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NWN MODULES

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Title  The Changers Mistake
Author  Joel Bylos
Submitted / Updated  03-09-2003 / 03-17-2003
Category  Roleplay
Setting  Gateworld (Nowhere important)
Gameplay Length  1-2 per class
Language  English
Level Range  1-3
Races  All
Tricks & Traps  Dependant on Module
Roleplay  Dependant on Module
Hack & Slash  Dependant on Module
Classes  All
Scope  Dependant on Module
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  01
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Everyone
Alignments  All
Description
This module was designed for first level characters. It offers your character a wide variety of paths and you will gain experience up to about level 3. I reccommend at least trying this mod with two different characters and seeing the difference. Every player race and class has their own starting area and set of quests, and evil characters have an extra area just for them. I offer this module as an alternative to the OC prelude if you want to adventure a little and gain a little experience. Feel free to comment on the module (it is not final yet), any spelling errors, and my personal hygiene. It takes about 1-2 hours to complete per character class. Obviously if you played it with every class or race combination possible it would take around 20 hours to complete.

Files

NameTypeSizeDownloads
The_Changers_Mistake.zipThe_Changers_Mistake.zip
Submitted: 03-09-2003 / Last Updated: 03-17-2003
zip1.1Mb625
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Comments (14):

Posted by Mirgalen at 2006-11-27 15:35:43    
Tried this with an elven ranger but did not work well.

There is a battle early on but all the elves are just standing still on the edge of the map.

The biggest issue is having one or more NPCs/creatures able to hit/kill your char with a single blow (e.g. orcs or panthers). They seems to have a high spot/listen and they move fast making it impossible to play with a rogue or archer ranger.

Other classes may work better.

Posted by farceur101 at 2004-02-28 20:39:10    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 8   Dialogue 8   Originality / Creativity 10   Quality Control 8   

Posted by Saimaidar ( ..xxx.xxx ) at 2003-07-04 02:24:00    
I found the alternate beginings very enjoyable have played an elven Ranger, human sorcerer and a dwarven fighter so far. Any chance of ye expanding on this. I wast also curious if ye wert going to update it with the desert tileset from the expansion.

Posted by Mark ( ..xxx.xxx ) at 2003-06-30 21:32:00    
I really like what you have done. I've played with a few different characters and like the way things turn out depending on what type of character you play and how you answer the question.

Posted by bylam ( ..xxx.xxx ) at 2003-05-31 04:42:00    
The area transition for the courtyard is near the broken wall section. I thought I had expanded it, try walking close to there.
The "Evil" quest will only be triggered if you chose an evil response in the very first conversation (i.e the Halls of Destiny).

Posted by guest ( ..xxx.xxx ) at 2003-05-29 15:16:00    
Hi, I played this through as a sorcerer, and loved it. Tried again as a Cleric, had some problems. I think this may contain SPOILERS, so I'll just skip a few lines here so as not to give away the first 5 minutes of the mod.






I was a drow evil cleric. As there is nothing that sets drow apart from other elves, I was just an evil elf. I tried to leave the keep courtyard, and I couldn't. There just isn't an area transition where I think there should be. I talked to the leader person(I'm horrible with names) and the quartermaster, neither of them could help me. Pls fix it, I really wanted to see the evil levels!
On a minor note, a few words were spelled wrong. I don't remember what they were, but they were in the sorcerer part/ending.
You have to say what color you're playing in the chess game.you didn't specify, or at least not clearly enough for me, I assumed White because that king's knight was closer, and I died.

Posted by bylos ( ..xxx.xxx ) at 2003-03-20 12:53:00    
Cheers for the comments HtPolsa. I did actually just make this module to teach myself to use the toolset. I got burned out about halfway through and put it on hold for a long time.
Very Basic is an understatement for some of the areas. I think the Cleric, Monk and Evil areas were places that I kind of just put in this quest and that quest. I was really sick of it by the time I made the Desert of Storms.
But so far it has had the responses I wanted. People enjoy the fact that it offers a different starting area for every character which is what I was aiming at.
If you haven't already check out the Paladin or Ranger starts. These were the first ones I did when I was really keen on my idea.
I guess the point of my rambling is this, I got what I wanted out of the module. I learned scripting (did anyone try my illusionist test in the Towers Of Evaril), learned to use the toolset (though when I got bored I didn't full utilize it) and confirmed some suspicions I had. I will fix bugs (by the way the giant is supposed to hang around and help if you have problems with the bandits), but I am not planning on extending the plot of the module.

Posted by HtPolsa ( ..xxx.xxx ) at 2003-03-20 03:12:00    
I tried this one with a bunch of different characters, basically just the beginning part which is different for different characters (the premade characters given by the game are handy for testing this). It's a great idea and something I wish the OC had done, ie. giving a different beginning for different characters.
Unfortunately, other than that the module is Very Basic. The areas lack atmosphere, the dialogue doesn't always work (no links used when needed) and the quests require me (the player) do things exactly like the designer wants me to. If I don't, I can simply walk past them and complete the game anyway...


That was my initial commentary. I'll elaborate a little bit. Some of these are a bit spoilerish.

The missing dialogue links are basically some dialogue options that I can choose and then the dialogue ends, even though it could as well continue and let me talk about something else. This is not a huge problem in itself, but it can be irritating sometimes, especially since the dialogue is quite short and to the point.
The quests not working is a bit different issue. Basically, since the PC can simply respawn after dying (and no penalty), the puzzles can literally be 'walked through'. For example, the chess puzzle. The trap hits my PC only once, I respawn and walk up to the 'questgiver' and finish it. Also, in the same quest the 'giver' dismisses me if I respond with anything but the 'correct' answer in our first meeting (yet he treats me like I had finished it like he wanted if I proceed to do so... this -works- but it looks kinda messy)
The evil beginning has some simple problems as well. Some of the quests require me to pay money. Well, I don't have any, but I can pay anyways and get forward in the game. Meaning, the game doesn't check if I have the money to pay with...

For the record: I've played the beginning quests for barbarian (this was good, I liked it), halfling (ouch, that's a lot of zombies... however, I could lure them all the way to mr. Scourge and let him kill them all... not sure if this was intentional) fighter (btw, the giant asking for directions doesn't leave after I've give him the directions... again, nothing earth-shattering, but it gives that 'messy' feeling I mentioned earlier, also, the big gate doors were locked and I had to bash them open, if there was a key, I didn't see it), and evil rogue. I didn't finish all of these.

However, as a beginning for a new game, this is a really great way to establish a character. Perhaps the quest in the desert fort is a bit too apocalyptic for a beginning character, but the little beginnings (what I've tried this far) are quite good and fitting. I would prefer this kind of opening to a standard opening where, no matter what your PC, you always start in the same place, same bat-channel and so on...

I don't want to give ratings just yet, because I feel the module is not finished. I hope you keep working on it a little bit more. To improve the atmosphere in the locations, simply adding sounds does wonders. Different lighting is another good way to enhance mood with very little effort. The passage with the lightnings was good, though.

HtP

Posted by Joel ( ..xxx.xxx ) at 2003-03-17 09:33:00    
I just fixed a few of those issues. The mayor was really just a background character, so I made his cell locked really tight. No way to get in now!
I widened some triggers, I'm not sure I got them all.
Fixed the Cleric token error. Made the doors in banditholme unpickable.
Hope you guys try it with some other characters and let me know what you think

Posted by Gribnitz ( ..xxx.xxx ) at 2003-03-16 00:10:00    
Hmmm, no I didn't try and talk to him. The mayor said something about a key, so I assumed I had to pick pocket it off him, or find it in a chest in his room. Maybe you should make it a scripted auto-convo when you enter the room, so a player can't screw that part up. I kept pick-pocketing until he turned hostile thinking my pick-pocket skill was too low.

For the mayor, I picked his cell door, talked to him a minute and then a guard ran in and killed him. He told me I needed to get a key to free him before he got killed (even though I just picked the door and he was free to go).

Posted by Joel Bylos ( ..xxx.xxx ) at 2003-03-15 22:42:00    
Thanks for some replies. Gribnitz I will look at those things you talked about straight after I get home from work today. I have no idea what is going on with the mayor, but once you have the gem you are supposed to confront the Guildmaster. Did you do that? He is in the next room, next to the pillar. Having a conversation with him triggers the next part of the module, but perhaps I failed to allow for people who may have missed that conversation.
Fendis_khan, thanks for the advice. I'll up the size of the conversation triggers and investigate the bugs, e.g. monk instead of cleric token. This was my first attempt at a mod and to tell you the truth I really only released it because I wanted to offer an alternative to the OC prelude. Keep the bugs coming, I'll fix them as they come!

Posted by fendis_khan ( ..xxx.xxx ) at 2003-03-15 18:49:00    
I just played your module, starting with a first level cleric. I have not tried it with any other classes yet.

It looks like you put a lot of time into this, allowing for a number of different approaches to the game. There are a few things, however, that made it difficult for me to play:

- I am not sure if this led to any problems, but following my initial quizzing I was given a monk (not cleric) token.
- The triggers used to initiate conversations were much too small and very easily missed. For example, the wall breach, the library pillar, and the final glowing obelisk all had triggers that were difficult to find and activate.
- Some of the puzzles were either unclear or incorrect.
- The fights were too hard, in general, for a first level character.

I think you have a good idea by allowing the module to be different depending on character class and on the answer to a few questions. I may give it a go as a thief and see what changes that brings. In the meanwhile, you might want to treat this more as a beta and see what ideas and suggestions other people offer.

Posted by Gribnitz ( ..xxx.xxx ) at 2003-03-15 17:56:00    
It usually means people are too lazy to post after they played the module. In my case, I usually don't post anything if the game sucks. If you can't say anything nice, don't say anything at all.

I did find this one to have potential though, but I ran into a couple of game stopping bugs. I made a halfling thief. First, on any plot doors (mayor's cell being a big one) make them plot doors and unpickable. Same for doors in town that don't have anything behind them. It stinks picking a lock and finding a black hole behind the door.

Onto the mayor: I picked the mayors door while stealthed and a guard ran in and killed him straight off. I assume this wasn't supposed to happen, he said something about getting a key to free him. I tried to find a key by pick pocketing the guildmaster, but could never succeed (after 5 tries, he saw me and I killed him).

Second stopper: I got the gem, but the alchemist refuses to notice that I have it. I am supposed to bring it to him correct?

Posted by Joel Bylos ( ..xxx.xxx ) at 2003-03-13 15:42:00    
What does it mean if nobody writes a comment? Does it mean
the module sucks, or is it because people are too glued to
their game? I really would like to hear if someone liked
it though.

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