Special thanks to R-6 for being along for the ride via
screenshots,
hearing out my lamentations on the way, and inadvertently
inspiring this write-up.
hearing out my lamentations on the way, and inadvertently
inspiring this write-up.
It is no secret that I am not that into Dungeons and Dragons. So much so, that I considered it quite an achievement when I was able to ignore some of my biases and thoroughly enjoy a game set in D&D-verse. (Watching some webseries that feature paper-and-pen-folk in action has also somewhat softened my cold, joyless heart. Notable culprits include "Tales from The Table" and "Dorkness Rising".) And now, Neverwinter Nights 2.
Shall we?
![]() |
(Clicking the images should display them in full glory.) |
Oh, and the whole load of playthrough notes turned out too voluminous to wrestle all at once. I'm dividing it into a series of shorter posts instead. So, uh... shall we?
Part One. Building character.
One of my favourite themes to contemplate with nearly every aspect of every game I play is how "playing it correctly" and "just playing it, dammit" might diverge. Character creation is no different. Thing is, when I try to make calculated decisions in D&D, based on stats and whatnot, just one glance at the info makes my eyes roll back and my brain go: "Whoooa, text! Lotsa text! Numbers; shitload of numbers... more text, more numbers, text mixed with numbers, numbers mixed with text! Numbers-numbers-text-numbers-gotta-
![]() |
"Huh? Oh, I wasn't listening. That's my brain-shutdown face." |
This time I wasn't even going to try the calculating part; instead I gave myself to the mercy of copywriters. Basically, I went on combing through the descriptions, working from more general towards more specific, and noting which ones seemed to provoke a stronger emotional response. I don't even remember what the "feel-right" descriptions said specifically, but from each category one stood out, if even just by a margin. Character optimization-wise, some of those choices would later prove useless or even complicating things - and I wouldn't want it any other way.
Once I had stopped worrying and started playing, I eventually developed some literacy and even intuition in the skill distribution, which choices worked (or at least - worked for me), and so on. Here are some highlights of that process. (I also think the gradual changes in HUD management and tool-slotting illustrate the overall learning curve and getting a grasp of the game's tools.)
![]() |
Clueless salad days. |
![]() |
Baby steps in confidence. |
![]() |
My neutrality is slipping. |
![]() |
Choices have pretty much solidified at this point. |
Initially I had intended to steer clear of anything to do with ingame alignments. (More on that later.) Very soon it became apparent that the fervent attempts of maintaining the N/A took disproportionate amount of my attention, and didn't make the gameplay any better. I figured that putting all that effort into *avoiding* alignments, actually means equal amount of obsessing over alignment logic as *sustaining* them. So, in a flurry of inner monologue (I know who I am and what I am; if the game wants to slap the label of nominal "good" on me, I can live that) I decided "screw the alignments!" and just kept on playing.
![]() |
That's where I ended up by the end of two campaigns. |
Stay tuned for Part Two!
No comments:
Post a Comment