Dungeon delving is all about taking risks in a dangerous environment to come back with great rewards! It kind of reminds me of trying to build a module using the NWN2 toolset. Personally, I find it even more fun when the dungeon I am delving into is connected to the main plot, where I am learning something new about the story I am involved with. Then again, the occasional random dungeon with just a load of loot doesn't go unwelcome either, I guess. So, let us welcome the world of dungeon delving, where a PC can either boom or bust!
The Main Plot Dungeon
After giving you an outline of what I hope to achieve in the coming months in the last blog, this month I am able to inform you that I have made some good inroads into the main dungeon for the first stage of the module. That's not to say that it's the only dungeon for this stage... definitely not. When I say "main", I mean that it is a dungeon related to the "main" quest, rather than suggesting it is the largest you may encounter. That said, like most dungeons I design, I do like them to come with a reasonable amount of depth, both figuratively and literally. Therefore, even this dungeon will require the player to be ready for anything.
As I believe I mentioned in a previous post, somewhere, this particular dungeon scenario is an adaptation of one of my original PnP (pen and paper) D&D designs. Now, while players of my campaign will have already played out this scenario in the PnP days, it was some time ago - we are talking early 1980's! Therefore, even those with the best memory for my campaign will likely welcome a refresher run through this scenario and dungeon, as it will help remind them of how this whole campaign began. Interestingly, for them, it will be the first time they can replay the scenario from a visual computer perspective too, but, and here's the twist, for them (and new players alike) from the viewpoint of a return to that dungeon!
To this end, there will be some things familiar to them, but some new things too. (For newcomers to my campaign, playing the second background choice, they will be seeing it all afresh, of course. However, they too will quickly come to learn that they walk behind the steps of "giants". No, not literal giants, I'm talking about... oh, you'll see , if you have not already guessed it.) However, I have taken this opportunity, not only to bring my original PnP work to the computer, but also to "improve" on it. This is some of my earliest work, and I can confess that some of the writing is a little naive, and the gaming a bit twee in places. I am taking this opportunity to bring some gravitas back to the scenario, and have it play like I remembered it did (in my rose-tinted spec memories), rather than how it would do if I tried playing exactly as it is currently written in its old paper note format.
Dungeon Differences
The scenario I am currently working on is just one among many of my original PnP material that I am bringing into the second module, alongside newer material. In every one, I am bringing the same editorial updates as I am to the current one I am working on, so that the story plays with a more considered approach and with stronger characters.
DESIGN: Most of the actual designs and layouts of the areas and dungeons themselves are very close to their original, except where a pencilled in note cannot be easily executed in a computer environment without some extra scripting. In such situations, I have been able to make some interesting additions to the module and exploited some NWN toolset design features, which, in turn, have ended up being more exciting gaming aspects than the original PnP design! Old players probably would not recall this subtle change, and new players will just think it exciting, I hope. Looking back, I can see that some area designs were "weak", and these have either undergone a redesign or have been removed completely, with any pertinent content moved to another location where it works better.
PARTY WIPE-OUT: I must have been a "hard-ass" DM at the time, as in the notes I am currently working my way through, I have at least two or three situations where I expect the players to respond in a few seconds what it is they intend to do to survive a tense situation. If they got it wrong, then it was time to roll a new party and try again. I must admit, I don't recall us ever having to do that, but, back then, with a DM at the helm, you could easily ad-lib hints and give clues to players that would help them in these sorts of situations when the time came. That said, I just don't like the idea of a game effectively "busting" when certain conditions are not met. Sure, in extreme situations, I can see the drama of such moments, but in a computer version of the same where a quick reload fixes the problem, party wipe-out situations no longer have a place. So, this in mind, these situations have also been revised to be challenging if doing something "stupid", but not a game-breaker.
STORY DELIVERY: I add this here now, more to highlight how this will NOT change, apart from rewriting some of the conversations to account for the "revisit" and to add better dialogue as a whole. Books and scrolls, as it happens, were not too bad, compared to some of the other story aspects, and so most of these have been reused in their original format, albeit again with an occasional tweak that made the story feel more immersive and have a greater sense of place. Basically, a tightening of writing where required, without, I hope, removing material that old players will remember, and new players will ponder for the first time. Suffice to say, the current scenario I am converting is very much at the heart of the main story, and is the one that gives the player the reason for their role in this campaign. For this reason alone, I am trying to make sure it starts and sets the scene well.
So Far, So Good!
I am really excited about the way the latest module has been coming along. It's certainly much bigger than I thought it was going to be... in a way that offers some great scope for adventure rather than be considered anything monotonous. The new scenarios and writing sits alongside the original material well, and with the newer systems coming with this second module with respect to background conversation choices, I think there is quite a diverse level of play to be had... and some interesting dungeons in which to delve!
Hopefully, it won't be much longer and I will be passing this first stage off for alpha-testing. Again, I will be sure to let you know when this happens.
On another note, module one appears quite stable at the moment. I have a couple of minor cosmetic changes that will come with v2.55E, but I am waiting for any last minute feedback from play testers before uploading the next version. As cosmetic changes only, they do not affect the actual gameplay, and so will only be done when I am happy that we are at a definitive update stage.
Finally, here is the reason why "bust" had to appear in this month's blog title:
I Was Hoping For More "Boom"! |