Multi-headed Cow
Guest
What if I'm having trouble keeping two rooms interesting.Also don't try to make the rooms too huge, and take an "late in, early out" philosophy. If you can't keep 3 rooms interesting, cut it down to two.
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Still haven't been able to drag myself through the end of the campaign it shipped with but it I did some banging away on the editor last night/today. Getting a handle on most of the basics, made a couple of rooms, some dialog, changing mission objectives as you progress, custom NPCs and area/scene transition. It's certainly not as easy to use as NWN1's editor that's for damn sure. For the really simple adventure I've got planned to learn the editor with (Probably 3 unique locations with one being reused once, 2 or 3 NPCs with dialog, one/two optional combats and a couple ways of tackling it) I probably would've already been done in NWN1. Some of the slowness is because I'm learning the editor as I'm going, but there's an awful lot of finessing props. I haven't even started fucking with lighting and sound placement yet, was leaving that after I got everything else functional and complete.
I'm hoping people make a lot of relatively short runs with non-combat solutions/skillchecks/alternate solutions as opposed to long adventures like the campaign. Shadowrun lends itself better to loading up disconnected and varied adventures than D&D. I'm starting my adventure in a shitty apartment (Which I could easily cut entirely, but I'm leaving it since I'm more concerned about learning while making this module instead of making A+ great adventure would shoot again) but honestly on the whole they'd probably work better if the descriptions on Steam Workshop were either job postings from Johnsons or from fixers. That way people could get an idea of the mission before they even download it, and then the actual start is preparing for the run.
PS: Fuck prop placement.
PPS: Fuck the dialog editor compared to NWN1.
PPPS: Fuck the wiki. Had to load the official campaign in the editor to learn ?(l.name)