Dungeons and dragons mod

i know that there are a few people on here thinking about doing mods based on various D&D modules and what not, but i would just like to see a monster pack with many of the various creatures that you can find in the monster manuals.  it would be killer if i could summon some beholders or something to go attack another player.  i am useless when it comes to modding, i think the only modding i have ever done was to create a level in duke nukem for multiplayer lol.

17,330 views 37 replies
Reply #1 Top

Yeah, a decent D&D based mod is a must have. Perhaps it should be based on the Greyhawk campaign setting. That is my personal favourite at least. :)

Reply #2 Top

Care to summarize the Greyhawk campaign setting?

Reply #3 Top

Quoting Tasunke, reply 2
Care to summarize the Greyhawk campaign setting?
Core rulebooks. :)

AFAIK Greyhawk does not really have a map of it's own. It is not like Dragonlance or Forgotten Realms in that aspect. It is rather a setting with the canon pantheon and such.

EDIT: I really should get a new avatar, my cat was put to sleep today. :(

Reply #4 Top

A Pathfinder mod would be a lot of fun. And it's OGL. And a lot less likely to sue your pants off than Wizards. If you're doing a Pathfinder mod, I'd be happy to submit some coding and such. Twould be good practice.

Reply #5 Top

Quoting Shurdus, reply 3

AFAIK Greyhawk does not really have a map of it's own.

It does. Here is a big 1:

 

@ Tasunke - Check out the rulebooks, because it would take a lot of time to make a proper post about the Greyhawk setting. There are lot of Greyhawk related sites on the net as well. Either way, here is a little info about the history&world of Greyhawk:

http://www.canonfire.com/cfhtml/modules.php?name=News&file=article&sid=863

The World of Greyhawk

The World of Greyhawk setting is as old as D&D itself. The setting was created when Wisconsin wargamer Gary Gygax began modifying the rules for Chainmail, a medieval wargame he had created in 1971 with fellow wargamer Jeff Perren. According to Gygax, he was inspired by some earlier modifications made to the rules by Dave Arneson, but felt those changes didn’t really fit into the game’s framework. Therefore, building onto Arneson’s rules, Gygax began developing both Dungeons & Dragons and the Greyhawk campaign. (5) Much of the activity in Gygax’s campaign initially took place in or near the City of Greyhawk, which would lend its name to the entire setting. (6)

While the first printing of Dungeons & Dragons was released in 1974, the Greyhawk campaign setting did not see print until 1980, when The World of Greyhawk Fantasy World Setting, a folio containing maps and information on some of the setting’s political states, was published. Though various works (supplements, adventures, articles in gaming magazines, and a novel by Andre Norton) making reference to Greyhawk appeared before 1980, this was the first time TSR (the publisher of D&D) had ever released an overview of the setting. In 1983, the World of Greyhawk Fantasy Game Setting, a boxed set containing significantly more information than the folio, was released. Several Greyhawk adventures and articles followed, as well as a line of novels for the setting.(7)

The “world” of the World of Greyhawk setting is “Oerth,” a planet slightly larger than our earth. (8) Though Oerth has four continents, (9) the vast majority of material published for the setting takes place in “the Flanaess,” the northeastern region of the continent of “Oerik,” roughly the size of Europe. Though populated mainly by humans, several other creatures also make their homes in the Flanaess, including dwarves, elves, drow (dark elves), halflings, gnomes, orcs, giants, dragons, goblins, and several other creatures of the D&D game. (10) Most cultures found in the Flanaess resemble those of medieval Europe, though faux Mongol, Arab, American Indian, Gypsy, Aztec, and African cultures are also represented. (11) Notable nations include: the Free City of Greyhawk, a cosmopolitan city-state; Ahlissa and the North Kingdom, feuding successor-states of the Great Kingdom which once ruled much of the Flanaess; the Scarlet Brotherhood, a monastic nation cleaving to a doctrine of racial purity; the Orcish Empire of the Pomarj; the elven nation of Celene; the Empire of Iuz, ruled by a demonic demigod; Keoland, a land where magic is viewed with superstition; and the chivalric realms of Furyondy and Nyrond. (12)

After Gygax left TSR in 1986, few materials for the setting were published. However, in 1988, TSR began releasing a “second” wave of Greyhawk products, beginning with Greyhawk Adventures, the first hardcover for the setting. The setting was converted to the 2nd Edition game rules in 1989 with the release of Fate of Istus, an adventure spanning several cities of the Flanaess. The City of Greyhawk was finally detailed in an eponymous boxed set that same year. (13)

The setting received a facelift in 1991 with the release of the Greyhawk Wars boxed set, which detailed the cataclysmic political changes brought about by a multinational war started by the demigod Iuz. These changes were further detailed the following year in From the Ashes, another boxed set which included a gazetteer and maps showing new political borders. More supplements and adventures supporting From the Ashes followed until 1993, after which the setting was supported solely by occasional articles in Dragon and Dungeon magazines until 1998. (14)

Greyhawk was revived in 1998 by Wizards of the Coast, which had purchased TSR the previous year. The first Greyhawk release from the new owners was the adventure Return of the Eight, which was soon followed by The Adventure Begins, a 1998 setting overview which updated the campaign calendar by six years. (15) Several more Greyhawk products were released until 2000, when Die Vecna Die!, the last adventure for the game’s 2nd Edition, was published.

Greyhawk was far from dead, however. The year 2000 also brought about the release of Dungeons & Dragons’ 3rd Edition (3E), the most comprehensive revision of the rules to date. The new edition also included Greyhawk as the “core setting.” The most obvious result of this was the inclusion of several of the setting’s deities in the game’s “core pantheon.” (16) The same year also saw the release of the Living Greyhawk Gazetteer, the most comprehensive treatment of the setting since 1992, as well as the debut of the Living Greyhawk campaign, a “shared campaign” administered by Wizards of the Coast’s Role-Playing Games Association (RPGA), in which massive numbers of players participate in a version of the setting conceived by the RPGA. (17)

The incorporation of Greyhawk into the core rules and the creation of the Living Greyhawk campaign have, ironically, resulted in that few Greyhawk-specific products have been released by Wizards of the Coast since 2000. Though the RPGA releases hundreds of free Living Greyhawk adventures, few people are allowed access to the entire selection. A wealth of Greyhawk material has appeared in Dragon and Dungeon (currently published under license by Paizo Publishing) over the last three years, but those magazines will be cancelled in September of 2007. (18) However, a new Greyhawk product, Expedition to the Ruins of Greyhawk, is set to be released in August. (19)

 

Reply #6 Top

Oh if Stardock makes the game flexible enough there is a huge audience on the side lines from dungeons and dragons that will be keen to this game and its mechanics. So I am sure there will be many many mods for D&D if not full campaigns based on the well scripted and time tested PnP games. Elemental has the potential of being a master platform for world wide participation in the PnP genera games. In NWN most of the PnP fans biggest complaint is the RTS (Hack and slash feel that has made that game so great) because they want the story telling feel that table top gives and well it is just hard to do combat in that manner in NWN the dungeon master is always having to pause the game etc to messy. but in elemental it is TBS that is perfect for PnP and with all the other aspects in the core game that will adapt very well to D&D and that all important "cloth map" ability to create npc cards/ monster cards/ hero cards etc it can double as an in-game character sheet. The thing that will make it or break it will be the ability to add stats and feats and multiclass (character development) if that cant be modded at the very least then it will be a big sigh of disappointment by the PnP community but will not be a big deal for "we are used to it by now" But I am hopeful *Stardock seems to be different* they actually seem to care what we the consumer think and wish for (even if it may not be as profitable or the best possible use of their resources).

 

I use the Map editor in AoW to make my PnP campaign maps (it is easy, fun and it is already hexes) now if it was only flexible enough to actually play it online.... I think Elemental will be.

Reply #7 Top

Quoting Shurdus, reply 3

EDIT: I really should get a new avatar, my cat was put to sleep today.
"In memoriam".

Dark Sun fits more Elemental theme. And RPG core mod will be done for sure. A "basic" mode wouldn't(shouldn't?) be so difficult to do. Anyway, maybe Stardock's RPG (next game probably) could be mod friendly too.

Reply #8 Top

Pathfinder sounds good ;)

Reply #9 Top

i think my favorite campaign setting was planescape.  prob not very easy to translate to elemental unless you can link maps and make them various planes you can move in and out of.  although if you could create really huge maps you could create various islands with different motifs and call them different planes.  i also love forgotten realms, dragonlance, and ravenloft(that would be a good setting). i just want to have an event where you have a rampaging tarrasque and everyone has to work together to defeat it.  that would be fun, especially in multiplayer.  epic fight, 10 nations sending armies to fight a single creature!

Reply #11 Top

Quoting strager, reply 10
Isn't Dying Sun based on D&D? Also there is Raven X's Dragonlance mod.

Dark Sun is a campaign world, just like Greyhawk, Dragonlance, Planescape, Birthright, Forgotten Realms, etc... IMO a cool D&D mod would have sovereigns from the various campaign settings battling for dominance rather than just one setting.

Reply #12 Top

I would love a dark, Ravenloft mod where you get to play as a Dark Lord, ruling your own domain of dread with hideous and extremely powerful magic! :P

Reply #13 Top

I was referring to Dying Sun (https://forums.elementalgame.com/380223) not Dark Sun :)

Reply #14 Top

If Brad is correct (And I have no reason beyond my typical cyncism to suspect he isn't) then you can strip out the city-building and build a serious D&D mod.

 

If someone sets up a team to do this, I am most definitely in.

 

The only limits I can think of are:

 

Creature creation (Though I believe Brad has stated that you can make your own unit models)

 

Dice rolling?

Reply #15 Top

Quoting Shurdus, reply 3
EDIT: I really should get a new avatar, my cat was put to sleep today.
I'm sorry to hear that Shurdus.   No matter how old a pet gets, it's always too soon to say good-bye, never long enough time together. <X3

Reply #16 Top

So would your "serious" DnD mod have no cities? Or would it be a relatively Static map with living factions?? Giving yourself the "going gandalf" motiff ... with only a band of adventurers?

Reply #17 Top

My idea was (depending on the dungeon mechanic of Elemental) a sort of overland campaign map in which you get dragged into random encounter battles. (Something would have to be done to simply prevent people from avoiding encounters. 1 square LOS with everything already uncovered and FoW on maybe?)

 

The adventures themselves could take place in dungeons.

 

I'm not sure the extent of the tile creation system, so I'm not sure it's possible to create a city you can walk around in, but I'd love if you could.

 

The 'band' of adventurers would be the ultimate idea, yes. Because of the rather robust RPG system already in place (and sure to improve) you could certainly do a lot with it.

 

It could be an unmanaged campaign with a focused goal

or

The DM could be a player with no FoW, control of the 'random encounter' creatures (which would be a problem were the DM a jackass, something to watch for) and essentially steer the players in an idea/direction but let them roam at will.

 

Again, Brad has stated you can rip out the turn system simply by not allowing the game to pause and messing with things like move limits and the like. You could make almost anything with that, the only constraint being the tactical battle system, so you couldn't make, for instance, a hack-and-slash.

 

But I think a DnD mod would work wonderfully, if be a ton of work.

Reply #18 Top

I wrote this some time ago: http://dl.dropbox.com/u/4996295/elemental_rpg.html And that's why I think it would be possible and not too difficult to create an RPG module (extra planes/instances barriers aside... and ok, the eye candy forthe stuff you might want to use, like in D&D classic). From there add options, change rules, add "Living parts"...

Reply #19 Top

ha ha you guys are looking to create a true D&D campaign.  nice! but me myself was just hoping a creature pack would be made, so that i could as king have the pleasure of having my kingdom overran by dark elves!

Reply #20 Top

If you could make a TC (total conversion) mod for base Elemental that turns it into Forgotten Realms, I'd be thrilled and call you a god.

Reply #21 Top

Quoting Orvidos, reply 20
If you could make a TC (total conversion) mod for base Elemental that turns it into Forgotten Realms, I'd be thrilled and call you a god.

That or Greyhawk! *_* We shall see...I am thinking about starting to work on a mod like this, after the game is being released. Perhaps we should try to recruit a team for the project.

Reply #22 Top

As previously stated, I'd be in for that. Likely as a world builder, as my coding and modeling skills are fairly, well. . .crap.

Reply #23 Top

I would love to see an online version of some turn based roleplaying. Even if the rules cant be as complex as D&D. ie there is no differnce between a thrust, swing, or running thrust, etc. You just attack.

I guess it will resemble those modern day board games like Descent or Runebound. Heavy fantasy but you play with alot of pre determined stuff, like cards or tilesets.

Since none of my friends are into any fantasy geek stuff. I would love to play some true RPG online. Best thing about this, is triggers can give you pop up text explaining the story, really put you into a fantasy world. And no need for a DM.

Reply #24 Top

Even AoW had text I am sure Elemental will too now will they go as far as making it so that a player can make selections with in the text as in real RPG games we will see but something tells me if they do not it can be modded. There is a synergy between Elemental and D&D I can feel it (well more like I wish, hope, pray for it lol).

Reply #25 Top

Quoting the, reply 12
I would love a dark, Ravenloft mod where you get to play as a Dark Lord, ruling your own domain of dread with hideous and extremely powerful magic!

I'd also like to see a Ravenloft mod.