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Dungeons and Dragons Knowledge Compendium

ScurvySeaDog writes "Like me, I would bet many slashdotters where D&D players before they got their first home computer in the early 80's. This site seems to have every book, module, supplement ever published along with scans of the covers. They also have current collector values for you packrats. It was nostalgic for me to browse around looking up all the old modules and books."

2 of 231 comments (clear)

  1. Re:D&D Adventures in NWN? by Jugalator · · Score: 5, Interesting

    Yes.

    I'm afraid I don't know any specific URL's but there's a lot in the works.

    Some maniacs are linking together a whole lot of servers to form the major parts of Faerûn. See Alandfaraway.net for more info. Sadly they're not taking player applications right now, so I haven't been able to try it out. Here's the mind-boggling server maps (click on a part of the map to see the server numbers).

    Some other guys are implementing the city of Sigil with some planes as well.

    And here's a module list on one of the largest fan sites. Most aren't D&D campaigns from "the books" but some might be.

    Keep in mind that it's pretty time consuming to do large campaigns, but there *are* groups working on D&D adventures from the books while I type this.

    --
    Beware: In C++, your friends can see your privates!
  2. It probably wouldn't work by tmark · · Score: 5, Interesting

    When I first heard about Neverwinter Nights, I thought "Great, I can go and code all those modules I had when I was a kid"...then I started flashbacking to all my favorite modules' codes...D3, S2, Q1, etc.

    But I realized it probably wouldn't work very well. The best modules always had a problem-solving aspect to it that just would never translate well to a the game frameworks that we have now. Neverwinter Nights is just not going to allow you the flexibility to really solve puzzles without cueing you so obviously as to what the solution might be.

    The only game framework I could imagine that could really capture the essence of the best modules and campaigns is an Infocom-style framework - where the textual descriptions are so rich and your range of actions so potentially large that the solutions to the problems - and even the problems themselves - aren't painfully obvious. A puzzle isn't very satisfying when you only have to select one of 3 solutions from a menu, or when you just have to show up with an item and walk close to some target character, etc.

    But sadly, this framework is almost completely incompatible - almost by definition - with Baldur's Gate-style graphics.