

Having had a quick glance at the review copy, none of this seems to have changed (including the amount of areas available, so Head Start players, you’ve already seen the module content yes, it looks like there are still only a handful of pre-defined bosses), and there don’t appear to be very many areas or enemy groups at all so custom modules are probably going to get a tad repetitive quite quickly. And that giant glowing D20 lets me change the “default” encounter for that area to a number of presets, or remove it entirely. I set up some some fences, put down a treasure chest, set down that card table, plonked a trap next to the corpse, etc. You can, thankfully, customise the pre-defined areas quite nicely. Likewise, every above-ground area – cities, mountains, forests – are all pre-made areas, and every dungeon is randomly generated, so you can’t construct the beautiful, misty thicket of forest paths that you wander in your dreams, or the confusing Escher-esque labyrinth of your players’ nightmares. Hell, as far as I’m aware, you can’t even create NPCs you can converse with, outside of those that are quest-related – and even then, it’s only to accept or decline the quest. As far as I can tell you can’t even create in-depth NPCs with conversation trees, and maybe skill checks for conversation options. You can’t, for instance, carefully recreate The Temple of Elemental Evil. I kept wondering if I’d missed a checkbox enabling Advanced Options or something, because the modules you can build feel a lot like customised Dungeon Crawls, only with linked areas and a thin plot. Here’s the bad thing: module creation is really simple. Here’s the good thing: module creation is really simple. Today, though, I’m going to walk you through what was one of the worst things to grace the internet since that one link that everyone keeps tricking you into looking at. So instead, we did a couple of quick Dungeon Crawls, and we’ll probably write about our experiences with that another time. Standard gameplay is pretty much this: hitting goblins with lightning bolts while the party’s dwarf gets drunk.
Sword coast legends mods dragonborn update#
The next day, a few hours before we were due to start… the preview code got a 4GB update and my module vanished into the Nine Hells. So, over the course of a few hours, I got the hang of how everything worked and built that module.

Then I’d maybe fix the module up a bit to make it slightly less shit, and share it online for anyone who wanted to experience true disappointment. We’d then post up a screenshot-filled article showing off the module’s playthrough and what each of us were doing at any given moment, followed up by me explaining how I built it and what I thought of the module creation tools. I planned to build a module, do a quick randomly-generated Dungeon Crawl with Peter Parrish (PC Invasion’s dungeoneering equivalent of a mine canary) to get the hang of the Dungeon Master controls, and then DM him through my module. Sword Coast Legends is being billed as a sort of follow-up to Neverwinter Nights, in terms of it letting you create modules and even have one player act as a DM, guiding the hapless adventurers through it. In fairness, that’s pretty much my default setting, but in this case I’m particularly annoyed.
