Player Information

1. WorldGate. Players will need to download and install WorldGate. Instructions can be found here.

2. Logging into the server. Instructions for logging into a multiplayer game can be found in this thread in the official NWN forums. The password usually doesn't change from session to session, and will be posted on the front page of the site, once the server goes up (usually about 10-15 minutes before game time), along with the other connection information. You need to be logged in to this site to see the connection information. In addition to logging in through the "Join Internet Game" option, you can also direct connect. Instead of clicking "Join Internet Game" as in the instructions in the above link, click on "Direct Connect" and then input the server name and password (posted on the front page here 10-15 minutes before game time), and then click "OK." Any questions, and pop on over into the Naeldor chat room (link in the left side user menu) and see if Venture is there, or message Venture.

3.  Contingency plan if this site is down at game time.  See this post for how to connect if the site is down at game time.  Save this info somewhere.

4. Geographical information. The campaign is taking place in the mountainous Duchy of Elik.

5. Starting level. Players will start with all new characters, usually at a level that is one level less, or the same level as, the lowest level character in the current group. Keep that in mind when developing your character background, in the event the party is low level (e.g. it is unlikely that a low level character would be a famous warrior with his own keep and army, etc.). The group is currently levels 2-3 as of late November 2007.

6. Plot background. If it helps you plan a character concept, the plot involves whisperings and rumors of a great prophet that has emerged in the mountains, traveling the peaks among the villages and keeps. Use it or don't use it in your character idea, as you see fit.

7. Game night. We are playing on Sunday evenings, 7 p.m. U.S. Eastern time.

8. Campaign duration. As with the last campaign, this is an ongoing campaign, with no set finish. It will be built to take your actions into account, rather than having a premade plot (although there will be an overriding story to it, and various plots throughout the campaign).  There will be different stages to the campaign, with logical points to bow out, if you don't want to commit for eternity.

9. Campaign frequency. Building takes much longer than it did with the original NWN. It thus remains to be seen how regularly we will be able to play. If building turns out to be very slow, we will either play in chunks (several weeks in a row, followed by time off) or perhaps every other week.

10. No drow characters. You probably remember how drow are viewed in Naeldor. While this could be fun for a while, I think the reaction to drow in the party would overshadow everything else and this could get to be a burden over time. Plus, you'd eventually meet someone who'd have the ability to follow through on many people's desire to kill your character, which is no fun.

11. No evil characters (but see below). Sorry for this, but I've seen and heard of too many problems with this in other campaigns. No need to be goody-goodies (think of Simon, Skotch, etc.), but evil characters will be off-limits UNLESS your concept assures me of some reason that your evil character would work well the party and not be a distraction. Plus, although this may be a cop out on my part, it is much easier to build knowing that at least part of the group is motivated by benevolence.

12. Resting. For those of you familiar with pen and paper D&D, you didn't just plop down anywhere to rest. In dungeons, you often found an out-of-the way area to rest. In towns, you went to an inn (the townsfolk frown upon those plopping down in the middle of the streets). To simulate that not all areas are safe or appropriate for resting, the Dungeon Master(s) can turn on and off the ability to rest. Whenever the ability to rest is toggled on or off, a server wide message will be seen in the chat window. The DM will often control this without prompting (for example, when players are in a secluded area, or otherwise take steps to ensure a safe rest). However, feel free to use the DM channel to ask if it is safe to rest. If the players are in an area that is safe and appropriate to rest, the DM will toggle the resting option to allow resting.

13. Bleeding. The campaign currently uses the HABD bleeding system, which I've modified from NWN for use in NWN2. A character between zero and -9 hit points falls unconscious and bleeds to death at -10 hp, unless he makes successful checks to naturally stop the bleeding. If he hits -10 hit points, he is dead for good, unless his party mates can find someone to raise him. You will have a "bandages" item, which acts like a healing widget and can be used to attempt to stabilize a bleeding character (successful difficulty check required). You probably want to place this on your quickbar.

14. Dying. This is a permadeath campaign - if you die, there is no respawning. You are dead. You will drop a corpse token if you die, which your comrades can carry with them in the hope of raising you. You will respawn as a ghost, so that you can observe what is happening, but the DM will need to jump you around.

15. Please walk. The default setting in the game is for characters to run, but please walk (e.g. hold down the shift key when left clicking to move). Running has its time and place, but constantly running is a surefire way to get yourself killed by running into a trap, or into a group of monsters you can't handle. Also, walking will allow your Dungeon Master to stay on top of things.

16. Outside the game engine. Don't be limited by the game engine- In game, use the DM channel or message me to attempt an action the engine doesn't support, such as climbing. Out of game, feel free to e-mail me with things you'd like your character to do (for example, at higher levels you may want to research a scroll, hire someone to build you a house, etc.). Some things can be done out of game, while others may be done in-game either during regular sessions, or, if it is something that doesn't involve the other players, in a special session.

17. Interaction with NPCs. The dungeon masters will likely control most non-player characters that you meet. However, even if an NPC has a pre-scripted conversation, feel free to ask him or her other questions of your own making. We will often possess the NPC to continue the conversation.

18. No Direct Pickpocketing. If you try to pickpocket and fail, then not only does the individual become hostile towards you, the entire group becomes hostile to your entire group. Obviously this is not desirable. If you want to pickpocket, then message the Dungeon Master (/dm message) with the request. We will roll the appropriate skill check and give you the item if you are successful.

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