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NWN MODULES

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Title  Uncovered!
Author  AmstradHero
Submitted / Updated  06-24-2009 / 06-29-2009
Category  Roleplay
Expansions  Requires Both Expansions (SoU & HotU)
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  Everyone
Gameplay Hours  <1
Description
Hired to protect an expedition to find a reliquary in an ancient desert tomb, so far your job has been easy. However, you are woken up by shouting in the early morning, which suggests that something may have gone wrong...

-----

This short singleplayer module consists almost entirely of dialogue, and should take around 10-15 minutes to play.

You will be forced to investigate and make a hard choice or two in order to resolve what could be a very dangerous situation.

Files

NameTypeSizeDownloads
Uncovered.zipUncovered.zip
Submitted: 06-24-2009 / Last Updated: 06-28-2009
zip104.49Kb257
Uncovered! - Module only contained within zip file
SCORE OUT OF 10
8.69
6 votes
View Stats
Cast Your Vote!

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SCREENS

The Desert Camp





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Comments (11):

Posted by McV at 2009-08-09 14:44:20    Voted 8.25 on 08/09/09
Nice work! An interesting module with solid storytelling and writing. It was a fun play, and certainly had some interesting options. I really enjoyed this.

I do agree with QSW point that there could have been more "dislikable" aspects to the characters. Maybe each one having a "dirty secret" and a "nicer side" that you could uncover by talking to the others.

Also, some more mining equipment or ambient movement for the characters. I also thought having the foreman actually give them commands while they worked would be a nice touch - that way its apparent how important he is to the whole process.

My only play issue was with the final conversation's scripting (Spoilers ahead). If you exit the conversation without choosing to "end the module," you can repeat the conversation and kill everyone there. It might be a good idea to set a variable as soon as someone dies so that if the player exits the convo, they then only get the option to end the module, instead of performing the ritual again.

Overall a nice short module with a variety of choices. I look forward to longer work from you (or other short mods like this). Thanks for sharing this!
_________________________
[Blog] [Revenant Module] [The Immortal Module] [Darkened Ruins Reskin] [Immortal GUI Alpha Test]

Posted by AmstradHero at 2009-07-13 02:30:18    
Caller_In_Darkness and amers1015: Thanks very much for your comments and votes! I'm happy to be able to cater for people's tastes and glad this short effort was enjoyable for you both!
_________________________
AmstradHero
Fate of a City
Module Development Blog
Fate of a City Blog


Posted by amers1015 at 2009-07-10 19:55:29    Voted 8.50 on 07/10/09
Excellent work! I agree with Ryan that combat really isn't my favorite thing so it was nice to have less when so many mods seem to be so H&S oriented.

I also loved Fate of a City, so I'm not surprised I liked this one as well!

Nice job & keep it coming! :)
_________________________
The less you know, the more you believe.

Posted by Caller_in_Darkness at 2009-07-10 11:19:02    Voted 9.50 on 07/10/09
First of all, I am very careful with ratings above 8, but this mod was great. Sure, it was short, but it was announced to be, so that's fine. In my opinion the most outstanding feature was that you managed to write the NPCs in a way that made them believeable and interesting in such a short playing-time. Also, I liked the fact, that there was no combat in this module. Ok, I understand that many peole like combat in CRPGs, but I certainly don't and I feel like it is totally overrated these days. I can live with it, and maybe even enjoy it, if it is integrated into the story in an intelligent way, but that's rare. Other authors would have seen the need to stuff at least one critter into the corner of that cave and a couple of snakes and scorpions into the desert. You did not.
I already liked the ratio between Combat and RPG in "Fate of a City" and could not understand the many people that wrote stuff like "would like more combat".
What I basically wan't to say: Thank you for this mod and keep up the great work!
And sorry for any mistakes, I'm no native speaker.

Posted by AmstradHero at 2009-07-02 01:37:38    
Thank you QSW and cariban for your comments and votes! I'm glad you liked it, and even happier that you'd like to see more!

I'm not sure what might have been wrong with the workers - I can't spot anything immediately that might have caused an issue.
_________________________
AmstradHero
Fate of a City
Module Development Blog
Fate of a City Blog


Posted by cariban at 2009-07-01 18:42:40    Voted 9.00 on 07/01/09
Nice little module. The plot worked well. It all flowed along and kept my interest.

You can take different directions with the people you talk to which is nice. Multiple endings were nice.

As an earlier reviewer said, this could have been expanded. I don't think that's a fault. I think it's evidence that it works well and makes you want more.

Thanks for submitting it.

****SPOILER ****
There was a problem with questioning the workers before going underground. Their dialogs didn't come up and I had to restart and do the questions differently before it let me continue.

Posted by QSW at 2009-06-30 16:15:42    Voted 7.50 on 06/30/09
I didn't mind that this was so short, as it was obviously your intention. This would work quite well as a side quest in a larger module, with a few tweaks here and there plot wise.

Don't get me wrong, I liked it, but it got me thinking that it could have been much more at the same time.

The plot was interesting, the main NPC (my boss) would certainly be an interesting NPC with her background/story, I wanted to know more!

I think that what let me down a bit was the fact that none of the other characters were dislikeable, so the multiple choice at the end had little impact. The fact that I could pick myself was a nice twist, but again, even a selfless PC would find no good reason to do so; there just wasn't enough emotional incentive for that.

All that said, if this was used in a larger module, I can see where such multiple choices could be used to great affect, and the different consequences that could come about depending upon the PC's choice would be very interesting indeed!

I would have made the other NPC's move about doing their task, you know, pickaxe on rock, the foreman moving about checking things etc. That would have lent the are a feel of activity, since that is what was supposed to be happening.

Overall, I enjoyed it, and the idea is an interesting one overall.

Thank you for sharing and I hope to try more of your work in the very near future :)
_________________________
QSW -NWVault Reviewers Forum

Posted by AmstradHero at 2009-06-30 13:50:42    
Thanks very much for your comments, RyanC08! I'm glad you liked the characters and the development.

I do realise it is very short, though that was by design.
_________________________
AmstradHero
Fate of a City
Module Development Blog
Fate of a City Blog


Posted by RyanC08 at 2009-06-30 10:16:15    Voted 9.00 on 06/30/09
... Oh! And I liked the 'multiple endings!'

Posted by RyanC08 at 2009-06-30 10:15:31    Voted 9.00 on 06/30/09
Quite a fun little mod. I really enjoyed how you developed the characters' personalities. The girl... I believe her name started with an 'S' was my favorite character. The detailed storyline and lack of combat was a plus in my book! (I'm not a huge fan of fighting, myself.) The gang's 'enemy' totally threw me off guard, because I wasn't expecting it to be them. You should really make a sequel, or something along these lines. I'd definitely play it.

On the only down side, it was too short, but I am voting on the quality, not quantity.

Posted by RyanC08 at 2009-06-29 10:01:59    Voted 9.00 on 06/30/09
Hmm... I shall play this module and vote when I'm done!

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