Template Inn for NWN2 basemod?
Posted: Tue May 29, 2007 11:03 pm
I've seen inns handled many different ways in NWN1- doubtlessly we'll see some variation in NWN2 as well, but I'd like to get ideas on preferences before one gets bundled into a base module.
Primary purpose, from a mechanics perspective, is always going to be getting access to a rest trigger.
Secondary purpose (in some cases) is going to be secure storage of items (p chests) for encumbrance, RP, or plot reasons.
In terms of RP/PW experience, inn rooms may be many other things- preferred locations for secretive discussion, stakeout/ambush locations, meeting points, hiding places, etc. Ideally we should be able to arrive at an implementation that allows them to be used flexibly without running into OOC barriers that damage game immursion.
The ACR resting system for NWN2 separates the studying/praying events from sleeping/resting, so hopefully this should help keep things slightly more IC (no more heading across town to the inn to replace spells after praying at the shrine, for example). Still, PCs are going to need to find rest triggers (or "make camp" out in the wilderness) from time to time in order to heal and be well enough rested for spell preparation. (the two are still linked for innate casters as well).
To me, it seems natural to have most inns offer two levels of "service"- some sort of shorterm "for the night" option, as well as an openended "rent a room" system, with key and storage. The latter is more complicated from a scripting and database end, and may lead to management issues- nature of a PW, many rooms may get claimed by folks who are infrequent, making for permanently "booked" empty inns (see the Old Skull in NWN1-shadowdale for example). I've got some ideas on how this could be managed with scripting, but it may be best to wait on some of it until we get our database implementation cleared up (nwnx4 extentions and such).
If we focus on the former for a moment: what do people prefer? I've seen "common rooms" used before- shy on privacy, deducting (or not deducting) 2 gp or so per rest, no dialogue or keys required. These are trivial to script up. Another method is to "sell" keys for specific rooms from the inn merchant, which exist in a single instance in the merchant inventory- then have them reclaimed into the merchant inventory when the PC exits the inn. As such, they get the room "until they leave", at which point it's useable by someone else. Not so IC on some levels, in that you can't get a room, then go out drinking somewhere and stumble back to retire to your room without paying a second time- but it's far easier to manage than the fully scripted room/key ownership, and it manages itself fairly well. This is how I've tended to make the inns in Northern Cormyr- adding as well scripts to remove any extra keys when people enter the inn, just in case they were moved out of the area by a mod crash or something.
I believe we'll use ABR doors in the inns, so they should allow for PnP-style skill checks (listening at doors, forcing/lockpicking)- should we be setting them to plot in some cases, or restricting such use? I know this has been a concern where persistent storage was concerned in the past, as the nature of a PW means that you tend to know when no one's going to be around to notice a burglary attempt. PC storage is also going to tend to be the best loot around, in some cases.
Thoughts?
Primary purpose, from a mechanics perspective, is always going to be getting access to a rest trigger.
Secondary purpose (in some cases) is going to be secure storage of items (p chests) for encumbrance, RP, or plot reasons.
In terms of RP/PW experience, inn rooms may be many other things- preferred locations for secretive discussion, stakeout/ambush locations, meeting points, hiding places, etc. Ideally we should be able to arrive at an implementation that allows them to be used flexibly without running into OOC barriers that damage game immursion.
The ACR resting system for NWN2 separates the studying/praying events from sleeping/resting, so hopefully this should help keep things slightly more IC (no more heading across town to the inn to replace spells after praying at the shrine, for example). Still, PCs are going to need to find rest triggers (or "make camp" out in the wilderness) from time to time in order to heal and be well enough rested for spell preparation. (the two are still linked for innate casters as well).
To me, it seems natural to have most inns offer two levels of "service"- some sort of shorterm "for the night" option, as well as an openended "rent a room" system, with key and storage. The latter is more complicated from a scripting and database end, and may lead to management issues- nature of a PW, many rooms may get claimed by folks who are infrequent, making for permanently "booked" empty inns (see the Old Skull in NWN1-shadowdale for example). I've got some ideas on how this could be managed with scripting, but it may be best to wait on some of it until we get our database implementation cleared up (nwnx4 extentions and such).
If we focus on the former for a moment: what do people prefer? I've seen "common rooms" used before- shy on privacy, deducting (or not deducting) 2 gp or so per rest, no dialogue or keys required. These are trivial to script up. Another method is to "sell" keys for specific rooms from the inn merchant, which exist in a single instance in the merchant inventory- then have them reclaimed into the merchant inventory when the PC exits the inn. As such, they get the room "until they leave", at which point it's useable by someone else. Not so IC on some levels, in that you can't get a room, then go out drinking somewhere and stumble back to retire to your room without paying a second time- but it's far easier to manage than the fully scripted room/key ownership, and it manages itself fairly well. This is how I've tended to make the inns in Northern Cormyr- adding as well scripts to remove any extra keys when people enter the inn, just in case they were moved out of the area by a mod crash or something.
I believe we'll use ABR doors in the inns, so they should allow for PnP-style skill checks (listening at doors, forcing/lockpicking)- should we be setting them to plot in some cases, or restricting such use? I know this has been a concern where persistent storage was concerned in the past, as the nature of a PW means that you tend to know when no one's going to be around to notice a burglary attempt. PC storage is also going to tend to be the best loot around, in some cases.
Thoughts?