Zenogais' Interview

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Zenogais' Interview with Adam Miller

This is Zenogais Bluebane with an interview of Adam Miller, author of the NWN Shadowlords and Dreamcatcher modules.

Q: Why did you decide to start writing modules?

A: Ever since I was a kid, I enjoyed creating stories, making maps, and thinking up interesting adventures. Later on, I did some pen and paper roleplaying, a little D&D and Traveler. For most of my adult life, I've been playing CRPGs, but still enjoyed making my own adventures. When I heard of NWN, I started planning my own, laying down the foundations for Shadowlords a couple years before the game was released. It kept me busy, filling many pages of an old lab notebook with maps, dialog, and story ideas.

These days, it's almost a compulsion to continue writing. The story seems to write itself and I haven't been able to put it down. It's also been nice to hear that so many people have enjoyed the modules and it helps me through the tedious parts of development.

Q: Did you originally plan on Dreamcatcher coming about?

A: While I was writing the Shadowlords modules, I kept seeing all the custom content that was being developed for the game. Early on, I had decided on a single hak pack for all the Shadowlord modules, so I couldn't add any more unique content to the game (this was in the days before multiple hak packs). After Shadowlords was done, I started planning a new campaign based around new content. In particular, a swamp tileset had caught my eye and I couldn't stop thinking about all the possible swamp-based adventures that could be had.

From there, Dreamcatcher 1 - Skyfall bloomed. A storyline came together pretty quickly and I kept adding interesting areas along the way. Though the entire campaign wasn't as thought out as with Shadowlords, I left myself enough story hooks so that I could continue on in a variety of directions.

Q: Now, where do find the custom content people have been making?

A: I'm a regular on the Custom Content boards, check the Neverwinter Vault several times a day, as well as visiting the CODI boards and Danmar's Lands of Kray. That gives me a feel for what the major players are up to, though there are still occasional pieces that slip by me. As I've gotten more comfortable with the tools, I've made more and more of my own content. In Dreamcatcher 1, I made a few placeables. By the time I got to Dreamcatcher 4, I was making tilesets, creatures, placeables, and heavily modifying the .2da files. The game engine can do some pretty nifty things with a little creativity.

I can't emphasize how much my modules are a community effort, however. A number of people have come out with incredible content that has greatly enhanced the things I've done. Danmar's tilesets, placeables, and general community support has been invaluable. The CODI team is high on my list for people doing great work and being generous with their assistance. There are scores of others that would be hard to list. Gestalt's camera system, Lisa's clothing haks, and Eligio Sacateca's weapons come to mind.

Q: Some of the custom content, particularly in Dreamcatcher, is amazing. How long does it usually take you to write a module?

A: I've tried to figure out how long it takes for me to make a module, but it's a blurry process that often starts while I'm still finishing up the previous one. The Shadowlords campaign was easy in some ways, as I had written out the descriptions, dialog, and even some of the scripting long before the game came out. Some of those modules took less than a month to turn into a working game. If I do the math, I've managed to complete 9 modules in 12 months, making the average 1.3 months. That seems impossibly short to me now. The last installment of the Dreamcatcher campaign took three months to finish, one of the larger modules I've put together. I'm estimating that my next project will take four months or so, as I'm making a huge amount of custom content.

Q: Yes, you did mention your next series at the end of Dreamcatcher. Is there anything you could tell me about it?

A: At this point, things are extremely rough. The story is quite fluid and I'm basically trying to create a series of systems that will hopefully lead to some interesting gameplay. The general story is more "Planescape" in feel, taking place far from Faerun and familiar lands. The player will find themselves with new powers and adversaries, as well as making adjustments to their new environment. I'll be drawing heavily on some of the community efforts, especially the City of Doors Initiative. There's some amazing work that should soon be available to Neverwinter Nights fans.

Q: Do you have any advice for mod writers?

A: I think that anyone with a desire to write a module should at least try their hand at one. Try keeping the story tight and focused for your first effort. Start outside of the toolset with pencil and paper, sketching out the story. I like to use movie metaphors, so I'll think about a series of Acts that contain the major plot developments. Those are broken down into scenes that are filled with particular actors on a certain set. After I get the basics down, I then start looking a details such as any custom content I need, dialog, creatures, areas, and so on. On a parting note, I'd encourage people to learn scripting even if they haven't had previous programming experience. A well-scripted module can really grab the attention of the player, even if it's something simple like pop-up text descriptions when you enter a room.

Q: Is there anything else you'd like to add?

A: I really appreciate the support that everyone in the Neverwinter Nights community has given me. It's been fascinating to hear from people all around the world brought together by the common joy of a good adventure.