Neverwinter Nights 2 as a printed module?

Veander

First Post
ANyone ever hear of such a concept. I searched around using Google and couldn't find anything. But it's a pretty good Faerun adventure if somehow it could be tamed into a module for table-top use.

Any ideas on this one? Am I on my own in creating such a thing?
 

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Nah, we had the other way around, of course - games (or NWNx modules) created after D&D modules, and even novels for some modules/games. But I don't know about a NWN or NWN2 module.

I don't know whether that wouldn't be problematic, anyway: Did your players play the game? If so, they'll know about the plot, and you'd have to change things around, anyway.

And all those NPCs would probably not fit too well into a normal module, either (all those henchmen are good for single player computer games, but I don't think they're good for a P&P game, unless you put them in as standard characters for players to use)

Still, it might be a good one.
 

There are some. I know that a few guys at DLA ran (and one continues to run) Wyvern Crown of Cormyr as a campaign. Not sure where that .pdf went to - but I know it exists :)

However, it was officially licensed, so releasing it is...problematic.

As for NWN2?....Perhaps. The problem, of course, is that there are so few CRPG modules for the game - let alone pnp modules.

Mind you - there are a lot of raw tools in the NWN2 toolset that if refashioned and made more user friendly - might make for a very interesting suite of PnP tools.
 

WotC publishing hard copy tie-ins of computer adventures makes a lot of sense. I'm very surprised we haven't gotten a Stormreach book to go along with DDO, for instance.
 

Whizbang Dustyboots said:
WotC publishing hard copy tie-ins of computer adventures makes a lot of sense.

It's not that it hasn't been suggested. For a number of reasons, it just has not happened...yet.

You also need to appreciate that the design methodology behind CRPGs and traditional PnP RPG products are very different. There are also a whole host of "culture" issues between PnP design and CRPG design which get in the way. It does not help that both PnP designers and CRPG designers look down their noses at one another, insisting the other does not know what the hell they are doing.

The main barrier, however, is the business concerns of one and the other: they are very different.

PnP designers have moved to computer games over time of course. But there has been very little migration and cross-pollination backwards. Diablo and WoW have tried - and not been very successful in PnP form.

But - who knows what the future holds. ;)
 

WoW hasn't been very successful in PnP form? Has anyone told White Wolf? They seem to be laboring under a misapprehension.

And the design methodologies aren't that different. I've worked in computer games and the conference rooms would be taken over by roleplayers at lunch and after work every day.
 


Well, I'm giving it a try anyway. I'm using one of the walkthroughs I found on the web. So far, I'm having to broaden much of the Tutorial (that's the pre-Act I adventure in West Harbor) so that it isn't all about Daeghun's son/daughter, but rather a group of friends. The players who would be doing this one: all of them don't play CRPGs. At least not NWN.

I suspect much of the setup to the campaign would have to depend on what the player's do with their characters. If I have four people interested in starting 4 diverse, yet basic characters who all are in a group in West Harbor, then it'll work. If I have a lot of them not to happy about "coming from the same swamp town with bright eyes and bushy tails" then I'll run into problems. I figure as long as two of them start in the town, then one can be Daeghun's child, one can be someone else's kid and we will meet up with the others later on. I guess the trouble with making someone "from West Harbor" is if that character dies off (and doesn't come back). I do try to keep people in the game with the same character. I don't put kid gloves on, but I do give clear options to staying alive. Running away and escaping tend to make players feel like they are in more control even in dire circumstances.

Anyway, if there's somewhere on these forums to post what I have so far (rough draft of my notes), I'd post them up. It's somewhat lengthy, so I wouldn't want to spam the thread.
 

I'd love to see it happen -- mainly because I really want to play NWN 2 but don't have a computer that can run it. I know I've borrowed liberally from other Bioware games for my tabletops, including the Baldur's Gate series, Planescape: Torment, and the original Neverwinter Nights.

As to converting the entire official campaign of those games into a tabletop campaign, I imagine one of the bigger problems might be experience and advancement. Because combat is much faster on a computer and there is a respawn option for dead PCs, there are a lot more monsters than in a normal tabletop. Cutting down those monsters for regular gaming would mean less XP given to the players, which would mean that some of the big bads would also have to be reduced in level.

I'm afraid I can't help in converting a NWN 2 game into a tabletop campaign -- but I will certainly use it if you ever finish.
 

Actually, having fewer monsters wouldn't be an issue, as NWN reduces the amount of XP award for monsters. For NWN1 it was 10%, and while I haven't looked under the hood to see what NWN2's ratio is, I've played the OC and I think it's about similar. So when you reduce the monsters to a reasonable level for tabletop it should balance out since the players would be getting full XP instead of a small percentage.
 

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