Guile, when you say "DM/Builder", I hear PnP DM, and I think this explains your perspective quite well. You seem to take on the issue of DM/Builder in the vein of the old school dungeon builders of first edition. When it comes to being a NWN DM, I don't think the skillset or process is at all the same. DM's in NWN are much more like players than a PnP DM is. The reason for this shift is that you can not build on the fly in NWN like you can in PnP. So the best DMs in NWN, are the ones that can roleplay very very well, and know how to pull "game magic" out of their hat at the right time (eg. know how to use their server's DM palette and widgets).
With my most recent experiences building Arnheim from the ground up on my own and then running adventures in it, (although I built and DM'd for Vives as well), I've realized that I can't possibly be good at both. When it comes to game night, I am so tired from all my building that I just can't pull out the magic to bring my vision to life. Luckily I brought in a friend who is an amazing DM, and it makes a world of difference. This person can barely remember all the lore I've written or the plan I've written out for the event, but he breathes life into the NPCs, throws in VFX, and otherwise improvises. I'm simply there to keep it on track and play the major NPCs.
These are very different skill sets. I script many very cool effects that provide cinematic magic that a DM can't pull off fast enough, and others which provide gameplay depth along with novel challenges that players are happy to take on in a game. Stuff that has nothing to do with your discussion of the arms race between monsters, and players.
Not only are NWN DMs nothing like their PnP equivalents, but I think the focus of your discussion is much too focused on the science of encounter design, and the rates of doling out loot. While NWN can be played that way almost every popular server out there pretty much does this, and focuses on this. I don't find it compelling to keep trying the same thing over and over. So while the existing servers are interesting, I don't find it interesting to repeat what has already been done.
The take away message for you should be: you need a much more nuanced view of how this game can be played if you want to make a great server. Consider the following two statements which are undoubtedly true for NWN:
(1) This game can be much much more than just calibrating optimal rates of damage dealt per round, even if you are making a server for "power gamers". Its an open ended game in which you can script chess tournaments should you wish. Anything can happen. Thus thinking outside of the box will serve you better than attempting to polish the same old game play you outline above.
(2) if you are going to build a team for a successful project you need a diverse skillset unified under a strong vision. Yet that vision must be open enough to allow each member to contribute meaningfully. This is very hard to pull off, and one of the reasons why so many projects fail, or why people like myself build on our own. You have not touched on this in your post.
What I see above are few good points that are drawn out much too long. Rather than simply chastize you however. I must admit that I also would like to see more of this energy and drive to energize the community with ambitious projects. (And of course I would like to see some of that energy make its way to my own project.) But your post rambles a great deal, and so while I like the intent, the content is uninspiring. You've taken on too much all at once.
Since this is in the DM section, I think we should shift the discussion to focus on the value that DMs bring to a team, with perhaps to suggestions as to how to generate more great DMs in the community. We could use a revitalization of the spirit that brought us DMFI. If we could generate more DMs in the community again and recruit these DMs into new and existing worlds, we'd better be able to improve player interest. And ultimately it is this interest that is the measure of success.
Modifié par henesua, 10 mai 2012 - 02:41 .