Hialmar wrote:Are you sure this is actually working ?
Here's the readme from the project. Don't know if it works for NWN2, you could be right. Curm has a good point about the CE, though.
All of this could be editable online or through a web interface.
Hm. Well my vision was to have a bunch of nodes that a gui would allow DMs to hook placeables, triggers, or creatures to. That way the "Mountain" areas don't always look the same or you don't have to create MountainTemplate01, MountainTemplate02, MountainTemplate03 as your only source of uniqueness.
I think you definitely need a way to print out a top level representation of the server, so you can see how it all links together. For that, text tables should work pretty well.
Creating areas this way might be OK because then you can restrict area creation to those given access to this webservice, but still allow all DMs to actually "build" the areas on the inside. This could be done either by usergroups (preferable) or entrusting certain people with the password to the database for the specific server(s), if they aren't the same. More risk with the latter, obviously.
I also like the idea of being able to tweak the encounter tables from a webservice. That would allow DMs to easily setup areas for their campaign sessions. It would also help add a little
persistence and continuity to the 'persistent world.' If a DM is running a big plot where the Silverwood is overrun with Smurfs, they could leave a smurf-heavy encounter table in the Silverwood areas as long as is IC appropriate.
You can build random encounter tables and then link them to areas on the fly. The changes will take affect without a server restart, and they will persist. This helps put a little persistence in the persistent world, where DM plots don't only impact the world when they are present in the game. (Resulting in massive whiplash and IC awkwardness. "No guys, I didn't make up that story about the troglodytes invading the Cloak Wood. I mean, I realize we've been ALL over the Cloak Wood today and haven't seen anything but goblins. It's just... I think the Troglodyte chieftan tried to cut benefits and the union protested so they're all on strike on all days that don't start with 'Thurs' between the hours of... Yeah, let's go with that. So let me tell you more about the horror that is these Troglodytes, which are here with us in spirit...")
That really is one advantage to using a DB driven system. You can change a lot of things about the world without having to rebuild the module and restart the server. It gets you a lot more dynamic control.
But trying to do everything from the webservice will impact quality severely, so a combination of webservice and in-game GUI seems to be the way to go, to me at least.