Now and then I come to a point in design when I question what would be the best way to go for players' enjoyment. I know that ultimately the module will mainly be governed by what I want it to play like, but, at the same time I still want to appeal to gamers as I guess most builders want to. Having started to prepare the conversations for the main quest, I found I was writing quite a lot of text to help fill in the background of the story, which may be tedious for some gamers? I know there is always the option to allow players to skip past the "verbose" path, but at the same time, it got me thinking what the current feel is from other players out there.
For this reason, I thought I would offer another poll to readers who may be able to help me focus on the style of game they might like to play with respect to the quantity of text to read as background to the story. Once again, I am not saying that anything will fundamentally be changed, but feedback may have an impact on options and gaming styles available. So, please take a look at the poll and let me know what you feel about NWN1/2 modules.
In the meanwhile, I have also been helping to play test ZORK by Ampraphael. This is an amazing adaptation of the original Zork text adventure, and for those players with a fondness for the old generation text adventures, I don't think you will be disappointed with what he has done. Amraphael (a.k.a. Ronnie) has done some great custom content for his version and his area designs are second to none, really bringing to life the text of the old game. While ZORK is not a D&D adventure, it certainly has enough challenges and interesting design to keep an avid explorer interested and should be approached as such. I am sure that when released, it should attract a number of fans of the old game who (I would have thought) will be delighted at the chance to revisit this fantasy world.