Dungeon Master Guide

For the Dungeon Master

One of the most revolutionary things about Neverwinter Nights is the inclusion of a special piece of software, called the DM Client, that allows a game player to become the organizer of a Neverwinter Nights module and campaign. This position is called the Dungeon Master (DM) in D&D terms. He or she controls all other aspects of the game except for the other players- the monsters, the encounters, and the other characters in the adventure.

Dungeon Master client

The Dungeon Master client (DM client) is a special mode of operation of the Neverwinter Nights client that is used by Dungeon Masters to enhance the game for players. It is started by selecting “DM client” from the opening (splash) menu, or by running the client executable (nwmain.exe under Windows) with the command line argument -dmc. (Under Linux, a shell script called dmclient is provided that invokes the executable with this argument.) The DM client is restricted to multiplayer games, and most servers require a password for anyone attempting to connect with the DM client (i.e. as a Dungeon Master).

Recognizing the inherent difficultly of being a good DM, BioWare sought to ease the job through the designing of the DM client. They felt that the Dungeon Master is a very special person, someone to be catered to. They wanted to allow DMs to focus on telling stories, rather than on trying to navigate a clumsy interface or learn a poorly documented system. For familiarity and ease of use, the Dungeon Master interface was designed as an extension of the player interface. This means that players familiar with the regular client will be familiar with the general interface of the DM client even though the enhanced functionality will be new.

Among the extended capabilities of the DM client are the ability to create objects, possess and control any monster or non-player character (with or without DM powers), award experience points and gold, and generally control the world. The character of a player using the DM client (a DM avatar) cannot be injured or killed and can only be seen by regular players if the DM desires to be seen.

Dungeon Master

Dungeon Master (DM) is a player who can orchestrate a campaign, able to control nearly every aspect of the game other than the other players. The role of a DM is traditionally supportive—acting as storyteller, advisor, or mediator—making the game more enjoyable and dynamic for the other players. Towards this goal, a DM can control and possess non-player characters, create objects, and otherwise manipulate the virtual reality in which the game is played. In one sense, the DM is near-omnipotent, but in another, the DM can do nothing significant without player characters to participate in the adventure. A successful DM is both master of the world and servant to the other players, to varying degrees.

A player becomes a DM by using the DM client instead of the standard client. This often requires a password, set by the host, as most people prefer to be selective as to who is entrusted with the powers possessed by a DM in their multiplayer games. Furthermore, not all game sessions require a DM, as many modules (including those of the official campaigns) are designed to be fully functional without a DM. On the other hand, multiple DMs are possible, and some of the larger and more complex adventures are directed by a team of DMs.

In pencil-and-paper, the DM is the head storyteller and ultimate authority, making anything happen simply by saying it is so. In Neverwinter Nights, this responsibility is split between the DM and the module builder (although often the same person fills both roles). The builder constructs areas, designs blueprints, and provides the scripts that make various aspects of the module work. The DM works within what the builder created, and manipulates the environment to accommodate players’ desires and abilities. This can result in a much more traditional pencil-and-paper feel to the game.


The DM role can be whatever the player wants it to be. DMs can run a simple dungeon hack, but the tools at the DM’s disposal are far more powerful and evocative than simply plopping down monsters and treasure.

DMs can interact with players on a one-to-one basis, to truly be the character the players are talking to. Through possessions of non-player characters, a DM can tell a tale of love lost, have a feared orc chieftain sheathe his sword in the midst of battle when he learns that it is his half-orc daughter who opposes him, and breathe life into everything. As the head storyteller, a DM can bring wit and emotion to the gameworld, enriching the roleplaying experience of the players. They can have a deep emotional impact on the players, filling the world with drama, and building mood and atmosphere in everything the DM does.

Alternatively, a DM could serve as a foil, manipulating the environment in ways that limit what players can accomplish. Obstacles can be placed that cannot be easily circumvented with the players’ usual tactics. Opponents could employ strategies beyond what the AI can devise. Employed carefully, these powers bring a new challenge to experienced players. Used indiscriminately, these powers can make the DM appear to be a swaggering, overbearing, tin-plated dictator with delusions of godhood.

The powers of a DM are great, and so are the variances of how different people use them. A key to a successful DM is a matching of DM style to player wants, which often entails fairness and communication. A DM who makes the game rather unfun for other players will soon be left with no players, while successful DMs often have waiting lists of players eager to join their campaigns.

Going Beyond the Game Engine

Creative DMing techniques allow players to go beyond how the NWN engine resolves in-game situations. This opens up many more possibilities for a DM to convey additional information about the environment, modify existing content, and create new situations. It includes a wide range of possible actions, ranging from simple and straightforward ones you can do “on-the-fly”, to complex new capabilities that may require additional preparation before a session.

This guide discusses three main types of techniques:
• Providing descriptions of the environment (areas, objects, creatures) to PCs, both for extra flavor and to call attention to key details
• Applying the results of PC actions going beyond the game engine, including using appropriate skill and ability checks
• Simulating the effects of spells/abilities not included in NWN

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DM Tips

Here you will find a series of tips for Dungeon Masters created by Razorwise and compiled from his original thread from the official forums. You can also post your DM questions here.

  1.  Add a little at a time to give your players (and yourself) a chance to learn.
  2.  Nothing wrong with spawning creatures away from characters.
  3.  Learn to move them [creatures] about…you can group select them by using control and right clicking to drag a yellow box around monster and then holding shift key down to get them to go where you want WITHOUT possessing them.
  4.  Learn to possess things. This is THE MOST useful and frequently done thing as you’ll be able to converse with players on the fly for more dynamic interaction.
  5.  Create a few CUSTOM items and creatures that you can drop in.
  6.  Create CUSTOM random encounters
  7.  Take care to properly place spawn points to avoid them JUST APPEARING.
  8.  Have PAUSE off for PLAYERS and ON for you (Don’t be afraid to USE PAUSE to get control of a situation.)
  9.  Use the DM Helper!!!
  10.  Set up guidelines and rules of conduct PRE-GAME
  11.  My group has a PRE-GAME and POST-GAME discussion in AIM…use the chat tool of your choice, but very effective to discuss issues and SET THE MOOD.
  12.  Try to confine all tech talk until POST-GAME
  13.  Set XP slider to ZERO in modules and ASSIGN XP yourself as they’ll otherwise advance beyond your control.
  14.  Put in lots of fog and dark areas for first adventure to slow them down and give you a chance to get a handle on things.
  15.  Use a SERVER `ÁT to store characters
  16.  Use DIRECT CONNECT for better connections and less chance of anyone dropping connections from game
  17.  Use HCR if for nothing else but for the resting requirements placed upon the characters. This gives you a chance to modify things on the fly.
  18.  Use HCR features to best suit your group and playing style…they’re toggable.
  19.  Know your adventure well.
  20.  Have fun.
  21.  Scour message boards and create a text file that you can copy and paste good ideas into.
  22.  Never expect to remember anything. A good DM takes notes of players actions and interactions in their module for future gaming.
  23.  Have prepared background notes. This enables you to interject hints, tips, legends and whatnot into your adventures (through possessing NPCs) at a glance and increases each player’s immersion.
  24.  Try to keep your areas to 16×16 or less to reduce lag.
  25.  Scripts are your friend. Learn to develop generic “descriptors” so that you don’t have to type in “the air is chill as you enter the forest” for each character or unrealistically SHOUT it to the whole group.
  26.  Be sure to have a variety of challenges for all character/player types.
  27.  Increase the difficulty of the challenges by including some that are in gray areas of morality and have no clear cut right or wrong answers.
  28.  Make certain players and characters are aware of the consequences of their actions and award Alignment shifts as warranted.
  29.  Make sure the world about them isn’t static, whether it be to modify the areas with something as little as a few chickens to a merchant complete with cart.
  30.  Create recurring characters with memorable names so that the players can begin to identify with their world.
  31.  Especially important in early stages of a campaign, throw out plenty of plot hooks and see which ones the players are attracted to.
  32.  As NWN module building takes a deal of work, don’t be afraid to ASK the players which direction they’d like to go “NEXT TIME” if you don’t get adequate feedback any other way.
  33.  Design early adventures in a linear manner, especially if the party is inexperienced, as this will give them opportunity to learn their abilities, strengths, and limitations.
  34.  Give each character type an opportunity to shine.
  35.  Have players create background stories for their characters and meet with them or discuss modifications to make it fit into “your” world. This one usually is a treasure trove of adventuring ideas and gives you insight into what the character’s motivations are.
  36.  Build onto your base module. (If you’ve been using HCR, then you’ve got it all tweaked out and it’s easier to add onto than recreate code(s).
  37.  Create each new “adventure” in its own file.
  38.  Import all ERF’s into base adventure.
  39.  Walkthrough ANY adventure that you run to familiarize yourself with it and USE a CHARACTER. DMs don’t trigger traps or encounters.
  40.  Verify all your CUSTOM stuff got imported into the new module.
  41.  Make notes or organize your CUSTOM Monsters, equipment, so you can find it easily in an adventure. Custom 1—>Allies, Custom 2—>Enemies…etc.
  42.  Create a custom DM character for yourself and give it a regular sounding name, so if you NEED to pop in to point someone in the right direction, you can without disrupting game flow.
  43.  Make certain to discuss upgrades with your group.
  44.  Set aside time to playtest with a control group.
  45.  Constantly remind players of the rules.
  46.  Use the TELL to let individual character’s KNOW something no one else knows.
  47.  Give them a few “safe spots” to discuss things and gather thoughts together as the adventure progresses.
  48.  Set up a small ENTRY area into the module that will link into the “last left off spot”. Helps with drop-outs.
  49.  Let the players KNOW you will reward experience points on INDIVIDUAL MERIT.
  50.  Let players KNOW that dying costs experience.
  51.  Drop HINTS in-game if necessary.
  52.  Have players TEST out TELLS to DM if it’s been awhile since your group has played or new players.
  53.  Never let them rest too long.
  54.  Don’t abuse the monsters-just-inside the transition point into a new area.
  55.  Slow down the speed of some of the more dangerous monsters to provide the group with a little time to strategize.
  56.  Never let them develop a BRUTE FORCE beats all strategy.
  57.  If you’ve never played DnD, get the DMG and read it.
  58.  Read fantasy books for ideas and inspiration.
  59.  Have multiple solutions for some problems.
  60.  Be open to new ideas (including scripts, play style, and tips).
  61.  Play once in a while (I’m guilty of not doing this, except when playtesting. Who has time to DM, build, and play?)
  62.  House Rules. Put them in a JOURNAL entry upon entry to module.
  63.  Don’t ever be afraid to clarify points of House Rules for your players.
  64.  For less technically minded DMs, TTV may be the solution for you as opposed to HCR. I’ve tried both and like both.
  65.  Be open to change.
  66.  Naming conventions for building. Have them and use them. It can speed up all your processes.
  67.  Give important NPCs names that don’t all sound alike or look alike. Usually starting them with different letters is a good thing. Tolkien violates this with SAURON and SAURAMON much to many reader’s confusion.
  68.  Don’t be boxed in. Remember that creative use of area sizing can give you a nice rectangular shape (especially good for connecting tunnels, mountain passes, etc.)
  69.  Manipulate tilesets for YOUR ends…adjusting colors and fogs can give you some places that look much different from their intended purpose.
  70.  Hiding the map. Sometimes you don’t want players to see the whole area? We can’t turn off the Mapping feature, but if you take the underground area and go into advanced features you can make it an exterior, natural area and it will not display the entire map. It’ll reveal a little at a time. I’m pulling this from memory as it’s second nature for me to use.
  71.  Help the players out sometimes. (Dropping a cache of healing potions or healing them directly). They have finite hit points. You have infinite monsters. This can keep the story going…what’s more important for you?
  72.  Set the mood early on. Whether it’s whimsy or grim should be set early and maintained throughout.
  73.  Humour is a necessary part of drama. If you have a serious adventure or campaign, intersperse moments where there is an opportunity to recoup and laugh and recharge.
  74.  Give them a reason. Personally involving one or all of the characters in an adventure thread or quest will make the experience more immersive for them all. Goblins taking over the mines? What if it’s Gloombeard’s dwarven cousin who ran it and sent a messenger to him for help?
  75.  Take a break from the game yourself. Building and the boards. Even if a day. This can recharge YOUR batteries.
  76.  Build nonstop what you feel, even if you can’t use it immediately. Something might present itself. For example, I have a few journal entries completed but nothing to present the players with the quests directly. My DM skills, plus my handy wand, makes it seem like I meant to do that all along. TIP FOCUS: Take advantage of the medium.
  77.  Proper use of sound can really set the mood. The return on your nominal time investment is great.
  78.  Early on, I had mentioned giving hints to your players. Those do not necessarily have to be a “Tell” to one character or a “Shout” to the group. You can use visual clues, such as subtly modifying a specific TILES properties to “glow” slightly indicating importance or have generic triggers set up to cause visual or audio effects or, if you want to put scripting aside, you can grab some of the existing widgets out there to emulate some of these same effects or use the creator to do it on the fly (at least for the visuals). Pretty soon, your players will be accustomed to the “visual” shorthand you provide them.
  79.  Remind players that all experience is not necessarily gained by their character.
  80.  Do not be afraid to penalize characters for poor choices.
  81.  Thank the players for playing every session.
  82.  Do NOT get into an adversarial role with the players. Make certain they understand that the DRAGON may be amused that they are dropping like flies around him from the goblin’s poison gas, but the DM is not.
  83.  Do you run an OPEN game? If so and you DON’T want power gamers, or find SOMEONE particularly disruptive, don’t be afraid to boot and ban. Your time is too valuable and good DMs are in demand. I’d suggest the following: Be selective and proactive.I think I would PAUSE the game, dress down the PLAYER directly, as DM to PLAYER, and give him one opportunity to amend for his digression. Do this as a TELL. This can work. If he continues to be difficult, I would boot him.
  84.  The better solution would be to place your game firmly in the roleplaying category if you use GameSpy and at least password protect it if you don’t opt for a server vault of your own. DM’ing a persistent world presents particular issues of its own, with which I am not yet personally conversant, but numerous opinions produced what I conceptually consider viable options:
  85.  Penalize power-gamers or village killers with XP loss. (courtesy of CoyotePrime).
  86.  Have “judicious logging” of server activity. (courtesy of wargfn).
  87.  Create an email distribution list.
  88.  Have a web presence.
  89.  Fill in the gaps between games. You can create “connective tissue” in the forms of story threads or rumors that precipitate the “next adventure”.
  90.  Make a blueprint of plot-critical characters so they can be spawned from the palette as needed.
  91.  Focus on adventure essentials. Just because you might think something is cool, doesn’t mean the players will. Go with what will move the story along.
  92.  When building, remember players have different screen resolutions. Some things that will show at 1600×1200, may be lost in the digital dirt at a lower resolution. (Example: a builder was escorting me on a “virtual tour” of an area and I could clearly see the chicken under the fern whereas she could only see the fern.)
  93.  Remember: NPCs can be resurrected too. Especially important ones or ones with loyal minions.
  94.  Making the move to a server vault and want your regular players to continue with their same characters? Have the players email their characters to you. Their character is the bic file in their local directory.
  95.  They have to log into ANY module you have set up as server vault to create a username/player account directory for them.
  96.  Once they email their character to you, how do you import and bind it to their playername? The servervault has a separate directory for each player account name. Just place the *.bic file into the directory corresponding to the player account name.
  97.  In simplest terms, the most effective way to “grow” a campaign in a semi-persistent environment is to open the base module, make modifications to reflect what transpired in the campaign, add new areas or characters, and save the module.Let’s expand upon this further:
    1. Back up your base module. Ex. Crypt of Doom backup
    2. Modify your module and save with a different name (like Crypt of Doom II)
    3. What to modify/add? HCR, TTV, DMHelper, House Rules, quests, conversations, characters, items, add/delete monsters, STARTING POINT, and areas.
    4. Load your modified module and play!
    5. You will have to do this each time you make changes or ADD to your module.
    6. Each game basically, then, is a new module (or session).
    7. The player just takes their server vault character and plays him in the new module.
    It’s important to use the SAVE GAME frequently in the session if you don’t have a dedicated server to avoid loss of data for players with unstable connections. My group has a dedicated server, but we still use the auto-save function set to 10 minutes.Why save a backup of your ORIGINAL module(s) independently? Personal choice. If you plan on eventually stitching them all into a big module for public consumption, it’s a good decision. If you don’t care about what has happened in the past, you can modify the same adventure over and over, but you’ll be losing some of your work (that you can cannibalize in the future).NOTE: Don’t use FUNKY characters (#, @, etc.) in your Module Names or you’ll get weird errors.
  98.  Preparation is key. Have a stable of “monsters”, “custom characters”, and “items” not used in your main storyline. Maybe an idea or two that you can go with (an old beggar mumbling about that lost treasure, etcetera).Remember: be sure to group your CUSTOM ITEMS, NPCs, and MONSTERS in a manner that is logical to you when DMing. You’ll need to be sure to test this out. What works in the toolset, may not be the most comfortable thing when you’re DM’ing. Try to keep it as simple as possible when first trying this out.
  99.  Have “AREAS” designed that are NOT connected to the rest of the world. (courtesy of wargfn) As an active DM, you can get them there with a quick pause, description, and a port to the new location(s).
  100.  Chronicle your players’ saga in the module. Have books or custom items highlighting their major events.
  101.  Prefer the Bulletin Board system? You could use such an item to the same effect.
  102.  Have NPCs acknowledge the characters for their heroic behavior by NAME. (Players love that.)
  103.  Take control of your economy. The BioWare standard treasure scripts will ensure overpowered players. (razorwise note–>Arideth created the PWEMS. Want to know what that is? Click Here).
  104.  Take control of the XP flow. This can be done in any number of ways… by tweaking the minimum time between rests, by using HCR, by limiting very carefully the number of monsters that spawn.
  105.  Keep areas balanced for a tight level range. There’s nothing worse than newbies getting run over by curst monks because a high level party ran through the newbie area and triggered the encounters. All monsters in an area should be within 2 CR of each other (excepting bosses of course).
  106.  Your PW should make sense – if there’s a big bunch of bugbears outside of town, why are they there? The townsfolk should be talking about them.
  107.  If you wish to tightly hone what spawns from a placed ENCOUNTER, customize what will be there, including creature range and type.
  108.  Place a DM Wand, an Effects Wand, and an Emote Wand in every NPC’s inventory. Put a Torch and non-droppable money in as well. “I can’t tell you how many times I’ve needed an NPC, in passing conversation with the players in a bar, want a drink, or to sit down on a chair with them. Or, when met outside in the dark, feel stupid in the pitch black without a torch.” -DavidBeoulve
  109.  REMEMBER: Just because YOU know a cool DM trick, doesn’t mean the rest of the community does. If you’ve not read it on the Boards, SHARE IT!
  110.  Need to make a good NPC archer? Take your creature of choice (elf, skeleton, etcetera), put their sword in their inventory and their bow in hand and EQUIP them with bolts or arrows (as appropriate). To make them hold their ground, change their movement rate to IMMOBILE, and give them LONG perception range and they will be peppering your players in no time. This is exceptionally nice if you place the line of archers up on a platform overlooking a vale or firing over a pallisade. Feel free to play around with Missile Feats, such as RAPID FIRE or POINT BLANK SHOT, as well. For a real challenge, make the missiles magical (such as lightning or fire). Should the player characters close their ground, your NPC will draw their melee weapon.
  111.  For party management, you can create a simple spreadsheet with character name, player name, race, alignment, and XP.
  112.  Remember: characters are MORE than numbers.
  113.  Use a flowchart program to diagram your adventures (I use Visio) or a napkin if you’re out on the town.
  114.  Have a flowchart handy if you need to throw something at the player’s on the fly and want it to look prepped. (courtesy of wargfn)
  115.  To slant your game towards roleplaying, award MORE for roleplaying. Positive reinforcement is the key. The hackers and slackers should soon fall into place.
  116.  Lower the Maximum character level allowed to what is appropriate for your game. Economic factors are a very important consideration in PLAY BALANCE. If you give your characters treasure, how do they exchange it for consumables? How much treasure?
  117.  Have points of purchase (Merchants) scattered throughout your adventure, whether it be a roadside peddler or a proper store front.
  118.  Healing potions especially impact play balance. Access to such should be carefully thought out.
  119.  Developing custom shops for item types reduces the monotony of stripping down shops to make them POTION ONLY, etc.
  120.  Use your custom shops and modify costs to reflect the economy of the area. (A Temple of Healing located in town would very well drive down the cost of healing potions.)
  121.  Remember, you can set up MULTIPLE Shops for the SAME MERCHANT. Using conversation branches, you can have the merchant PRODUCE Expensive Potions or CHEAP ARMOR or even EXPENSIVE HEALING and CHEAP BARKSKIN.
  122.  Consider cultural bias and have MERCHANTS reflect the same by a RACE CHECK to open a RACE DEPENDENT SHOP. A DWARF might certainly try to OVERCHARGE an ELF, right?
  123.  If you don’t hand place treasures and have a regular group that pools resources, you can GIVE GOLD to the PARTY LEADER and SEND a GROUP MESSAGE. “After slaughtering the hill giants, you find 2000 gold coin scattered about the cave.
  124.  Give them a chance. If you’re running a PvP world and require people to start server vault, have at least a staging area that is NON-PvP to give them an opportunity to set their character up without fear of instant death, unless you want an empty server.
  125.  Complete your world. Don’t be in a rush to put something out for public consumption without warning people it’s a WIP (work in progress).
  126.  Quality over quantity. Players prefer a world that is rich in detail rather than acreage.
  127.  Keep them coming back. Adding new areas, quests, or NPCs or something, “a bit different” from the typical experience will drive them to return to your world again and again.
  128.  Use a d20. Sure, the wand may have it built in and you can use a dice bag, but what’s wrong with REAL dice? You’re the DM.
  129.  Be subjective. Part of your job as DM is to interpret the rules. With a simulation like this, it can be more difficult, but don’t be afraid to cut players a break once in a while.
  130.  Simplicity is the key to survival. Don’t overscript.
  131.  Be flexible. Respond to the situation as the players’ make it. Don’t force them down a path.
  132.  Never be afraid to end the game early. If they’ve reached the end of your built areas or you’ve reached the end of your rope for a session, take a time out. Some times you run over. Sometimes you run short.
  133.  Jumping ONE character to a point:
    1. Open the Chooser
    2. Open the Area that the player is in
    3. Select the Player
    4. Choose the Jump action
    5. Position the cursor in front of you where you want the player to appear and click.
    Along with everything else you do, making a map for a PW is essential. hahnsoo (which I think means “he who never sleeps” in Gaelic) suggest the following:
  134.  Making a map. Do screen prints of each area in the toolset. Cut and paste in Graphic Program of choice (he uses PhotoShop, I’d suggest PhotoImpact, or CC2). You can then stitch all of the areas together, tweak out into sepia tones or as you desire, and you have a nicely scaled map.
  135.  In order for players to see DM text in the chat log while the DMs are talking (whether manifested as an avatar or possessing an NPC), you must “Include DM Messages”. To activate this, you must right-click radial the horizontal black bar that stretches the chat log (the black bar above your chat window that has a little gold arrow on it pointing up or down). The radial will show various chat options. Pick the one on the lower right. Note: this is reset every game. You have to manually set this every time you play. It is helpful to have a log-in message that reminds players to do this.
  136.  A safe (crash-free) way to jump to a new area is to select an NPC in that area and use “Possession Full Powers”.
  137.  When running a server vault, hitting G on your keyboard will export(save) all characters.
  138.  When possessing sitting NPCs, be sure to stand up before “unpossessing” them to avoid communication problems with the PCs.
  139.  To list a game on GameSpy, go to the advanced option of New Multiplayer Game and Post to Internet.
  140.  Alternatively, you could use nwserver.exe:
    1. You go to your NWN folder (default dir is C:\NeverwinterNights\NWN)
    2. Copy the nwnserver icon to your desktop
    3. Double click on the icon and set your module parameters
    Note: I have heard of people running this on the same machine they run the DM client. You’ll have to see what works for you as it varies based upon number of players (server load), host system configuration, and internet connectivity.Note 2: The DM doesn’t have to be the host. Typically, if you’ve got a regular group, you want the person with the lowest PING (fastest connection) and/or extra box to host the game.
  141.  To export custom items from one module to another en masse, select EXPORT, choose appropriate resources, and SHIFT-CLICK to choose the item(s) you wish to move.
  142.  If you’re learning to script, check out the excellent tutorials and resources, or open the script of something that “kinda” does what you want and play around with it.
  143.  To “Include DM messages” which is off by default (right-click radial the black bar above the chat log that readjusts the chatlog… it has a little golden arrow on it pointing up or down).
  144.  Console commands are both case and space sensitive (i.e. dm_setfaction Hostile will work, but not dm_setfaction hostile or dm_setfactionHostile).
  145.  To send a TELL to a player, click on the character’s portrait and then type in the message.
  146.  Hitting THE ENTER KEY before typing, sets your cursor in the message field.
  147.  Quick way to control a monster without possessing? Ctrl+click to move. 148. Want the same monster to quickly attack? Shift+click on a target and it will attack.
  148.  The default difficulty of a module is overridden by the DM Client difficulty slider.
  149.  When you possess an NPC and talk to the players, the words appear as floating text above the NPC’s head.
  150.  When multi-DMs run a module, the LAST DM’s difficulty setting overrules all. (courtesy Omnipa) I’d also like to reiterate that, WHATEVER rule variations you decide to use, please don’t lose sight of the fact that this is a game and should be fun. Please run with that spirit in mind. No matter how realistic or how fantastical you have your game play, it is the critical role of DM, your role, that can make or break your campaign and no amount of graphics, technology, bandwidth, or scripting can change that.
  151.  Looking for console commands? http://nwn.bioware.com/dms/commands.html.
  152.  You can boot and ban IF you’re hosting the game through the nwserver. There is no function (at present) which will allow you to do this in the DM Client.
  153.  When doing walk-throughs on your module, be sure to give your DM an Item with haste (courtesy Lishi), makes it much faster.
  154.  It’s easy to change the DM’s avatar stats, though it took me a while to figure it out. Open the console (~ I think). Type:SetSTR x

    SetDEX x


    etc…Where x is the new stat value. You then click on the target whose stat you want to change (i.e. the DM avatar) (this is courtesy of Colonel Stryker)
  155.  Remember, when creating NEW CUSTOM ITEMS in the TOOLSET to give that ITEM a new tag and add it into your palette.
  156.  Curious why a new custom item didn’t change in the working area of the toolset? Make sure to update all instances or it won’t.
  157.  Henchmen and possessed creatures will set off the traps. (courtesy of wargfn)
  158.  hahnsoo has created an excellent logwriter Click Here
  159.  Create external documentation for your module
  160.  Create internal documentation IN your module
  161.  Create Guide Books for your NPCs and slap them in your library as well as on the NPC in question.
  162.  When you post to these boards, be sure to cut and paste your posts into an ongoing text document BEFORE you hit the SUBMIT button (I’ve got a tips.txt file in notepad), in case something happens. You don’t want to lose your post. (Yes, it’s happened to me.)
  163.  The Guide Book. I think that it might be of some value to the DMs to put “personality notes” into a GUIDEBOOK of NPCS. If we do this, we can put such a book into the inventory of each NPC and the DM will be able to reference it as necessary. This would give a level of consistency for roleplaying NPCs by DMs in a PW environment as well as enable DMs to be more loyal to the module builder’s vision. Each guidebook would be a 1 to 1 relationship, i.e. 1 book per NPC, and placed under custom items–>tutorial. You then equip the relevant NPC with their guidebook and update as appropriate between sessions.Suggested GuideBook Template:BOOK TAG: GB_Charnameexample:Elric’s book would be GB_EricDominant Personality Traits: Loner, Detached, Serious, Vengeful

    Secondary Personality Traits: Loyal, Grimly Humorous, Cautious, Honorable

    Alignment: CE

    Faction: Chaos

    Official Title: Last Emperor of Melnibone, Eternal Champion

    PC Allies: None at present

    PC Enemies: None at present

    NPC Allies: Moonglum, Arioch

    NPC Enemies: YyrkoonQuick Bio: A complex character, Elric seems resigned at times to his fate and other times rebels against the very gods that he serves. His physical weakness and dependencies on dark sorceries, drugs, and his dark blade, Stormbringer, cause him to prefer a lone path. When encountered, he will be wary and quick to react as he has both betrayed and been betrayed by those close to him in his life. Frequently in the company of Moonglum, his more optimistic companion, who tries to brighten Elric’s somber personality.* * *These Guide Books could be updated as needed with notes on various character interactions (as suggested above).
  164.  Banning offline players–>You need to add his “Player Name” (not his character name) to the nwnplayer.ini file:[Banned Ips]

    0=[Banned Players]

    0=Fire Brand(if this is his player name)[Banned CD Keys]

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