As for as the whole D&D vs not debate goes, to sort out any possible copyright issues, especially things that could kill the engine project, dunniteowl and myself are both leaning toward using a homebrew system of his creation and allowing modders to add other systems as they wish. The engine would ship with one or two default rule-bases, and any builder feeling comfortable with scripts or needing to tweak things could add or replace what they need. All the rules will be scripted, though, with hooks triggering them (very similar to the OnDeath, OnUsed, etc of NWN's scripting system).
It is very likely some enterprising builder will create a set of D&D rules on this new engine. Obviously there's nothing we, as the engine creators, can do to stop that.
'> It would, however, be the builder's responsibility to make sure they didn't violate copyright in using NWN resources or D&D rules.
Just for safety's sake, though, we won't be including anything from NWN, NWN2, or DA:O in the base engine, neither resources nor rules. It will be possible to add anything you'd like.
As far as my personal opinion on rules... I don't mind D&D for a lot of things. I've played the original, first-edition D&D, second-edition, v3 and 3.5. I like the latter two better than the originals, some things are more logical (like armor, higher armor is supposed to be better, not worse!). They do begin to become cluttered. I've also played d20 modern and have a passing familiarity with the Warhammer and WH40K rules.
I think the thing to remember, whether it's about the engine, the rules, the features, or the graphics: everybody got
something right, nobody got
everything right. What we need to do is figure out what all those somethings were and make as many of them possible as we can. Using that strategy, we can get
as much right as possible. Hopefully that'll put us a step ahead of most of the (few) modern RPGs.
Snowbug wrote...
I have done some building in the NWN1 toolset (also NWN2 but I got a bit frustrated with it) although I haven't finished anything so far. I'm currently building two modules, one small and silly (which I only started a few days ago) and one bigger and more complicated and partially still way beyond my current skills.
I find scripting quite fun, but I have not yet scripted anything terribly complicated. I'd say that is one of those things that are easy for me to warp my mind around, though.
I've done some 3d modeling in the past, but only quite simple inorganic items.
What I am primarily though, is a writer. That was the whole reason I started messing around with the NWN toolset in the first place, because I was interested in it as a different kind of story-telling medium. And this is also why this whole project is of much interest to me, because I see in it the opportunity to create a world that is my own creation instead of being somewhat tied to the D&D system.
I think we certainly have room for a writer, whether you want to contribute to existing stuff or new stuff. At the moment we're still working out the code and how that'll be put together, so there isn't any actual creation of worlds going on yet (nothing to create them in, besides a framework of the engine). However, when we do get it up and working (I'm hoping to make visible progress on the model importers today), there will be plenty of room. Up until that point, you can help out with whatever interests you and make any suggestions you think of.
The forums for this project are here:
http://nwcitadel.for...splay.php?f=129
and have recently been split into a number of more organized subgroups, so if anyone has any ideas (and seriously, I mean anyone and anything), by all means, suggest it. The worst you can get is a look of shock because your fondest dream is to have an Epic Criticals: Stapler feat. However, if you suggest a city inside a giant spork, that might just happen.
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Modifié par pkpeachykeen, 20 juillet 2010 - 06:37 .