
I haven't been in the game much yet since coming back, I have been spending my time in the toolset and loving it.
To that end I have been working on an idea I had back in the NWN1 days but wasn't really required due to how NWN1 worked (still thought it was a good idea). I also wasn't really able to implement the idea and I hate providing an idea that *others* have to implement. So I have been spending my time in the toolset getting a tech demo up and running. I am at the stage now where I wanted to present the ideas to ALFA for feedback.
Adventure Packs
Overview:
The goal for Adventure Packs is to provide HDM and their staff access to *generic* content for the purposes of running adventures and advancing the general ALFA plot lines while also providing a creative outlet for members of the community without having to take on the full responsibilities of a (H)DM.
The initial scheduled release of Adventure Packs are envisioned on a quarterly basis, with the outcomes of the previous quarter driving story development for the following quarters release (i.e. first quarter is played out and tracked, 2nd quarter was being written while 1st quarter was released, 1st quarter outcomes will drive plot development for the 3rd quarter release, 2nd quarter drives plot outcomes for 4 quarter release, etc etc).
Implementation:
The topology envisioned is to use the World servers as hubs to connect to the Adventure Pack Server(s). The portals to the Adventure Pack Server(s) are setup and spread among the different World Servers and are accessible by DM turning on or providing the portal on the fly (note: I haven’t explored server portals so I am not fully aware of limitations on using them). Ideally the server portals would be setup by NPC conversation tree, if that is possible then the NPC can be added to the World server but not spawned in, DM’s could manually spawn in the ‘Adventure Giver/Portal’ and then despawn after the party has transferred to the Adventure Server.
Hosting the Adventure Packs on separate servers allows the potential use of scripting that would be otherwise restricted on a World Server (npc automation).
Using the base AFLA builders module to develop a shared Adventure Pack module that includes all of the Sets (Areas) from the already approved packs. This module should be treated as a library of areas and script to export and import into a standalone Adventure Pack (any newly created areas would be imported into the source builders module, the idea is to keep the adventure packs to *only* the areas they require).
Approval Process:
User submitted Adventure Packs would first have to go through an approval process before being added to the Adventure Pack Library (ALFA existing content submission policies apply as normal). The content Creator would host a group of DMs to run through as the players and the Host acting as DM. This gives the bonus of providing DMs with some adventuring time as players *outside* of the main world server plot lines and creates the opportunity to showcase and/or explain the ideas behind the content.
User Scenario:
Kemeras has written four generic adventure pack and has run it through the approval process. The final product is tweaked from the DM feedback after running the adventures and is ready for linking to the live servers.
Two of the adventures are linked to BG, 1 to TSM and 1 to Moonshea and will go live on the next scheduled restart of the servers. After the links are loaded and servers are ready to go, announcement of new content is released to player base.
The DMs start booking time slots to use the Adventure Pack server (keeping it to one party at a time) and the first DM party is run through on one of the BG linked Adventures. The party runs through the adventure and the DM, using the scripted content as a base, provides his/her own additional storytelling and RP avenues as he/she sees fit with that party. In the end the first party was composed of good alignment characters and finished with the Good outcome to the story.
The next party that DM runs through that adventure module is composed on mainly evil players and one good alignment player. The players run up against the choice of good vs evil Plot End and the result is DM run CvC between the evil and good player. The outcome this time is the good player ended up dying but not before stopping the evil players for getting a Major win. This outcome ends up being a Minor Evil win.
Writing Guidelines:
- Always write dialogue and cut scenes as a narrative, never provide answers for PCs as it takes away from the DM/Players RPing experience. Write similar to a PnP module where the text is provide for the DM (i.e. Cut Scene: Zoomed out on small hamlet, Text: Fog shrouds this sleepy little hamlet but what horrors lie behind its surface?. Cut Scene ends and party starts into the adventure).
- Provide multiple endings to all adventures, there should be a clear Good vs Evil aspect to all stories, players in AFLA are a mixed bag and avoid narrowly focused storylines that pigeon hole players into specific roles.
- Provide optional side quests that enhance the story but are not a requirement of the main plot line.
- Provide at least 2 specific class/skill options in the adventure module (I am aiming for 4 different options). i.e. Secret door that leads provides an alternate path, optional side quests based on class/skill option). These options should enchance the experience for the specific class/skill/feat holder but only act as a supplement to the story. Players should not *have* to have these class/skills/feats to finish the Adventure.
- While keeping the adventure generic always write/design the adventure to run as a stand-alone without DM intervention but added as many DM RP hooks as possible (non plot related NPCs that the DM can take over etc, bring a little of mundane life to the area).
OPTIONAL: Good vs Evil Plot Tracker
This is basically already done and it was surprisingly easy to get NWNX up and running since I am only writing to the DB, never reading from it. I setup a table that will hold the Quest Name, Journal Tag, PC Name, Status, GvE status, and major/minor plot line + timestamp. I then setup a SQLDirect statement on the end status of any quest line that commits the above data to the database.
The front end still needs to be developed, I envision it as a single page that reports out the overall status and having a section where DM’s can manually enter their own adventure data. The overall picture would show how many quests were completed with a Good option, how many with Evil and how many that ended Neutral (minor wins). The only real purpose of this is to allow the tracking over game events to use a tool for writing further plot lines.
Example: 2 Adventure pack servers have been running for 3 months, the server DMs have run a bunch of different quests over that time period, some on the adventure server some on the main world server and have been adding in the non-scripted quests to the GvE Plot Tracker. At the end of the quarter the writing/DM/Admin teams look at the overall picture and see that 97 quests were finished with an ‘Evil’ ending versus 45 that ended with a ‘Good’ ending and 15 with a ‘Neutral’ ending. This let’s all of the content creators see (and the player base) with Ethos had more influence. Since Evil in this scenario was clearly dominating the plot lines, the next round of plots should put ‘Evil’ forces at the dominate focus or even use it to significantly change existing areas by running a large end of Quarter DM events.
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So that is it in a nut shell, I am finished writing the plot for my first adventure and I am about 50% through the content creation process in the toolset. I am estimating that once I have enough Sets built that we should be able to bang out a 4 pack of adventure modules per month.
I recruited my Wife into the set and costume design side, she is a Farmville/cityville/café world addict, she saw the toolset and wanted in more than happy. She is also acting as Editor and will be reviewing the dialogue/writing, which is great since it frees me up for implementation of scripting and events.
The two biggest time burning areas I see so far are writing the story/plot line and set design (area creation, setting up placeables, getting the wakmesh right, etc). Anyone who is good at area/set design but not a strong writer and vice versa, strong writer but not technical can help with this project.
More than anything I need content to add, it doesn’t have to be detailed (Outlines are great) but if you want to write the dialogue I am more than happy to take it

Current Status:
- GvE Plot Tracker tech demo completed
- need to re-write gve_insert and gve_update as functions
- Adventure pack (have a stack of these I have to track down, my wife did up a crap pile for me when I was hosting Earthspurs).
- 3 outlines completed for implementation
- Infectious Zombies!
- An Assassins Tale.
- The Walking Stick.
- Loin, Tigers and Orcs! (very rough outline)
- Infection Zombies storyline and scripting is about %50 complete. ETA is end of this week.
- An Assassins Tale, outline completed, dialog and journal entries need to be written.
- The Walking Sticks, outline 75% completed,dialog and journal entries need to be written.
- Lions, Tigers, and Orcs! - outline 25% completed, dialog and journal entries need to be written.
- Integration with AFLA Base Mod - 0% (mid next week)
- Integration with AFLA ACR/Vaultser - 0% (n/a at this stage, setup earthspurs before so I am familar with the process).
Hoping to have everything in place for the first pack and all the base resources for more people to pile onto the idea ready by the end of January. I think this will help with the RP tavern blues a bit by providing *controlled* static content and if possible keep the release of new content coming.
Cheers,
Mr. & Mrs Kemeras (since my wife is helping
