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#14227962 Oct 14, 2019 at 01:32 PM · Edited over 2 years ago
Veteran DM
310 Posts
Updated March 2020

With a more fluid and scattered NWN community these days, the old Neverwinter Connections method of scheduling a game in advance and then generating demand for it is no longer very well-known (and is therefore more difficult). Although I've still had some success with it since this new site's re-launch, I'd like to try another model for arranging DM'd gaming experiences in NWN:EE.

Below is a list of modules that I'm willing to DM on-request (which sounds more polite than "on-demand") for groups. Typically 3-5 players work best, but some modules can accommodate a full party of 6 (Amee Pass) or more (The Hunted). I'm happy to DM an existing group or form a new one, in either case this can be arranged via forum post here or by communicating on the NWC Discord.

If the group doesn't finish an individual module in one session, we'll have as many sessions as needed.

Given time zone differences, normally Saturdays would be best for scheduling a session. With a lot of people currently staying home, though, weekdays could work as well.

Desperate Measures: 3-5 players are in a Forgotten Realms death row prison. Scenario: escape or die. A challenging and potentially deadly experience. Starting PC level: 3

The Hunted: the sequel to Desperate Measures. Escaped prisoners (however many survive) from the first module are pursued by bounty hunters into the neighboring mountains. Any player who dies in the first module can create a new bounty hunter PC to track down their former comrades. Additional players are welcomed as bounty hunters, up to 6 total. This is a CvC scenario and anything goes.

Amee Pass: a classic-style, low-level party-based wilderness and dungeon adventure for 4-6 players. Starting PC level: 1

Tales of Westgate: It is 1373 DR and you are in Westgate, the city where "anything goes and everything has its price." You can choose to be a part of a small Night Mask crew on a mission, a group of independent operators looking to make a score, mercenary adventurers hired for a contract, or anything else (within reason) a group of 2-5 players would like to be. These scenarios will take place in the same setting as my weekly Westgate Campaign and crossover events may be possible. Starting PC level: 3

DM-Friendly modules: I'm open to running just about any of these, given sufficient time for preparation. Link:

DMing Seminar for NWN:EE: This would be designed primarily for newer DMs, although veteran DM participation is also welcome. The old Neverwinter Connections had a live DM 101 class which I think helped get people over the threshold to actually start DMing, as well as teaching the basic skills. It's recommended that people first go through the DMFI 101: Enhanced Edition self-teach module to pick up the core skills.

Additional background information on the above modules can be found at the Gateway to Adventure site:
#14331693 Mar 26, 2020 at 01:01 AM
Veteran DM
310 Posts
Updated the above.
#14488801 Jan 20, 2021 at 05:17 AM
5 Posts
I'm going to go through the DMFI 101: Enhanced Edition link you sent, but I may well be back to ask for some DMing guidance.

It's the tech side I need the help with as I've DMed D&D through Basic/Expert, AD&D, AD&D 2.0, AD&D Skills and Powers, 3.5E, 5E (& played 4E). I just need to figure out what can be done with a modest amount of effort (having a family curtails major efforts) and figure out if this is a better option (I suspect so) than Tabletop Simulator or any of a number of online tabletop/campaign tools.

I played a fair bit of NWN back in the original release and a bit more in Platinum and Diamond, but I didn't do any DMing (just got the folks together in MP and ran modules).

Tom (kaladorn on steam and most other places)
#14489095 Jan 20, 2021 at 02:19 PM
Veteran DM
310 Posts
Sounds good. The self-teach module gives you a fair amount of practice with the mechanics and an intro to everything that's critical. Things like encounter timing, plot building and climax, etc. transfer well from PnP experience.

For me, NWN works very well as a hybrid role-playing experience, since it handles all of the combat mechanics and lets you concentrate on plot/encounter setup and NPC interactions more. I would also recommend the Creative DMing and Playing Techniques in Neverwinter Nights guide for how to handle things like skill and ability checks in-game.
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