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What would you like to see in your next module?

Discussion in 'Neverwinter Nights (Classic)' started by Xaelifer, Mar 27, 2003.

  1. Xaelifer Gems: 10/31
    Latest gem: Zircon


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    [​IMG] Alright - I'm posing a pretty important question. So far here are the things I'm considering top priority in a module I'm making, but it'd be cool to know some more things people would want to see...

    • Original, exciting, intriguing plot
      Twists in the plot
      Immersing ambient characters
      Changes in locale
      Creative, unusual, adventurous locales
      Many well-stocked merchants
      Changing NPC opinions about PC
      Non-cliche neutral responses to NPC words
      Balance of fighting and ambient play
      Deep, interesting, occasionaly satirical or humorous dialogue
      Evil people whose asses severely need kicking after they are known by PC
      Every area is unique and every place has something special in it
      Lots of hidden things to find...
    What other ideas do you have? What are your favorite things to find in NWN mods? What type of module are you looking to play next (i.e., hack n slash, dialogue-bath, goof-off, etc.)?

    Huge thanks!
     
  2. Shell

    Shell Awww, come and give me a big hug!

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    Basically my favourite thing is treasure :) Barrels and the like. But I must admit that if there are too many it sort of spoils the game. And I don't like when +1,+2 weapons etc are really rare to find. If they were available I'd expect them to have a horrendously high price but be accessible.
     
  3. Bateluer Gems: 11/31
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    You have listed exactly what I want in a module.
    Link me to some like that. :)
     
  4. Rastor Gems: 30/31
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    Right now I'm interested in the more "exotic" locales. The planes and the like. Story is most important, but if there is no combat, it tends to get a little boring.

    I don't care much for ridiculous amounts of treasure, more the amount that would be found in a typical PnP game.
     
  5. JohnnyRTFM Gems: 10/31
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    The first thing I look for in a mod is a story. Check that, a well thought through story with a point. No "Go kill Bad Guy" nonsense. I want to be able to immerse myself in the mod, be able to actually roleplay, not just spend hours on end chopping up baddies.

    Next thing I look for is dialogue. NPCs should have something to say, for the most part at least. Any mod filled with generic folk all named "Commoner" just does not cut it.

    Plot twists are nice, betrayals, things not quite as they appear etc.
     
  6. bonusman Gems: 1/31
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    [​IMG] I'll tell you what I look for in a module, besides all of the stated above characteristics... interesting gameplay options I haven't seen anywhere else.

    I joined a module about a month ago because I read in the description that it had housing that you could buy for yourself... something I've always wanted in a mod. After playing on it for a little while I discovered that you could also own a farm. What a cool concept... there are different farms with different amounts of crops, that cost a different amount to buy. They produce crops which you can sell to local vendors.

    Well the idea is so cool that I have been scripting for the owner of the mod (Persistence, btw) ever since. The plot in the mod isn't huge, but a big plot overhaul is on the way.

    Anyways, the point is... unique gameplay options.
     
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