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ATTENTION: THE SERIES WILL PROBABLY NOT BE CONTINUED...
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Ever since you were born, you were carrying a strange amulet, not knowing where it came from. You just know that
you may never lose it. But today, your life is going to change. It is your birthday, you are grown up now and the
mystery of the amulet begins to unravel as you embark on a journey that will alter not only your destiny forever...
The Prophecy of Aracas - The 8th Guardian
Demonstration Version / Chapter 1
by Carlos Rahlwes
Fusil @ NWN2Vault & NWN2 Multiplayer
painFusil @NWN2Forums
Player Character:
Players: Singleplayer Only.
Races: Any
Sex: Any
Classes: Any
Create a new Level 1 Character for this module. It is the first part of a campaign to come, and is meant to get to
know the campaign ideas and your character in his/her world.
Key Features:
-> Part of the "Aracas Prophecy" Campaign, which will feature 7 Chapters
-> 1 - 3 hours of gameplay depending on your playing style, character choice etc.
-> You shall reach level 3 before that time is over.
-> Experience points are granted for progress, exploration, quests and skill/feat/attribute use, but NOT FOR KILLING.
-> The world reacts to class and race of the player...
-> Thus trying to give the player diverse options in conversation, ways through "dungeons" and quests
-> Non-Stereotypic views on Good, Evil, Chaotic and Lawful.
Installation:
Put the .mod files in your "My Documents\Neverwinter Nights 2\modules\" folder.
Put the "The Prophecy of Aracas" directory into your "My Documents\Neverwinter Nights 2\campaigns\" folder.
Put the file Heeds_boardable_ships.hak into your \Neverwinter Nights 2 Gamefolder\hak\" folder.
Start the game via the New Campaign(!) screen and enjoy! :D
Design Notes:
-> It has been suggested that rogue-like characters could have more fun with the module as of now. I liked playing it with all classes of course, but... it is SKILL-focused, after all :)
-> Be sure to do all the sidequests as they are a big part of the content so far.
-> As this is actually an introductory module, gameplay so far is quite linear. The later parts of the campaign (starting right
where this module stops) will feature a "playable" worldmap which will allow the player to choose which way to go, or at least which way to go first.
Credits:
Heed for the Boardable Ships.hak and the nice people at NWN2 Toolset forums as well as everyone who has ever written a tutorial.
Thank you!
Opening location - chest: Alignment change is assigned on _opening_ the chest, not on taking any of the items from it. My character has a 'satiable curiosity (as Rudyard might say) but she wasn't ... after some consideration ... actually going to _steal_ from her parents. Probably. I'd tend to put the 'chaotic' on opening it and the 'evil' if anything is nicked. Shedyr's Suspicion: The journal quest entry on finding the weapon _before_ talking to Shedyr talks about things you don't actually know about. Captain Baker: "Heard you'd become a woman today? Congratulations." I don't know what rumours people have been spreading but that phrasing is a little too capable of mis-interpretation, don't you think? ^ ^v
Posted by thasic at on04/02/07
I just wanted to add a few comments about my runs through this mod. I ran the mod as a ranger and again as a warlock. I found no problems overcoming the encounters with either. The 'demo' plays more like a full blown mod, plenty to do, lots of interactions etc. I personally would like to see a companion or two in the series. I like traveling with some NPCs, but with a begining adventure, that's ok. _________________________ Failure is not an option
Posted by thasic at on04/02/07
I really enjoyed this mod. It has a good story, interesting (if a little flat) NPCs. The treasure ratio was good. I look forward to the next installment. BTW, it seems like a whole lot more than a demo. I've played full blown modules with less to do. _________________________ Failure is not an option
Posted by ferociousautodidact at on04/02/07
Fun module! I played through it with a Druid. I agree that some more polish would be good, but as a demo it was very good, and I'm looking forward to playing the whole thing when you finish it!
Posted by Armin at on03/29/07
OK, some detailed comments and suggestions: *** SPOILERS *** Outstanding moments: - I restarted 4 times, just to make sure that you did indeed go to great lengths to script the opening scene to cater for all races. And indeed, play a dwarf, the parents are dwarves, play a half elf, father is an elf, mom a human, play a half-orc, parents are half-orcs. Never seen this done before, kudos! - The scene with the earth elemental. Excellent way to cater for the weaker, but magically-inclined classes! Good things: Area design, lots of skill checks, atmosphere and cutscenes. Makes curious for the rest of the tale. Room for improvement: - no exp for killing things. Would be OK imho if fighting was strictly optional and easy to avoid. But if I play a character weak in melee and am constantly forced into bloody tough fights, and then get zip for just barely staying alive, I'm frustrated. - difficulty for disable device, search checks, hide, move silently, tumble check, basically for all the "rogueish" acctivities is pretty borderline for a single class rogue even. Multiclass rogues or other classes that invested a few (expensive!) points in those skills need not apply. Again, pretty frustrating - Non-bashable chests and non-knockable chests for no logical reason - the whole lizardman quest does not even consider the opportunity to sneak in without killing anyone (no such dialogue option with the mother lizard...). Why not? - the whole smuggler/logbook sidequest seems to need fixing (captain does not acknowledge it) - A bit less rushed emabarking on what seems to be a longer voyage would seem in order, too. Some word of farewell to mom and dad and the like... ;) OK, hope some of these help polish what seems to be the start to a possbily great adventure :-) _________________________ With magic, you can turn a frog into a prince... With science, you can turn a frog into a Ph.D.... ... and still keep the frog you started with.
Posted by Armin at on03/29/07
Gotta go along with Alazander here, the module has a few very good things, two outstanding moments, but overall needs more polish, a careful rebalancing of several fights and skill checks and perhaps a bit more fleshed out initial village and background (a few more sidequests?) to counter the pretty rushed and artificial feel of what seems to be the beginning to an interesting tale. Then it might become very good (or better) in all aspects, but it definitely has promise. More detailed comments on the board. _________________________ With magic, you can turn a frog into a prince... With science, you can turn a frog into a Ph.D.... ... and still keep the frog you started with.
Posted by Fusil at 2007-03-2308:54:21
Actually, I wonder a bit why players have such a hard time... I played it through as a rogue many many times... I will double check that as soon as there is time, though. Thanks for commenting although the module did not work out for you like it should.
Posted by mouse at 2007-03-2218:13:41
As a rogue player, i was very excited at a mod that would reward based on skills and not killing. Instead i found myself faced with too many enemies that see me no matter how hard i try to sneak by, forcing me to fight (badly). I also failed almost every trap in the lizard cave despite having those skills as high as they could be. Not certain what the module wants us to do besides blunder our way through xp-less fights until we luck upon a conversation (where we finally trade swords for skills as advertised). The module seems so promising so maybe you can explain what i'm doing wrong?
Posted by Fusil at 2007-03-2205:29:52
Oh and of course I thank you, slowdivefan for your kind vote and your patience... I haven't even got around to open the toolset for days and for personal stuff and uni and such, this will probably not happen until april I fear :(. Concepts are still coming though and I am eager to get back to work as soon as I can.
Posted by Fusil at 2007-03-2205:27:36
thudson, I am sorry you did not enjoy my module... I do have a guess though that should fix quite a lot of the issues you mentioned which is installing the campaign folder correctly and starting the mods via New Campaign. That way, you should get a correct journal, I thought I fixed all the Hillhome references damnit, and for many events and speech acts are triggered by journal entries, many of your problems should be fixed... If you already did that I probably have missed one or two dead ends :(
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone