NWN2 Climates
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- oldgrayrogue
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Re: NWN2 Climates
Any effort at scripting light and darkness effect, once again, takes on special significance in a PW environment due mostly to the passage of time I would think. I have been involved in 2 to 3 hour sessions with a DM on ALFA where one could argue that at most only a few hours of IG time passed due to content of the RP, but in terms of IG time like two to three day/night cycles passed. Clearly the participants weren't sitting and talking in the wilderness for 3 days but according to the server clock they were. Then there are variations due to phases of the moon, cloud cover etc. I think, at least in terms of outdoor environments, we need to be a bit loose with this. In terms of dungeons and such, one simple way to require a light source for races without darkvision capabilities is to just make interior areas really dark. While this may force players to RP the effects of darkness, use torches etc,. IMO it makes for etremely tedious gameplay, and increases by a factor of like 1000 the chances for an OOC misclick or some such that disrupts the RP. I think its just one of the limitations of the real time virtual environment we have to deal with. As pointed out with other "environmental"like effects, DM's are always free to "turn off the lights" during a session and apply whatever effects from darkness they like to make a more PnP feel to a session.
Re: NWN2 Climates
Some good points... created a special thread just for discussion of NWN2 Darkness effects, here: http://www.alandfaraway.org/forums/view ... 68&t=42508
Please feel free to continue discussing Darkness effects there
Please feel free to continue discussing Darkness effects there
