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NWN MODULES

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Title  Prison Break!
Author  Mister_Leebo (AKA Bent_Spear)
Submitted / Updated  01-26-2006 / 05-01-2013
Category  Old BioWare Contest
Expansions  Works on all versions
Language  English
Single or Multiplayer  Single Player
Max Character Level  Any
Max # Players  01
Min # Players  01
Min Character Level  Any
Gameplay Hours  <1
Description
They locked you up! You've been sent to the deepest, darkest, most unpleasant prison in all of the Empire. Unhappy with the prospect of spending the rest of eternity in the company of a demented wizard, a cowardly jailman, and a dwarfly disaster-waiting-to-happen, you've decided to break out!


This module was written in compliance with the requirements of the January 2006 BioWare Writing Contest.

Files

NameTypeSizeDownloads
Prison_Break_No_Expansions.zipPrison_Break_No_Expansions.zip
Submitted: 01-26-2006 / Last Updated: 03-03-2006
zip84.54Kb345
Version of Prison Break! that works without the expansions.
FIXED: SoU Tunnel placeable for Kern's breakout is now a boulder.
Prison_Break.zipPrison_Break.zip
Submitted: 01-26-2006 / Last Updated: 01-26-2006
zip87.31Kb695
--
SCORE OUT OF 10
8.45
40 votes
View Stats
Cast Your Vote!

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SCREENS

Screenshot of a conversation with the jailman, Henry.





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Comments (30):

1 2 3

Posted by imported_beer at on03/16/06
The story was far more engaging than the bulk of stories I have seen here. However, it felt a little contrived. (Well, it is a Jail break and not a romance so thats o.k). I found it impossible to judge your writing independently of the atmosphere that you created so this may be a bit biased.

Posted by PrincessWho at on03/13/06
Great scripting but I found the storyline to be very predictable. Wish I had more choice in the module.

Posted by Aelin at on03/04/06
Great job, really. Good story and excelent dialongs. Also superb use of camera and good scripting but that doesn't count. Interesting characters, all three, but I liked specially Kern (and if I had to choose a mate for the dungeon you described in the conclusion, it's surely him). I liked how you can open different endings with different choises during the conversetion. It was not so linear after all :)

Posted by Mister_Leebo at 2006-03-0311:59:18    
No idea why that happened but I re-uploaded and it seems to work now, geez I think this module hates me. Good thing technical malfunctions aren't to be graded, right?

Posted by Aelin at on03/04/06
I'm afraid to say that, but the fixed version seems not downloadable.

Posted by Mister_Leebo at 2006-03-0218:00:39    
Eep! Thanks for mentioning that! I forgot that the "Tunnel" placeable was added in SoU... The InfoChanger didn't complain at all because it gets added via scripting and therefore wasn't detected as a static placeable would have been. The placeable has been changed to a boulder, which I know doesn't make a whole lot of sense but there aren't any tunnel placeables in Vanilla. Sorry about that. The module should be updated soon, but if you don't want to wait then you could simply 'DebugMode 1' and 'dm_jumptopoint 0 0' to get out if you know how to use console commands.

Posted by Aelin at on03/04/06
I'm happy you finally have also a vanilla version, so I can play your module. It seems nice. I just tried it but I had a "little" problem: Kern "breaks" the wall, yes, but only in the dialog, there was no tunnel, Alnar escape all alone, my cell's door remain closed and locked and even Kern desappear! All the NPCs were gone and I'm till trapped here! Something went wrong. I think I'll do at least a second try before rating it.

Posted by roane242 at on02/27/06
I thought this was an extraordinarily well crafted entry, with well crafted characters and an instantly obvious delimma that?s resolved completely through action-oriented dialogue. I was immediately drawn into the world of the story with the opening ?new fish? walk through the jail cell. Several voters have called the module linear, but there was a lot of decision making to be done in terms of who to talk to and where to go with each piece of information. Although the story arced to an inevitable conclusion, the conclusion itself was dramatic and satisfying. Most of my criticisms have been voiced by other voters, but I want to make a couple of points. The dialog, which was used as the tool by which the main characters predicament was resolved, became repetitive and stale after awhile. I had the experience of hunting through the dialogue simply to find the next clue, rather than experiencing the strength of the dialogue itself. This may simply have been the cost of organizing the action of the module around dialogue, but it hurt the experience of the game. Well done.

Posted by Kirian at on02/26/06
The author calls his own module a satire, hereby avoiding the reproach of stereotypicity. Whether he succeeds, I don't know. I do know that merely having stereotypical characters does not imply satire, so he is threading a dangerous line. But is this module funny? Well, while I did not find the story roll-on-the-floor-laughing-hilarious, the humour was subtle and mature enough not to annoy me either. Furthermore, the writing was well done, and the story developed nicely. All in all: a solid entry.

Posted by Mister_Leebo at 2006-02-2510:43:24    
I've just uploaded a version of the module that works with Vanilla NWN for users that don't have any expansions. No dialog has been editted. I hope I get lots of votes from the non-expansion community! Note: The Armory that Kern references in the end of the module had expansion placeables in it and since they've been deleted, it doesn't look much like an armory anymore.

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