Guest Article: Interview with the Project Director of Neverwinter Nights

Learn the story behind one of the true RPG legends’ creation.

Bernhard “niv” Stoeckner and other members of the , Baldur’s Gate II, Icewind Dale, and Planespace: Torment released on GOG and elsewhere.

But fans of Neverwinter Nights will remember Trent as the Project Director/Producer (and other roles) of the game they love so much. I’ve had the opportunity to reach out to Trent with a few questions about the development of NWN and how it changed in the last fifteen years.

Fifteen years later, Neverwinter Nights is still going strong with thousands of online players every day. What do you think about what the NWN community has done since NWN took flight? What surprised you the most?

Trent: I think the community has done awesome work. The volume of really cool adventures even in the early days was amazing. I’ve probably been most surprised at the longevity of some of the online worlds and the lengths the operators have gone through to enhance and improve their worlds.

What are the key elements for a pen & paper campaign? Was there ever an adventure you’d wanted to play in? How does that translate to a video game?

Trent: The key elements of a pen and paper game are a fun group, a flexible DM who can tell a great story, and enough snacks to last till the wee hours. When I was younger I would occasionally buy a module and want to play it, but our group was typically too low level. Lost caverns of Tsojcanth comes to mind as one such adventure. I think playing with friends in a video game can translate well, it removes all the logistics management and simulation load from the players and the DM, but computer games impose some hard limitations in what a …read more

Source:: GOG – Good Old Games

      

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