Friday, March 9, 2012

Bastion's Break - An Introduction

I created this blog when I realized (a bit troubled) that I did not have a space to post notes on the progress of the development of the Neverwinter Nights (I, not II) module that I had been working on, titled Bastion's Break. I've been building the module pretty consistently for the past six months now, and it has taken quite a defined shape.

Thus, without further ado, I will now transition into and focus on Bastion's Break.


--- Bastion's Break ---

Your whole short life, you've been a poor, young outcast - shut out of opportunities and forced to survive alone in a forest after running away from a Waterdeep poorhouse. But when fortune strikes in the form of a friendly wizard who teleports you to a bustling city, what will you do? What kind of name will you make for yourself in the city of Bastion? A hundred paths arise.

** An urban epic. **
Gameplay hours: 10 - 30, depending on the amount of side-quests one does.

Commentary:
Bastion's Break is a game at once open-ended and linear. The module is about the city; the focus is on its flourishing life and complexity. Bastion is a fictional city that I have created, which has never before been seen in the greater Dungeons and Dragons lore. You have the freedom to join any one of its ten guilds - good, neutral or evil - and your actions will affect inter-guild relations and the political state of Bastion. The linearity comes from the main plot which, though big, is only a relatively small portion of the module as a whole. No matter what guild you join, the main plot will play out almost the same way (though with different motivations driving each guild).

I have attempted to create this game with fluidity in mind. While combat is certainly a way to solve your problems, it will not be the only nor the most fun way. The goal is to prefer no classes over others. Magic-users have their own advantages, as do warriors, thieves/rogues, clerics and bards.

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