWN Podcast

This afternoon on my drive home I got a chance to listen to Savant on the Neverwinter Nights Podcast talking about his modules as well as his book.  It was sort of a shame that the interviewers weren't really aware of his work, as Savant is one of the most accomplished module builders for NWN1, right up there with Adam Miller, Kevin Chan, and Stefan Gagne, and Alazander (to name a few).  That said, there is no one doing more for the NWN community right now than the podcast guys, so it's hard to get too upset at that. :)

In all, I enjoyed the interview tremendously.  Savant seems like a very nice guy, and I'm thrilled for him that he has a book out now.  I went ahead and purchased it via kindle (using the iphone app...small screen, but I'll eventually upgrade to a ipad...I think), and will give it a read as time permits.  If nothing else, it's a very modest donation for the time and joy that Savant has given me as I've played through his modules.  :)

Speaking of books, I checked and saw that Alazander's book is still in progress (with an update as of Sept 21st).  Any other book authors out there from the NWN community that I'm forgetting?

Tuesday, September 27, 2011

Module Review: The Aielund Saga I - Nature Abhors a Vacuum

I'll never get tired of that castle.
It's been a while since I've posted, but the reason is that I've been playing Aielund 1.  It's a pretty long module compared to the others I've been playing, and is plenty challenging.  And my play time has been reduced to a few nights per week these past weeks because of the demands of my teaching load.

In any case, I finally finished it tonight.  It was a thrill.  Here are my comments.
My vote: 9.5 - Excellent, Recommended to Anyone
My character: lv 1 dwarf fighter, reached level 8 by the end of the module.
I voted on this module, under a different name (Brandiles), back in April 2005.  I just finished playing through a second time, which allowed me to experience all of the new updates to the module.  These include the fantastic tilesets that debuted with Darkness over Daggerford, as well as a bunch of new touches and features.  It's been long enough that I remembered very little of the module, so I felt like I was able to experience it all again for the first time.
Wasn't expecting to find you guys down here...

The strengths of this module are numerous.  Combat is engaging, challenging, but feasible--especially if you pay attention to your usable items.  The story is well delivered, though is a bit railroaded at the beginning before opening up considerably.  The ending is more or less on rails too, but the story compels this and it seems natural.  The characters, and especially the henchmen, are real delights, with well-defined personalities that add flavor throughout the module.  And the module's final chapter really cranks up the intensity, and ends in a dramatic final encounter against a principle enemy that was staged well and was gratifying.
In the end, any critiques I can offer are pretty minor.  I wish I somehow had more opportunity to learn about the main villain in this module, because named foes are pretty rare in this module and it seemed as though he was interesting (though I vaguely remember him coming up again later in the series).  I also wish there was a bit more choice in the early goings.  In particular, it seemed like there should have been an option to circle around the town once you gain access to the exterior.  I understand the design reasons for it, but I don't think this was well articulated.
Overall, it's just an excellent module, and is a tremendous kickoff for the series.  I'm looking forward to rediscovering the next one!

Some other screenies after the jump:

Saturday, September 10, 2011

Playing: Aielund Saga

I opted to start playing through the Aielund Saga again. The plan, I think, will be to walk through Saleron's Gambit, The Prophet, and Aielund more or less simultaneously, switching off at the end of each chapter of each series.

I never finished Aielund, though I played through at least the first several chapters and enjoyed it. Going back, I've been surprised to see it's been given a major facelift. Many of the areas have been reworked to include placeables from Darkness over Daggerford, and it fits beautifully.

Furthermore, I'm really enjoying how well it plays. My first two sessions were pretty linear, but as I ended tonight the sidequests were piling on fast! I'm not really sure what I'll do next. It's lots of fun, as many involve new areas to explore.

I'm also playing a fighter. I often look down on fighters, but there's no denying that it's fun to play the badass tank now and then. I love that he gets so many feats--makes me feel free to explore several weapon types (bastard swords!), feats I rarely take, etc. He's pretty smart, but unlike many of my characters, he (a dwarf) has a penalty to his charisma, so he misses many of his persuade checks. Somehow, that makes it all the more fun.

Anyway, more later. Time for play has been more rare since the semester started, so I cherish these rare chances..

Sunday, September 4, 2011

Review: Heart of the South I - Kaer Mulden

What is her deal?
My Vote: 8 (Fair, solid yet unremarkable...but with a lot of potential)
My character: lv. 1 fighter, did not reach level 2 by end.

I'm a sucker for anything Planescape.  Or even planescapeish.  This module, while not set in the planes or the City of Doors, and while never referencing the Lady of Pain, does a great job in the early goings of evoking the feel of Planescape: Torment.  Flaws and all, P:T is still among the better games I've ever played, and from a story and atmosphere standpoint is second to none.  You begin this module with absolutely nothing, and all the equipment and supplies you find throughout the adventure are below the quality of what you typically start with as a NWN1 character.  There are quirky characters who seem to want nothing more than to manipulate you for their own sick larks, there is poverty, and there is a feeling of desperation in this module that is difficult to experience.

Unfortunately, beyond the atmosphere, the execution is poor.  The story is very open ended, which is fine.  But it does lead to one feeling rather lost at times, and while exploring randomly I happened upon a key event in the module that lead to what would be the next chapter.  Combat is extremely difficult, and pretty frequent, so I have no idea why it's rated as combat light in the description.  My fighter was hopelessly outclassed, and I ended up using a spoiler to figure out how to get a henchman to proceed in the module.  Even then, I ended up dying frequently.  In desperation, I started respawning...and discovered that there is no penalty for it.  So, I ended up respawning every other encounter until I finally finished the thing.  It was ridiculous.  I think a dex-oriented fighter type might do ok here (?), but otherwise I'd recommend starting around level 3 or so.

It felt like the author had a very clear vision for the world he wanted to create.  But when it came to the actual module, it just didn't come together.  The story is mostly non-existent, combat is way over the top, and you never have the slightest clue as to what is going on.  I enjoyed some aspects of this module, but I can't give it a solid recommendation.