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==Bioware's Neverwinter Nights== [[File:Neverwinter_Nights_1_cover.jpg|thumb|left]] For most, the first in good, and moddable, RPG series. For others, their first introduction to sex mods and online ERP. [[Magical Realm|Most surviving online servers are the ERP ones.]] Not just that, but the sex mods are some of the only ones still ''actively developed''. For example, an actual sex animation framework was released in 2017, before that it was all fade-to-black. Released in 2002, the gameplay is based on [[3e]], albeit with some changes to accommodate the fact it's a video game and not a pen-and-paper game. Differing from the engine [[Baldur's Gate]] used, the game was no longer isometric. Also gone was the party, instead you have "henchmen" that you boss around. Or you could actually play the official campaigns in LAN or online multiplayer, and it was fucking kickass. Online servers, however, were a nightmare to manage as a DM: while 3D DnD was amazing, it was terrible if you had to improvise something on the fly and, because video game, it's impossible for players to have ''real'' freedom to fuck around <s>and ruin fucking everything (but that's actually a bonus, no?)</s>. The main draw of the game, however, wasn't that it had an amazing story (it wasn't), it was the modules. Like [[The Elder Scrolls III: Morrowind|Morrowind]], BioWare released a tool to create mods to the game, called the Aurora Toolset. One could make all kinds of mods with it: campaign modules, new items, modders resources like models and effects, There were even premium modules, usually made by members of the community known for their excellent quality, that were sold by BioWare. One example is the group [http://nwn.wikia.com/wiki/DLA DLA], of which some members actually got hired by BioWare. A few base-game things are, if you don't play community-made modules, unused. You can input a subrace (not a selector, a text input), but the base game doesn't make use of it (only a single premium module does, and some community modules). For that reason it's advisable to focus more on combat than, say, the Ride skill (which is only used in a single premium module and a few community modules). The plot of the main game is simple (spoiler warning): The Wailing Plague is sweeping the city of Neverwinter, and there are four creatures who are needed to create a cure. Luckily for you, they already have those creatures. You, a simple dude or dudette in Neverwinter's academy for adventurers (I'm not even kidding). Except just as you complete your training and they're making the cure, Desther, a cleric working at the academy turns out to be an agent of a cult, attacks the academy causing the four Waterdhavian creatures scatter into the city! Oh no! Lady Aribeth, a [[half-elf|half-elven]] [[paladin]] of [[Tyr]], one of your instructors and wielder of the mighty boob-plate, then sends you on a mission to recover the creatures, and fuck up Desther. Obviously, you recover the creatures and kill the traitor (and get his assistant Fenthick, who was trying to redeem him and also Aribeth's lover, hanged). Then, you and Aribeth start investigating the cult, which happens to be responsible for the plague. While you're doing that, Aribeth's joins the cult: because of her desire for revenge for hanging Fenthick unjustly, the cult's leader Morag (a [[sarrukh]]) appears to her in a dream and convinces her to fall (making her a [[blackguard]]). The cult leads a full blown assault on the city, and you either kill Aribeth or convince her to surrender (which, in a later expansion, was explained to her being executed as well). Then the cure for the plague is actually made and distributed. Fin. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> WIP: Expansions, premium modules, and popular community modules. <div class="mw-collapsible-content"> </div> </div>
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