Category Archives: Sanctum: The Modules

Posts related to the Sanctum of the Archmage module series

gearing up for Sanctum II

Now that the spring semester is finally over, I’m ready to start turning some serious attention to the task of building Sanctum II. As I’ve written previously, I have the three acts of the sequel pretty much plotted out, and I have some very ambitious plans for the romance plot as well. I’ve been tinkering with the toolset on the initial areas to get the hang of it, and I’ve imported and fixed up most of the important items, as well as the extensive utility scripts that I used in Sanctum I. Now I’m ready to start hacking away at it in earnest!

The thing I’ve been dreading most is the task of area creation. From everything I’ve heard (and my own limited experience has been consistent with this as well), creating areas in NWN2 is a royal pain, requiring much more time and effort than it did in NWN1. However, I’ve learned an interesting tip from some other developers that has made me a bit more sanguine about this prospect: using a terrain tool (such as L3DT) to create realistic terrain, and then importing it into NWN2 using YATT. I’ve heard that using these tools can dramatically speed up the process of area creation, so downloading and familiarizing myself with them is my main building project for the next week.

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!

Module of the Year Contest!

I’m happy to report that Sanctum of the Archmage I – The Sight is a contestant in the Neverwinter Vault’s annual Module of the Year Contest for 2006. Voting is open to anyone who had an active Neverwinter Vault account as of March 1, 2007.

Unfortunately, the contest had to be re-started with some additional software safeguards due to some suspicious voting in the original poll (which has now been scrapped). So if you haven’t voted yet, or if you voted in the original poll and haven’t yet re-cast your vote in the current one, here’s the link to do so:

 

2006 Module of the Year Contest

You can see the current standings here. I’d like to encourage Vault members who haven’t yet voted (or re-voted in the new poll) to do so, even if you’re not voting for Sanctum :). There are some really excellent works in the contest this year, and a strong vote turnout for it will be a real morale boost to the module building community.

An Update on Sanctum II

In the comments on my post, “A New Face for Robin,” Michele asked: “When is the next installment coming out? I’ve been checking up on it ever since I played #1 last summer.”

Michele, thanks for your interest in the sequel! Here’s a little more information about the progress of “Sanctum of the Archmage II – The Miracle Worker.”

Players of Chapter I may remember that I gave a pessimistic estimate (“sometime in 2007,” I think I wrote) about when I might be able to have Chapter II available. Unfortunately, I’m more or less still on schedule with those expectations — but my plans for Chapter II have also expanded significantly in scope since then. As I describe on the Sanctum Projects Website, I’m now planning to release Chapter II as a series of three short modules or “Acts” for Neverwinter Nights 2. I’m hoping to be able to release Act I, titled “The Alliance,” sometime in the late summer of 2007.

The main reason for the delay is because of the demands of my “real life.” Currently, I’m juggling a full-time job in quantum optics with part-time coursework for a graduate degree in physics. What little spare time I have left is split between my writing projects (including the modules), and of course spending time with my wife. Unfortunately, that means that during the academic year (between September and May), my ability to spend focused time working on the modules is very limited. I wrote Sanctum I in my spare time over the course of a year, from August 2005 through July 2006, and I’ve been using more or less the same estimate for how long it will take me to develop the first act of the sequel.

That timetable has been complicated by my decision to build Sanctum II in NWN2 rather than NWN1 — which means, among other things, having to learn a largely different and much more complicated toolset. And it has also been complicated by the fact that my plans for the sequel have become much more ambitious in the past few months. I’ve been plotting it on my drives to work using a new attachment that turns my iPod into a voice recorder, and I now have the basic storyline for all of Chapter II entirely worked out. The good news is that it has now grown into a fairly extensive and complex plot that will support a somewhat longer sequel trilogy — but each Act of which I should take less time to build than the full sequel that I had originally planned.

Balancing Romance Plots – Part II

(Warning: the following may contain spoilers for Sanctum of the Archmage I – The Sight.)

Continued from Balancing Romance Plots – Part I.

It didn’t take me long to realize that I had a ready-made solution to my problem: Orion, the character I’d had to remove from the saga to make room for the player to begin with. His personality was already well defined; all he needed was a new background and a way to add him to the story. His thoughtful personality made inventing a new background for him as a philosopher-scholar easy and natural. And there was also a ready-made place to insert him into the module: taking the place of Handol’s original companion, an elven ranger named Ferna Galen. Ferna was a relatively minor character who didn’t have an important role in the plot (although she might still make an appearance in the sequel). Replacing her with Orion tightened up and improved the story significantly, and enabled me to add back some of the plot and interpersonal dynamics that his character had originally made possible.

With this rework, I now I had both male and female romance characters and plots. And although they were written and designed as straight romances, I decided not to code gender checks on the PC to enable them — instead giving the player conversation options to choose which romance(s) interested him. Comfortable that I had now written a reasonably flexible romance plot for it, that was how I released Sanctum I.

After a while, though, I realized that I still wasn’t satisfied. By this time my thinking had fully evolved to the point where I had embraced writing a flexible and balanced romance as a module-building design goal. And while adding Orion to the story improved it in many ways, his romance plot was still a secondary one compared to Robin’s. Orion is encountered at the earliest halfway through the module, and by the end, the player has known him for a week or two at most. Although I have very ambitious plans for his romance in the sequels, in The Sight I had to limit it to flirting, since anything more would have been unconvincing.

This lack of balance in Sanctum’s romance plot became the subject of a very interesting correspondence that I had with one of the module’s players. We also discussed the fact that while there seemed to be a number of mods out there with “Romance the Princess” plots, that neither of us had ever seen a “Romance the Prince” mod. And perhaps not surprisingly, this got me to thinking about whether I could create a version of Sanctum I in which Robin was a romanceable male character — and whether I could sustain this option in the sequels.

After a lot of thought, I decided that I could. That decision led to my final update to The Sight in January 2007: version 2.1M. And with that update, I had finally balanced the romance plot in Chapter I to my satisfaction — while also setting the stage for an even more ambitious romance plot in Chapter II.

(To be continued)

Balancing Romance Plots – Part I

(Warning: the following may contain spoilers for Sanctum of the Archmage I – The Sight.)

As some of you may know, I’m a sucker for a good romance.

Building Sanctum of the Archmage I – The Sight was an educational experience for me in many ways. Being a hopeless romantic, that had to include learning how to develop an effective romance plot for a Fantasy Role-Playing Game (FRPG). There’s a lot more to this than I realized at first. And the evolution of my thoughts on this topic ended up having a significant influence on the development of the first module, as well as on my plans for the rest of the series.

A key part of the “Sanctum” saga as I originally conceived it is the love story between Robin and The Miracle Worker — whose name in the novels, it may surprise some of you to learn, is Orion. One of the first things I realized when I started trying to adapt the story for Neverwinter Nights, though, was that simply importing the characters and the plot from the novel would not create the kind of FRPG experience that I wanted. I wanted to create an interactive story, one that the player would feel fully immersed into, and in as personal a way as possible. I was comfortable specifying the player’s background, since I’ve never thought that background defines who a person really is. But dictating the player’s name, personality, gender, and so on — in short, their identity — didn’t quite sit right with me.

I know that other (and some quite successful) builders have done this, and I did consider it. But one of the things I learned from my years as a Dungeon Master is the fine line that you have to walk between defining the story on the one hand, and giving the players freedom to contribute to and feel that they are a part of it on the other. This is something that a novelist doesn’t have to consider at all, because a novel is not interactive in the way that an FRPG is. As with any other kind of storytelling, a good FRPG needs to have a strong and tightly developed plot. But that plot also has to be flexible enough to make the player feel that they are a participant, rather than a spectator, in the events they are playing. So when I started building the Sanctum modules, I reluctantly decided that the personality of one of my most beloved characters (Orion) would have to be set aside — to allow the player to put himself into the story (and into his romance) instead.

As time went by, though, I realized that I still wasn’t satisfied with this. In keeping with the plot of the novels, Sanctum I initially only had a possible romance between a male player and Robin. But women play FRPGs, too. And as I came to realize, they not only make up a sizable part of the player community, but are often some of its most discerning members — particularly when it comes to romance plots. A Bioware forum discussion that I participated in last year really brought this point home to me, along with the fact that I was ignoring many of the players who might best be able to appreciate a module romance. So even though Sanctum I was already largely written and plotted out, I resolved to try to think of a way to introduce a male romance into it as well.

(Continued in Balancing Romance Plots – Part II)

A New Face for Robin

I’ve seen a lot of comments on the forums about people being disappointed with the faces available in NWN2. After having spent some time trying to choose one for Robin, I’m starting to empathize with that sentiment. Remembering the limited selection of decent looking “heads” in NWN1 is helping me keep this in some perspective, but not entirely. One of the NWN2’s selling points is supposed to be its improved graphics, and the ability to support things like facial animations. So I was a little surprised that there weren’t more attractive head models currently available in the Electron toolset.

None of them fit Robin exactly. But I think I’ve finally narrowed it down to two choices, so I thought I’d post them and ask for reactions. The first one uses Aasimar head model #2, and the second one uses Half-Elf head model #5.

Robin with Aasimar head #2Robin with Half-Elf Head #5

I’ll hold back mentioning my own thoughts and preference for now. But I get the impression of a somewhat different personality from each of these faces, and I was curious to know which one players preferred — and which one better fit their “mental image” of Robin.