The main quest was just… there, but where the game
really shined was the toolset. For most computer games, if they include
a toolset at all, it’s an afterthought. While a lot of popular games
have a modding community, those modders are
often part-time programmers who have a working knowledge of writing
code. But NeverWinter Nights made it so easy to create worlds that
anyone could do it. You could literally build a playable dungeon in 5
minutes.
It was an incredible tool for dungeon masters. If
you knew your friends were going to be online, you could spend a few
minutes making a dungeon, then host it with your DM Client, and have
your players join the server. Then you could join
as the DM, and narrate a story for them to play through. You had the
power to drop enemies, items, and other objects at will. And that was
just using the easy functions.
Once you developed a little more skill with the
toolset, you could add scripts and triggers that meant the module no
longer needed a DM. You could even leave it running, and areas and
would reset after a while, making it more like actual
MMOs. Players could come and go as they pleased, getting quests from
NPCs and farming XP in the wilds. Hundreds of persistent worlds were
hosted, listed in categories like “Story” and “Action”, so if you didn’t
like one world you could just try another.
Unfortunately, having hundreds of choices just made
it harder to find one of high quality. Rather than randomly trying
different modules on the server, it was probably better to head to one
of the NWN websites, where many of the persistent
worlds were listed and given user ratings. But I didn’t know that at
first, and so it was very lucky that I managed to find a good one on my
first try.
The first persistent world I tried was called The
Silver Marches. It was a large world, with many areas to explore. It
had a lot of scripted quests, and encounters that would reset every few
minutes, so you didn’t need a DM online to
find something to do. It had a lot of DM-led events, though they were
usually at times I wasn’t online. It encouraged players to stay in
character at all times, in order to keep things immersive.
I made several friends on that server, and had a
lot of great times. I’d played in plenty of MUDs and other online
games, but this was the first time I played one where people stayed in
character. It was the first time I played a game
where I felt like I really was the character. Unfortunately,
the “stay in character” thing was both a blessing and a curse. I
eventually ran into some problems with the management. They had a lot
of strict ideas about what constituted good roleplay,
and while I was never specifically on the receiving end of the
banhammer, I spent a lot of time watching the DMs harassing other
players for dumb reasons.
So I left. I spent a fair amount of time on a few
other servers for a while, but none of them really held my interest like
The Silver Marches. Finally I got it in my head that if I wanted
something done right, I’d have to do it myself.
I decided to make my own module. I’ve already written at length about
Itropa, so I’ll spare you all the minute details of the module. If you
like, you can read this blog about the NWN module, or this blog about my PnP
version. I hosted Itropa for about two
years (I think), and had a lot of loyal players. I can’t say it a huge
success, but at its peak it sometimes had about 30 simultaneous
players, which was pretty impressive at the time.
Eventually someone else offered to host it for a
while, so I took that opportunity to work on another module. It was
called “Fairies Vs Dragons”, oddly enough based on a chess set I once
saw. During character creation, players could choose
from several types of the title creatures, and were restricted from
visiting certain areas of the world based on their race. Roughly one
third of the world was Dragon only, another third was Fairy only, and
the middle ground was full PvP. Whenever I would
add a new area to the Fairy side, I would add a similar sized area to
the Dragon side. It was like creating two mods at once.
FvD did not prove to be as popular as Itropa, but
it still had a player base. Later I reskinned FvD into a roleplay
module called Fairy Haven. Shortly after that I had to give up hosting
due to bandwidth issues. And then a few years
later, all the servers closed for good. (There are still ways to play online, but it's a lot less user friendly.) You can still buy NWN with its
expansion packs included for cheap, but its biggest selling point is now
gone. Hopefully a future licensed D&D product will use similar
techniques for quick module creation and hosting, but
with MMOs being a lot more profitable, I won’t hold my breath.
Rest in peace, NWN.
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