Hello all,
I wanted to give a heads-up about a module that I am working on, called "Bastion's Break."
I've been building for about six months now (with about a year and a half's worth of development left to go).
Despite it being the first module that I have worked on, I've been pretty ambitious while working on this and I hope that it will be an enjoyable and unique experience for all.
I have about 120 quests planned (only around 70 of which are open to a player each run-through, depending on their choices), as well as a whole number of different systems not in the original NWN campaign, the expansion nor even in some of the NWVault's Hall of Fame modules.
And, ideally, it shall be completely typo-free! And open-ended!
Thank you for your time! Below is the description I have written up for the game. Please do visit me at my blog for updates on the game:
enigmata-familiaria.blogspot.com.
--- Bastion's Break ---
Your whole short life, you've been a poor, young outcast - shut out of opportunities and forced to survive alone in a forest after running away from a Waterdeep poorhouse. But when fortune strikes in the form of a friendly wizard who teleports you to a bustling city, what will you do? What kind of name will you make for yourself in the city of Bastion? A hundred paths arise.
** An urban epic. **Gameplay hours: 10 - 30, depending on the amount of side-quests one does.
Commentary:Bastion's Break is a game at once open-ended and linear. The module is about the city; the focus is on its flourishing life and complexity. Bastion is a fictional city that I have created, which has never before been seen in the greater Dungeons and Dragons lore. You have the freedom to join any one of its ten guilds - good, neutral or evil - and your actions will affect inter-guild relations and the political state of Bastion. The linearity comes from the main plot which, though big, is only a relatively small portion of the module as a whole. No matter what guild you join, the main plot will play out almost the same way (though with different motivations driving each guild).
I have attempted to create this game with fluidity in mind. While combat is certainly a way to solve your problems, it will not be the only nor the most fun way. The goal is to prefer no classes over others. Magic-users have their own advantages, as do warriors, thieves/rogues, clerics and bards.
Modifié par cheerful_linus, 13 mars 2012 - 04:37 .