<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-6019282322152639187</id><updated>2011-04-22T04:28:12.423+09:30</updated><category term='Dungeons and Dragons'/><category term='Character point'/><category term='Offline'/><category term='simulator'/><category term='4E'/><category term='Hunter'/><category term='Dialog'/><category term='Escaping Death'/><category term='Dying'/><category term='goals'/><category term='Design'/><category term='philosophy'/><category term='DM'/><category term='Geography'/><category term='Adventure'/><category term='Player Transition'/><category term='Profession'/><category term='Dyanmic'/><category term='Role-playing'/><category term='NWN Server'/><category term='DnD'/><category term='Random Encounter'/><category term='Merchant'/><category term='nwn2'/><category term='NPC'/><category term='actions'/><category term='Quest'/><category term='persistent'/><category term='Death'/><category term='Crafting'/><category term='skill'/><category term='Character'/><category term='Encounter'/><title type='text'>Enigmatic's NWN 2 Persistent World Template</title><subtitle type='html'>A Persistent World Template in development for the Neverwinter Nights 2 Computer Role-Playing Game.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>13</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-6019282322152639187.post-4194876280416263270</id><published>2008-11-07T00:42:00.003+10:30</published><updated>2008-11-07T01:08:58.096+10:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='Profession'/><category scheme='http://www.blogger.com/atom/ns#' term='skill'/><category scheme='http://www.blogger.com/atom/ns#' term='Crafting'/><category scheme='http://www.blogger.com/atom/ns#' term='actions'/><title type='text'>Whats your Profession?</title><summary type='text'>One thing I always thought was missing from NWN and especially persistent worlds was the Profession Skill. I thought part of actually being in a world that was around 24/7 was that you had to somehow make a living during those times when you were not out adventuring. In fact some "adventurers" could be considered no more than a professional who gets tangled up in the world around them.As </summary><link rel='replies' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/4194876280416263270/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6019282322152639187&amp;postID=4194876280416263270' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/4194876280416263270'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/4194876280416263270'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/2008/11/whats-your-profession.html' title='Whats your Profession?'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6019282322152639187.post-3361066756283661637</id><published>2008-07-24T21:47:00.005+09:30</published><updated>2008-07-24T23:28:00.379+09:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='persistent'/><category scheme='http://www.blogger.com/atom/ns#' term='Merchant'/><category scheme='http://www.blogger.com/atom/ns#' term='Crafting'/><category scheme='http://www.blogger.com/atom/ns#' term='Hunter'/><title type='text'>Crafters, Merchants and Hunters OH MY!</title><summary type='text'>One aspect of "True Persistence" is the ability to have player-controlled merchant stores. These stores are controlled and run by players and allow them to stock items which can be sold to other players or purchased by NPCs via the Economy and Loot &amp; Treasure Sub-systems. While most Persistent Worlds either ignore this functionality or create a very limited and restrictive form of it, the Tabula </summary><link rel='replies' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/3361066756283661637/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6019282322152639187&amp;postID=3361066756283661637' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/3361066756283661637'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/3361066756283661637'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/2008/07/crafters-merchants-and-hunters-oh-my.html' title='Crafters, Merchants and Hunters OH MY!'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6019282322152639187.post-1460130070269793591</id><published>2008-05-20T17:14:00.004+09:30</published><updated>2008-05-20T17:24:40.254+09:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='Character'/><category scheme='http://www.blogger.com/atom/ns#' term='Character point'/><title type='text'>How many characters per player?</title><summary type='text'>There seems to be this trend on persistent worlds where you are allow you to create an unlimited number of characters. By even allowing 2 characters per player on the same persistent world you automatically open yourself up to forms of cheating like muling or transferring. Rules are put in place to try and prevent this kind of cheating, but none of them are truly effective.So it begs the question</summary><link rel='replies' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/1460130070269793591/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6019282322152639187&amp;postID=1460130070269793591' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/1460130070269793591'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/1460130070269793591'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/2008/05/how-many-characters-per-player.html' title='How many characters per player?'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6019282322152639187.post-4231380458058176105</id><published>2008-05-12T17:56:00.004+09:30</published><updated>2008-05-12T18:51:33.758+09:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='Escaping Death'/><category scheme='http://www.blogger.com/atom/ns#' term='Dying'/><category scheme='http://www.blogger.com/atom/ns#' term='Death'/><title type='text'>A Brief introduction to Death and Dying</title><summary type='text'>Just to keep things rolling I wanted to give a very brief introduction to the Death Sub-System and more importantly how it functions in conjunction with the "Escaping Death" rules. The easiest way of showing how it works is to give you a work flow of what happens when you reach 0 Hit Points.</summary><link rel='replies' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/4231380458058176105/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6019282322152639187&amp;postID=4231380458058176105' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/4231380458058176105'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/4231380458058176105'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/2008/05/brief-introduction-to-death-and-dying.html' title='A Brief introduction to Death and Dying'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6019282322152639187.post-5870722469912415165</id><published>2008-04-23T12:59:00.005+09:30</published><updated>2008-04-23T13:22:33.984+09:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='Character'/><category scheme='http://www.blogger.com/atom/ns#' term='Character point'/><category scheme='http://www.blogger.com/atom/ns#' term='Death'/><category scheme='http://www.blogger.com/atom/ns#' term='Role-playing'/><title type='text'>Character Points and the "gamer" in all of us</title><summary type='text'>While its wonderful to focus on role-playing and immerse yourself in the character and the world, something I have always been mindful of is the fact that this is still a game, and as such there is still a need to satisfy the basic needs of a gamer as they play the module. Philosophically speaking, satisfaction from playing a game generally comes from two related areas: Advancement and </summary><link rel='replies' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/5870722469912415165/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6019282322152639187&amp;postID=5870722469912415165' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/5870722469912415165'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/5870722469912415165'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/2008/04/character-points-and-gamer-in-all-of-us.html' title='Character Points and the &quot;gamer&quot; in all of us'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6019282322152639187.post-6270082492611104477</id><published>2008-04-22T13:57:00.005+09:30</published><updated>2008-04-23T13:25:46.547+09:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='Profession'/><category scheme='http://www.blogger.com/atom/ns#' term='persistent'/><category scheme='http://www.blogger.com/atom/ns#' term='Offline'/><category scheme='http://www.blogger.com/atom/ns#' term='Crafting'/><title type='text'>Persistence Offline</title><summary type='text'>Something else I wanted to bring up, especially in the context of a Persistent World, is why the only method ofinteracting with the world is through the NWN client itself. Surely if the world is to be truly persistent then the lives of the characters are still active when people are not connected to the server? Isn't this the time when the D&amp;D manuals say you should used for the more mundane </summary><link rel='replies' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/6270082492611104477/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6019282322152639187&amp;postID=6270082492611104477' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/6270082492611104477'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/6270082492611104477'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/2008/04/persistence-offline.html' title='Persistence Offline'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6019282322152639187.post-6934644647670318130</id><published>2008-04-11T12:58:00.003+09:30</published><updated>2008-04-11T13:02:20.156+09:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='Dyanmic'/><category scheme='http://www.blogger.com/atom/ns#' term='Encounter'/><category scheme='http://www.blogger.com/atom/ns#' term='Random Encounter'/><title type='text'>Dynamic Random Encounters</title><summary type='text'>The random encounter has always been part of a staple role-playing diet. Its purpose was to throw something different into the mix at a time when there was nothing specifically planned going on, allowing the DM a way to add something extra to the storyline at a moments notice. This was done via a random encounter table which required you to make a d100 check and then use the encounter that </summary><link rel='replies' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/6934644647670318130/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6019282322152639187&amp;postID=6934644647670318130' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/6934644647670318130'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/6934644647670318130'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/2008/04/dynamic-random-encounters.html' title='Dynamic Random Encounters'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6019282322152639187.post-2759736965897961989</id><published>2008-04-02T11:23:00.004+10:30</published><updated>2008-04-02T11:48:15.080+10:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='DM'/><category scheme='http://www.blogger.com/atom/ns#' term='Quest'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Dynamic Quest Generation</title><summary type='text'>The fundamentals of quests on a Persistent World generally fall into two camps. The first being quests which are completely controlled by the sever itself, and the second being completely controlled by Dungeon Masters through the DM Client. Clearly both of these are feasible, but they also come with a price. While the DM quest is very open and dynamic, it requires the presence of a DM in order to</summary><link rel='replies' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/2759736965897961989/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6019282322152639187&amp;postID=2759736965897961989' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/2759736965897961989'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/2759736965897961989'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/2008/04/fundamentals-of-quests-on-persistent.html' title='Dynamic Quest Generation'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6019282322152639187.post-6165135265532558530</id><published>2008-03-27T13:56:00.004+10:30</published><updated>2008-03-27T13:59:17.939+10:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='Adventure'/><category scheme='http://www.blogger.com/atom/ns#' term='Geography'/><category scheme='http://www.blogger.com/atom/ns#' term='Player Transition'/><title type='text'>Far from home</title><summary type='text'>Another big gripe I have with a lot of persistant worlds is how they lack the feeling of true distance, and how being away from home, in the deepest and darkest corners of the world holds absolutely no trepidation because you simply need to log out and back in again to end up safe and sound in your warm bed. Part of the fun in going out into the world is the fact that you no longer have the </summary><link rel='replies' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/6165135265532558530/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6019282322152639187&amp;postID=6165135265532558530' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/6165135265532558530'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/6165135265532558530'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/2008/03/far-from-home.html' title='Far from home'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6019282322152639187.post-1549968738164032295</id><published>2008-03-20T13:10:00.003+10:30</published><updated>2008-03-20T13:12:42.749+10:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='4E'/><category scheme='http://www.blogger.com/atom/ns#' term='Dungeons and Dragons'/><category scheme='http://www.blogger.com/atom/ns#' term='DnD'/><title type='text'>4th Edition is at the Printers</title><summary type='text'>Wizard's of the Coast recently announced that the 3 core rulebooks for 4th Edition Dungeons &amp; Dragons have now been sent to the printers.While there has been a lot of mixed debate about how good exactly 4th Edition is, whether it truly is an improvement or whether it is just an attempt by WoTC to make more money, I personally think that there is some definite merit to be had, especially for the </summary><link rel='replies' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/1549968738164032295/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6019282322152639187&amp;postID=1549968738164032295' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/1549968738164032295'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/1549968738164032295'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/2008/03/4th-edition-is-at-printers.html' title='4th Edition is at the Printers'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6019282322152639187.post-1026884106241647405</id><published>2008-03-19T20:35:00.005+10:30</published><updated>2008-04-22T14:05:17.057+09:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='NPC'/><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><category scheme='http://www.blogger.com/atom/ns#' term='Dialog'/><title type='text'>How to define an NPC</title><summary type='text'>Taking the information from the previous post, we can see that an NPC is defined by the level of depth they are given which is dependent on the amount of contact and importance the NPC plays in the story. So how do you go about developing NPCs of different levels? And what needs to be decided before they successfully fit into each category? The good news is that each category is a linear </summary><link rel='replies' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/1026884106241647405/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6019282322152639187&amp;postID=1026884106241647405' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/1026884106241647405'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/1026884106241647405'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/2008/03/how-to-define-npc.html' title='How to define an NPC'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6019282322152639187.post-2137694845040285698</id><published>2008-03-08T12:35:00.007+10:30</published><updated>2008-03-08T12:51:14.704+10:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='NWN Server'/><category scheme='http://www.blogger.com/atom/ns#' term='NPC'/><category scheme='http://www.blogger.com/atom/ns#' term='simulator'/><title type='text'>To NPC or not to NPC</title><summary type='text'>Lets first look at the purpose of an Actor in a film.They play an important role in any movie as they are one of the most significant ways through which viewers experience what is going on. Not all actors are equal however, and while some may constantly be on the screen, others are just there as "filler". Some actors such as those who have the leading roles must have depth, and their lives must </summary><link rel='replies' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/2137694845040285698/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6019282322152639187&amp;postID=2137694845040285698' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/2137694845040285698'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/2137694845040285698'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/2008/03/to-npc-or-not-to-npc.html' title='To NPC or not to NPC'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6019282322152639187.post-5285422757503392811</id><published>2008-03-06T08:39:00.004+10:30</published><updated>2008-03-06T09:07:33.239+10:30</updated><category scheme='http://www.blogger.com/atom/ns#' term='goals'/><category scheme='http://www.blogger.com/atom/ns#' term='persistent'/><category scheme='http://www.blogger.com/atom/ns#' term='nwn2'/><category scheme='http://www.blogger.com/atom/ns#' term='philosophy'/><title type='text'>Philosophies behind the Template</title><summary type='text'>Since the first release of Neverwinter Nights, many have created a variety of Persistent worlds expanding the widely known world of Dungeons and Dragons with a vast set of customized "House Rules" to give players a chance to experience their work as a digital form of storytelling. Building on this great tradition, the Tabula Rasa NWN2 PW Template will be a Persistent World template that is </summary><link rel='replies' type='application/atom+xml' href='http://nwn2pw.blogspot.com/feeds/5285422757503392811/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6019282322152639187&amp;postID=5285422757503392811' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/5285422757503392811'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6019282322152639187/posts/default/5285422757503392811'/><link rel='alternate' type='text/html' href='http://nwn2pw.blogspot.com/2008/03/philosophies-behind-template.html' title='Philosophies behind the Template'/><author><name>Enigmatic</name><uri>http://www.blogger.com/profile/17967324018883312509</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='28' height='32' src='http://bp1.blogger.com/_02OZ56dqSv8/R88uERcT-dI/AAAAAAAAAAU/0L7ZabFjask/S220/Enigmatic.JPG'/></author><thr:total>0</thr:total></entry></feed>
