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NWN MODULES

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Title  Curiosity
Author  Lorft
Submitted / Updated  01-29-2006 / 03-08-2006
Category  Old BioWare Contest
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Undefined
Number Players  Single Player
Language  English
Level Range  Any
Races  Any
Tricks & Traps  Non-existent
Roleplay  Medium
Hack & Slash  Non-existent
Classes  Any
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  Any
Max # Players  01
Min # Players  01
Min Character Level  Any
Content Rating  Teen
Alignments  Any
Gameplay Hours  <1
Description
Pulled from the course of your adventure, you find yourself within a room filled with artifacts from across the ages.

What is the purpose of this?

A short text driven module created for the NWN writing contest.
UPDATED 9th March - Various bug fixes (no content changed).

Files

NameTypeSizeDownloads
Curiosity.zipCuriosity.zip
Submitted: 01-29-2006 / Last Updated: 03-08-2006
zip101Kb543
Module
SCORE OUT OF 10
8.21
14 votes
View Stats
Cast Your Vote!

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SCREENS

Curiosity





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Comments (20):

Posted by Boozehound Blue at 2006-03-22 04:51:40    Voted 10.00
A quite original piece. Well written, with many interesting objects. I chose nothing. I simply wanted to �know� what they were. (None of them would seem useful to my quests). Wasn�t that the essentially erudite action? Everything was interesting, except for the characters and my interactions with them, which hurts you in this contest. (Very cool setting, sword & scripting btw.) (8)

Posted by Kenrae at 2006-03-16 11:54:32    Voted 8.00 on 03/16/06
Original.

Posted by Tyrannus at 2006-03-11 18:38:35    Voted 7.25 on 03/11/06
solid

Posted by Lorft at 2006-03-08 18:19:38    
Have updated the module to hopfully iron out the bugs.

Thanks to all who have played so far!

Lorft

Posted by MikeLM9215 at 2006-03-07 16:38:48    Voted 6.75 on 03/07/06
Ye Olde Curiousity Shop of the planes. Three items have descriptions but can't be used, causing use loops. If you use a magic item you break out of conversation and can get another one. Played six endings.

_________________________
The road to Ravenloft is paved with good intentions.

Posted by nereng at 2006-03-01 02:04:05    Voted 8.75 on 03/01/06
A very good entry this! Interesting enough to keep you going. The writing is good and the characters well developed. It's also different from most other entries, which is getting to be a point in favor of it! Pathfinding was bad in places, but I don't think that matters in a writing contest. It would be a good side-quest in most any full module.

Posted by Dnl_Jms_Frwrd at 2006-02-28 05:57:45    Voted 8.00 on 02/28/06
I thought that this module was straightforward, interesting and largely enjoyable. Aside from that, its few flaws have been well documented by the voters who came before me so I won�t repeat them.

Posted by Kirian at 2006-02-27 17:14:25    Voted 8.00 on 02/27/06
Thank you, Lorft. Second time I tried it worked perfectly.

Posted by Kirian at 2006-02-27 17:13:04    Voted 8.00 on 02/27/06
This is a nice and tight story, easy to get into, and easy to enjoy. The author did not fall into the trap of trying to show off by making the story or the writing overly complicated: he/she kept it nice and simple.

Negative points:
- While the comments of the sword and the dwarf were enjoyable, I am not sure if they were necessary. Their statements merely reflected the PC's good and evil sides, and there was no real need to make them explicit. Also, they had no further consequences in the story. It would have been more interesting if they had more impact on the story.
- I had trouble accessing some of the objects, and I had to do lots of walking around to get into a good position to get to them.
- I found a few typos, and quite a few missing commas.

Posted by Lorft ( 81.178.xxx.xxx ) at 2006-02-27 15:32:23    
Odd Kirian - the main NPC should trigger when you walk across the middle of the room. The area to cause the trigger is quite large and in my many playtests I never encountered this issue.

You may wish to reload the module and try walking towards the middle following the initial conversation. NW script is prone to odd errors occasionally, and you are missing most of the writing without this part.

Hope this helps,

Lorft

Posted by Kirian at 2006-02-27 14:30:24    Voted 8.00 on 02/27/06
I downloaded your module to play and rate it, but (strange but true) I am stuck. I have examined all the items, asked every opinion of sword & henchman, stepped on the portal, talked to the henchman.... I seem to exhausted all my options. Whatever am I missing?

Posted by thegeorge at 2006-02-23 15:12:04    Voted 8.25 on 02/23/06
There seemed to be an awful lot of scripting going on. Anyway, the writing was reasonably above average so I'll join the chorus.

Posted by bijoubijou at 2006-02-22 18:55:20    Voted 8.00 on 02/22/06
Good title - it got me um...curious. The dialouge and writing definitely got the job done and the talking sword was fun, but I too kept thinking back to BG2.
There were some good ideas here and I would like to see more. Just wish you might have tightened everything up a bit more - a little more polish.
good job.

Posted by Vuldrick at 2006-02-18 11:27:22    Voted 8.50 on 02/18/06
Nice strong entry . . .

The other posts, specially the one by herrjeff, have pretty much said about all I would say, so no need to repeat things.

A few tweaks and this would be awesome.
_________________________
Vuldrick Garrison

Posted by Lorft at 2006-02-17 08:18:31    
In response to herrjeff,

Thanks for the vote, and the feedback.

*** WARNING SPOILER ***
The purpose of allowing all items to be availible is that the seeker is testing you to make sure you are telling the truth. If you pick an item that matches with your dialog choice , you get an XP reward.

Maybe this was a bit too subtle.

In hindsight I think should have cut down the number of items availible and used the words to flesh out the main dialog and henchmen a little more.

Thanks again,

Lorft.

Posted by herrjeff at 2006-02-17 07:35:39    Voted 8.25 on 02/17/06
Classic module, with an interesting collection of custom items. Using a talking sword as an NPC was unusual but didn't compare to the strong personality of Lilarcor (BG2).

Dialog options with the Seeker offered a broad scope of RP opportunities, but it looked inconsistent that the choices made by the PC had no impact on the selection of items available.

On the other hand, asking for the 2 other NPCs's views became repetitive. It might look better if they provide their comments upfront, either when looking an item for the first time or when making a choice with the Seeker.

Posted by Lance Botelle at 2006-02-12 08:32:29    Voted 8.25 on 02/12/06
8.25 CURIOSITY (106TH TESTED MODULE)

My intention is to give feedback on both the writing (competition) and design (not necessarily competition) for every module I have the chance to play. NB: Judging any material is always subject to personal taste. I have tried hard to be as objective as possible and apologise if I have appeared harsh in any of my scores. Also remember this is only my opinion; Bioware�s is the one that counts!

WRITING: I very much enjoyed the style of this module; it reminded a little of my own. ;) In fact, the only real reason I scored it less was because I was not left fully satisfied. I did not feel as though I had accomplished much. (An anti-climax.)

DESIGN: This was classy in my opinion. I thought the pulsating items at the end were well done. The whole chamber felt just like a curiosity shop! Goodies everywhere � neat!

FINAL: This is one of my favourites to date. (Joint 3rd!) Good start, good idea and engaging. A style that was easy to enjoy.

MY SCORE SYSTEM (IMHO):

< 5 Not up with the competition.
5 - 6 Average.
7 - 8 Above average.
> 8 An exceptional piece

SCORING FACTORS (IN ORDER OF MY PRIORITIES):

GRAB FACTOR: How quickly am I involved in the action? Do I have direction?
PLOT: Is the story engaging? Is subject interesting? Varied conversation choices?
CHARACTERS: Are they easily identifiable? Are they rounded/memorable?
SPELLING & GRAMMAR: Is the text easy to read? Are there quite a few errors?
OTHER FACTORS (MINOR INFLUENCE): Design for atmosphere & scenery, including sounds & props. Quality of module stability; does it break easily?
_________________________
World of Althéa Blog: Link

Posted by Lorft at 2006-02-12 07:44:35    
Thanks for the votes all.

I appriciate honest feedback of any kind, so even if you found the module boring or awfull please post with your reasons.

Thanks,

Lorft

Posted by Jharaede at 2006-02-11 19:10:18    Voted 8.50 on 02/11/06
Your module was well constructed and enjoyable. The concept worked well, and the dialogue was solid. On the down side, I did not see any journal entries in my play-through. Also, I could not access the pile of bones (I tried approaching from several angles). There was only 1 typo that I noted. Overall, I thought it was well done!

Posted by Sheyandaleth at 2006-02-06 07:05:33    Voted 8.75 on 02/06/06
Funstuff. Looks nice, too. And don't we all love evil, talking swords?

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