Creating a new Module/Story/monsters

Discussion in 'General Modification' started by XVicious, Sep 7, 2013.

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  1. XVicious

    XVicious Established Member

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    I want to create a new module with entireley different city's,
    stories and monsters, maps, and dialogs

    I was thinking perhaps a forgotten realms adventure
    called the tearing of the weave

    CORMYR

    I had recently figured out the world map builder and how to create new maps
    and sectors, and I thought that I would be more then capable of creating
    any new monsters that would be needed

    I wanted to start something fresh sorta like shining teds example in
    the keep on the border lands demo.

    where this module would start as a smaller demo as it increased in maps
    and size, maybe eventually it would become the entire story
     
  2. BenWH

    BenWH BGPHughes

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    Seems hugely ambitious - good luck! I'd love new content.
     
  3. XVicious

    XVicious Established Member

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    The Training Do-Jo


    [​IMG]

    The Sand filled Collesseum
    The Barbaric Arena pit





    edit:
    so, every good party has fighters ready and able too do battle,
    even at level one, they are considered well trained and conditioned to do the job;
    and a job is just that.

    thus , These are a couple areas I created to earn the battle hardend experience the level one is lacking, as an optional abode or dwelling, the level one party can
    gain their places in preperation for any venture they decide to encounter or plan for.

    in these areas, you can go from fighting un-civilized cultural barbarians, if I may say the mundane.
    then too go on and fight in front of masses to fight more hardend enimies for
    more rewards. This gives a since of reward as too finding a place on the side (in culture)
    you can corner into a good adventure from.

     

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    Last edited: Sep 19, 2013
  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Good to see this is off and running, but scale down your pix before you post them! ;)
     
  5. XVicious

    XVicious Established Member

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    It took me a few attemps at world builder to understand that (how to use it)

    I had to either link the toee path to WB ;

    or copy the files to the WB folders for maps, sectors, and the like in order for them too

    be loaded by default file paths (built in to WB).


    also I needed to include the dat files such as protos and meshes discriptions.


    So I started to catch on too the function of WB,

    my first impression was, it had all these tabs, and tools that I can't use,

    I felt stuck, and lost hope for its uses a, few times.

    eventually, I gathered the correct functional uses for it.

    on the other side of things (designing module):
    I am still contenplating , for testing purposes, what size of mod I want to
    build, off hand; there are many adventure books to use as a
    reference, but;
    the need to find a quest thats small enough, and ment for level 1 parties
    is what I will be thinking about.

    for starters, I want to think small, so I can build in a sort of template, I could maybe use latter.

    template areas would possibly include,
    city or urban areas:
    training facilitys
    spell shops (arcane, divine)
    smithing, clothing, weapons , armor,
    religious, diety temples, worshipers, followers,
    every urban palasade needs guards in some way,
    maybe even street fights with bullies could be something randomized.
    template's proto types (stats, abilities) for, warriors, professionals,
    commoners.
    Inns, and taverns, scribes, wonderes'

    thinking about the big picture:
    this is where things most likeley start:
    the big world map, and placing the areas of the world , that the party would
    follow on the map. the story takes you there, the details can always be added in
    by the time you have the world map figured into the scenerio.

    rewards:
    thinking about this is sometimes a given, natural to what the adventure suggests
    as rewards, or weapons or equipment that helps the party make it through the progression of the story.
    |
    |
    *things too think about:
    encounter by encounter, any good matched encounter will lead your party limping
    away in some fashion for more supplies and rest.
    this could be after a few good fights, leaving in victory; but after you
    gain the XP, and follow the path, the party needs to maintain some form of cash
    for supplies, else they eventually lead their selfs into battles they will be un-prepared for.

    you could go into the adventure full of confidence, and after fighting poorly
    through a few of the encounter's (making bad rolls behind the curtain)
    you see your heros you thought are well built in stature skill, and finesse; fall
    to only a few fights. the reason could be the bad luck, but also, having the
    right protection, like a good set of armor, would have changed the whole scene
    and battle.
     
    Last edited: Sep 19, 2013
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