Category Archives: NWN Podcast

Posts related to the Neverwinter Nights Podcast.

AME NWN1 Finalists Preview on NWN Podcast

I just wanted to give everyone a quick heads-up that Tybae and I will be participating in a “streaming preview show” on the NWN Podcast to announce this year’s finalists for the AME’s NWN1 Golden Dragon Awards for 2008. For details on how to join us in IRC, and to listen live to the show stream, see our announcement here.

Also, just an update on the Sanctum 1-2 v3.2 work: I’ve finished my playthrough, and I’m in the process of making some fixes. Once those are done, and I’ve done another playthrough to make sure everything’s working right, I should be ready to set up a beta test. So stay tuned!

Also, check out my submission to the Vault’s NWN1 Screenshot contest:

Mount Cassandra Peak by Andarian

AME Member RoundTable on the NWN Podcast!

Along with my fellow members of the Academy for Modding Excellence, I was a guest this week on Episode 84 of the Neverwinter Nights Podcast. We had a load of fun recording a roundtable discussion, and got to talk about a whole host of interesting topics — ranging from the Golden Dragon Awards to the future of CRPG modding to whether or not we consider ourselves “geeks.” Stop by and give it a listen!

NWNP Episode 84: AME Round Table Under the Hood LIVE!

NWN Podcast Interview

In case anyone missed it, I was this week’s guest on the Neverwinter Nights Podcast. Trey and I talked about Sanctum 2 winning the Golden Dragon Award for Best RPG, as well as my plans for the next chapters in the series. Here’s the link:

NWNP Episode 68 – Golden Dragon Winner Andarian

My interview starts at about 9 minutes into the podcast. I’m not sure why, but this time they decided to use a “listener greeting” from a non-guest instead of the one that I sent them. If anyone was looking forward to hearing my intro, here it is. 😉

Storytelling in Neverwinter Nights

Episode 31 of the Neverwinter Nights Podcast has just been released, which includes Part 1 of a round-table panel discussion that I participated in called Storytelling Across All Neverwinter Nights Mediums.” I recommend it highly, and not just because I’m in it. It was (I think) a fascinating discussion of the subject, from the differing (and yet often similar) gameplay perspectives of single player mods, DM-led mods, and persistent worlds. We ended up going for several hours, which is why the segment is going to be continued in upcoming episodes of the podcast.

The other two panelists were Bruce Nielsen, author of the “Light Reborn” module series, and Kevin Sheehan, creator of the Glorwing Persistent World. It was a unique experience to discuss NWN building and storytelling with such intelligent and thoughtful individuals. Thanks again to Trey and Jay from the NWN Podcast for setting it up!

Sanctum Mod Spotlight on NWN Podcast

I’ve been pretty busy recently, so I forgot to blog about the fact that my “Module Spotlight” for Sanctum of the Archmage was aired in Episode 30 of the Neverwinter Nights Podcast. A “module spotlight” is kind of like a short commercial for your mod work that you record and send in to be included in the show. Mine appears a little over 11 minutes into the podcast.

I recommend the NWN Podcast in general, and checking out the next couple of episodes in particular — since I happen to know that they have some really interesting stuff lined up… 🙂

Update: If you’d like to hear just the mod spotlight as an mp3 file, click here.

Modding as Interactive Storytelling

In response to a recent comment on the NeverwinterNights Podcast forum about single-player vs. online and DM’d modules,  I wrote the following post explaining how and why I look at NWN modding as a new form of “interactive storytelling.” After I finished, I decided to blog those remarks here as well. 


Regarding Erik’s comments: while I do think there are somewhat different perspectives between the NWN online and single-player (SP) communities, I dislike casting the two in competitive terms. To some extent that’s natural between people who prefer different aspects of the same thing, but I see it as more of a kind of “Tastes Great / Less Filling” debate than a real conflict. I’m happy to concede that NWN provides great opportunities for online gaming in a D&D environment, and to respect peoples’ interest in PWs and DM-able mods, even if I don’t have the time or inclination to play online myself. As a former DM, it’s hard not to recognize the value of what NWN has to offer in this regard, especially for DM’d campaigns. Bruce covered this brilliantly in Episode 20, and I have little to add to what he said.

But I also think it’s important to realize that NWN is more than just computer-game implementation of D&D. Thanks to the toolset, it’s a robust environment for crafting an interactive storytelling experience. So on that note, let me briefly try to present my own perspective on NWN modding, as a serious SP modder and player — a perspective for which I’ve become something of an “evangelist” over the last year. That perspective is to view FRPGs in general, and NWN mods in particular, as a new and emerging art form — as a kind of interactive fiction or cinema.

I came to NWN with the kind of “storyteller’s focus” that was natural to me as an amateur writer, and as a former DM who built his own campaign world and typically wrote his own adventures. When I started playing NWN modules, I was struck by the game’s potential specifically as a storytelling medium. Historically, most forms of storytelling that we have had (today, primarily fiction and cinema) have been passive art forms. The author crafts a story, using the tools of a particular medium (words and concepts for fiction, film and acting or animation for cinema), and the audience experiences that story in a way that does not include being an active participant in the events. By contrast, one of the innovations that D&D and other role-playing games made possible was the idea of an interactive storytelling experience. This was one in which an “author” (DM) crafted a story in which the “audience” (players) could be active rather than passive participants. This added a factor that was needed to make the storytelling experience dramatically more immersive: the ability to make choices and take actions that have an explicit effect on the course of events.

Storytelling by DM, while a very interesting and rewarding kind of experience in its own right, is also very “resource-intensive.” To do it, you need to have a DM and a relatively small number of players together for an extended period of time. And most importantly, you need a DM who is not only a skilled storyteller, but is skilled specifically at thinking on his feet and ad-libbing when his players come up with things that he didn’t expect or anticipate. This is a very demanding set of conditions that makes truly good DM’d events relatively rare. And it requires a large investment of time on the part of the DM, in order to craft and run a story for relatively few people. This can be great fun (I’m not knocking it — as I said, I was a DM for many years). But it’s simply not practical for most people, and certainly not for the number of people who are interested in the kind of experience that NWN modding makes possible.

I want to stress this last point, because I think it is extremely important. If you look at the download statistics on the typical NWN SP module, you’ll find that they get thousands of downloads. My own first mod, Sanctum of the Archmage I – The Sight, currently has about 3800 — and that’s low by comparison to some of the more popular and well-known mods. The plot is not suitable for more than one player at a time, and thus doesn’t support MP — but let’s ignore that for a moment and pretend that it could be DM’d for a group of six. A standard play-through of Sanctum takes about 8 hours. So, everything else being equal, running games for those people would have taken me, as a DM, over 5000 hours. At 8 hours a day, seven days a week, that’s over 20 months, *non-stop*, of DMing *just one* NWN mod (and that’s ignoring the scheduling complications of getting players together for a game). That enormous investment of time on the part of DMs is the main reason why I think that good DM-led events, while interesting and unique, will never be a dominant phenomenon in the NWN community.

This is where the distinctive advantage of SP (or MP) modding with NWN comes in. It allows me, as a mod author, to program a computer to do most of this work for me through the features made available in the toolset. It enables me to allow players to experience my story, in an interactive form, on their own schedule and without my having to devote thousands of hours of time to running games for them as a DM. It affords me the time to think carefully, in advance, about how to craft such a story, just as I would carefully craft the plot of a good novel — so that the player has a polished and solid experience when he does play it. And since I’m effectively programming a computer instead of just writing words on a page, this can now include options for the player to interact with the events of the story instead of just experiencing them passively.

For all these reasons, I think of NWN modding as much more than just a computer-game environment for D&D. It has the potential to become a new storytelling medium, reminiscent of the historical emergence of the novel or the movie. And that’s the main reason why I’m so enthusiastic about it.

Sanctum on The NWN Podcast

I’d like to let everyone know about a short segment on Sanctum of the Archmage that was included in Episode 22 of the Neverwinter Nights Podcast. Trey and Jay, who produce the show, did a great job of pulling teasers from my website to give a good flavor for the saga. Thanks, guys!

I’d like to recommend the NWN Podcast to anyone who may not be familiar with it, and who is interested in the game. I discovered it a few weeks ago and have been enjoying it. I haven’t listened to all the back episodes yet, but they’ve had some great interviews in the ones I’ve heard so far. The recent one with Bruce Nielsen in Episode 20 was particularly excellent.

Keep up the good work, guys!