Back in the day I created a handful of Hall of Fame modules (Some Distant Shore, Shadow from a Soul on Fire, to name a couple). But then my home was robbed and my computer stolen - including all my NWN files. So I had been away from the NWN community for some time. But in the years in between I thought up a number of different ideas for modules that I wanted to try.
I decided to once again experiment with making modules. But this time, with the value of experience, I committed myself to build modules that use pregenerated PCâs. I know not many people like pregenerated PCâs. But there are multiple reasons for this. And I feel compelled to explain them.
1. Inappropriate PCâs
Despite the fact that I would clearly label a module something like: âFor good aligned characters, levels 6-8â I would repeatedly get comments such as:
âThis module was much too difficult for my 1st level Wizard!â
âThis module was far too easy for my 16th level Ranger!â
âThere were no appropriate dialogue choices for my Chaotic Evil Assassin!â
Granted most players did follow the guidelines. Still this kind of thing happened multiple times and with regular frequency. It was all the more frustrating because the few guidelines included were clear, simple, and broad.
2. Inappropriate Equipment
A related issue was PCâs who brought with them into the modules equipment that was very out of place. I remember in one module the characters were supposed to be mobbed by a horde of zombies, forcing them to seek shelter in a nearby castle. Except a player had picked up a Scroll of Sunbeam in a previous module. One incantation later, the entire zombie horde had been blasted into ashes and the module broken.
Another module was supposed to end in a climatic dragon battle. Except a player just happened to have an Arrow of Dragon Slaying from the last module. A single shot and the dragon lay dead - and the big finale completely ruined.
At the other extreme was when players brought little to no equipment with them. For example, for an epic level module, theyâd generate a new 1st level PC, level it up to the right level, but then just keep the default, starting equipment. So youâd have some Ranger of legendary ability, running around wearing ordinary leather armor and wielding a plain, old longsword trying to fight epic level monsters.
3. Too Many Variables
There are so many different possible combinations of class, race, alignment, skills, feats, abilities, magic items, and spells. And as the characters go up in level, this all grows exponentially worse. And by the time they reach epic level, trying to anticipate them all becomes an exercise in futility. I remember when I was working on âSome Distant Shoreâ I was so overwhelmed at all the possibilities PCâs could have. Out of desperation I came up with what I called the âscattershot approach.â Which was basically throwing everything including the kitchen sink at the players and hoping there might be something theyâd find challenging.
At least when DMing pen & paper D&D you were able to look over new PCâs ahead of time and make appropriate modifications as you went along. Whereas with NWN you are going in completely blind.
4. More of the Same
When NWN first came out, fantasy RPG video games were few and far between. Now, thankfully, there are so many to pick from. But, as they say, familiarity breeds contempt. At this point Iâve played so many high fantasy games, that they are all starting to blur together. It has left me with a jaded appetite. Iâm tired of generic fantasy games where a group of generic fantasy heroes in a generic fantasy world perform generic fantasy quests. I wanted to try to do something at least a little bit different from the same-old-same-old D&D. Which also meant that most regular D&D PCâs wouldnât fit in.
5. When Everything is Special, Then Nothing Is
The thing about modules that allow for a wide range of different PCâs is that the setting also has to be wide enough to accommodate all those diverse kinds of PCâs. Considering a PC might be a LN Gnome Wizard or a CG Dwarf Cleric or a N Elf Thief or a CE Half-Orc Ranger and so on. Then the world itself has to be one where elves, dwarves, gnomes, half-orcs, thieves, wizards, rangers, and clerics and all the rest regularly rub shoulders with each other. Where fantasy elements have become so conventional that theyâve lost what makes them special - and magic is as common as mud.
6. Sword & Sorcery
Personally Iâve always preferred old school Sword & Sorcery over modern high fantasy. Adventures that appeal to me are ones where heroes, who are quite human, confront the supernatural. Where magic and monsters are all considered intrusive threats to the natural world. With a semi-realistic setting that helps to ground everything and give contrast to the fantastic.
The vast majority of player generated PCâs would be completely out of place in this kind of setting.
7. Role-playing vs. playing a role
Role-playing involves creating a new character from scratch and then playing and developing them over the course of many adventures, involving many hours of play, and a wide variety of enriching experiences. When done right it can be very fun and very rewarding.
However, what Iâm doing is creating short, stand alone, story driven modules. These are one offs, never meant to be part of a larger role-playing tapestry.
8. The Right PC for the Right Module
As I said before, Iâm trying to make modules that are a little bit different from the routine. For example, my latest published module, âTo Us Unseen,â is a Call of Cthulhu style adventure. The fundamental approach in CoC is that in the real world, ordinary men and women go about their banal lives in a placid sea of ignorance. Meanwhile, at the fringes, exists a secret, sinister cabal of mad sorcerers, fanatical cultists, and a host of eldritch abominations conspiring in the shadows to call forth some Elder God across vast gulfs of time and space and bring about Armageddon.
Now consider what type of PC works in this module:
*Its a humans only setting. So the PCâs race has to be human.
*Most of the enemies are super powerful. So the PC has to be someone who avoids combat and instead uses guile and skill to accomplish their goals. Therefore the class has to be a Rogue.
*The PC has to be a low level, so that they are always threatened. This is meant to be a horror module, after all. But still requires high enough skills so that they can accomplish their goals. That means the handful of skills that they do have need to match the skills used during the module. For example, if instead they had a high traps setting skill and a low stealth skill - then the traps skill has little use in this adventure. While not being able to hide from enemies is a death sentence. And if you increase the PCâs level to allow more flexibility and range of abilities, then the whole module stops being survival horror and instead becomes just another by-the-numbers quest.
*The setting in this module is analogous to the renaissance. This is to represent a developed civilization, rich in art, science, law, and reason - as a way to contrast with the primal chaos and cosmic horror embodied by the Cthuloid enemies. But this also means, for the sake of simplicity, the appearance of the PC has to pretty much be male and white.
*I wanted to subvert the whole âNoble hero saves the worldâ trope. So the PC was meant to be a self-centered career criminal who is forced to save the world simply because if he does nothing then the apocalypse happens. So heâs not Good. But neither is he Evil. Heâs comfortably Neutral.
As can be seen, only a very narrow defined type of character can function within this module. Letting a player use a different PC - say a mid-level NE Drow Elf female Druid with high Craft Armor skills and no Stealth skills - would not work in the least.
9. Iâm Just One Man
And finally I like to point out that I (like so many other module builders) am just one person. In no way am I compensated for any of my work. Building even a small module takes considerable time. And Iâm only able to work on building in what few spare moments that are available to me. Making modules that take in consideration a wide range of characters and offers meaningful choices for all of them involves a level of detail and complexity that I simply donât have the time for.
If my modules appeal to others, all the better. But to invest the time that I do means I make modules that first must appeal to me personally.