Goooood morning faithful readers. First of all don't panic by the title; I'll explain all in good time. PS: Todd, this is a lot like the email. ;)
I think I am approaching burnout, of sorts. I have been modding NWN for two years basically non-stop, if you think about (started Uvudry Threat earlier than it was released, obviously)...I'm needin' a break.
I'm not done with TLS as a story or a setting; I like it too much to abandon. I'm just encountering a lot of nasty resistance at the hands of the toolset...nothing really preventable, but just annoying stuff, you know? I have three custom classes, over a dozen custom spells, four custom tilesets and plenty more of placeables, vfx's, items and the like...I'm practically giving NWN a makeover, and it's frankly really a lot of work, considering that if I were given a blank slate, I wouldn't have to fight all the DnD rules that are put in place. It puts a lot of strain on the toolset to deal with all the custom stuff...and I just don't feel the end product is doing justice to my vision and ideas.
TLS belongs on a console engine with no rules or "d6's"...know what I mean? The way I imagine things working in TLS, fighting against the whole DnD ruleset embedded in these toolsets seems like a real waste. So, I think I'm going to work *with* the toolsets and rulesets instead of against them for my NWN2 endeavor(s); I had a ton of great ideas for "The Star Mounts" last night (obviously DnD based), and it'll be a lot easier and more fun to implement, since the software will be on my side this time around. I don't want to try to redesign the magic system for NWN/NWN2 (what I'm doing in TLS); I'd rather use an engine that lets me just instate my own and not fight against an old, preestablished system. So what I'm trying to say here is that it's not so much a burnout as much as a gaining-of-wisdom. ;) TLS will be made(/written?)...just probably not for NWN1 or NWN2. You'll still see NWN2 mods from me though, as I said, so no worries. :) "The Star Mounts" will be an instant classic, I promise!

Now, a bit more on those ideas for The Star Mounts. The plot is obviously for a high level character d'apres the description, but I'm hesitent now about limiting it to spellcasters only. I mean, I guess a module *can* be popular if it's class-specific--just look at Rick Burton's Paladin Trilogy--but I'd rather make one that appeals to a lot of different players. OK, OK, here's a hint. :) I'm thinking to limiting the plot to all Clerics, Druids, Sorcerers, and Wizards. Bards should *theoretically* be part of that group, but bards frankly stink, so I'm not letting a stinking bard into my module. ;)
If you have any guesses EMAIL ME!!! :) I want to see what people get from this. Remember it's an epic-level adventure set in the Forgotten Realms, and it involves the Spellcasting classes (except bards who stink). *This* is going to be one *fun* adventure to make in the toolset. :) Time to start writing writing writing...! :)
(PS: Now that TLS is indefinitely on hold, I'm just going to keep posting screenshots from the game to "prettify" this page and to make sure I don't forget about it in lieu of all the other ideas I have. ;) )
Labels: excitement for Star Mounts, TLS delayed