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#neverwinter nights
bigmeandragonlady · 2 months
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Avanne Dana: Hero of Neverwinter
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milton-chamberlain · 7 months
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eethok · 29 days
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y’all do NOT believe the marketing the high sun games SUCKED this year
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taritoons · 8 months
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A little tribute to the tiefling companions from the past 20+ years of D&D CRPGs.
Left to right:
Haer'Dalis (Baldur's Gate 2: Shadows of Amn; BioWare; 2000)
Valen Shadowbreath (Neverwinter Nights: Hordes of the Underdark; BioWare; 2003)
Neeshka (Neverwinter Nights 2; Obsidian; 2006)
Karlach (Baldur's Gate 3; Larian; 2023)
Annah of the Shadows (Planescape: Torment; Black Isle; 1999)
Gannayev-of-Dreams (Neverwinter Nights 2: Mask of the Betrayer; Obsidian; 2007)
4k 16:9 wallpaper under the cut.
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feyspeaker · 2 years
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boblin the goblin: a portrait (my husband's Arelith character😄)
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space-for-brains · 8 months
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Come towards me, BG3 fans, I promise I am very normal and can definitely be trusted-- IM BEGGING YOU TO PLAY NEVERWINTER NIGHTS. NO MOT THE MMORPG. THE PC GAMES. THERES TWO. PLEASE JUST TRUST ME I KNOW THEYRE ANCIENT BUT I CANT BE LEFT ALONE ANYMORE. JOIN OUR FANDOM WE'RE COMPLETELY NORMAL HERE.
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jesawyer · 9 months
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Hey Josh, what's the longest you've ever spent working on one game?
A game that shipped? 3 years (Pentiment): 9 months in pre-production and ~27 months in development.
Icewind Dale: 14 months.
Icewind Dale II: 10 months.
Neverwinter Nights II was in development for over 3 years (I think?) but I only came on for about 6 months at the end.
Fallout: New Vegas: 18 months.
Pillars of Eternity: 2 years, 10 months.
Deadfire: 2 years, 6 months.
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doli-nemae · 14 days
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you go down just like holy mary mary on a mary on a cross
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tudun-tun · 8 months
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ah i remember dis like it was yesterday
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bolloxtothat · 2 months
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Some monthly stuff im doing with friends where I draw characters I rarely draw but wanted to, so my contribution this month is Deekin!
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margieargie · 10 months
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nightmaskart · 5 months
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Yarrow and Lady Aribeth courtship
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milton-chamberlain · 3 months
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alpaca-clouds · 4 months
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Dungeons & Dragons - Or: Why Capitalism Sucks at Making Money
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If this past year managed anything, it managed to get me really into DnD. Before I did not play DnD much, rather going with Shadowrun or (heavily homebrewed) World of Darkness. But with first Honor Among Thieves releasing - and then Baldur's Gate 3 giving me brainworms tadpoles... Yeah, hurray. New hyperfixation unlocked.
But as I started to read through all the lore, but also meta stuff happening around it. And yes, I quickly understood why basically everyone was frustrated with Hasbro and Wizards of the Coast. But I also think, that this betrays one of the big issues with capitalist logic and how it often fails to reach an audience - for the reason I outlined before: capitalists are actually super bad at realizing what works and why, because they only judge based on spread sheets.
And yes, the headline is hyperbolic. But let me explain.
A Community-Based Game
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I mean, the biggest scandal of DnD this year was probably the entire thing about the community license. And this is very much something that shows quite well, how bad WotC is at recognizing why DnD works and has worked so long.
DnD centrally has been build around this idea of community. Now, mind you: This community was very, very focused on cis white guys for the longest time, but everybody else just managed to get in there and make their own little bit of community. Which also lead to a lot of homebrew stuff, that at times tackled some issues that the rules themselves did not address at all or not well. The combat wheelchair is probably the best known example of this.
But even outside of marginalized communities... DnD always thrived through the community aspect itself. People self-publishing magazines and adventures for it since the fucking 70s. As well as play sets, dice and what-have-you. DnD was always very much about all this and thrived through it. And now in came WotC saying: "Oh, yeah, actually you will now have to give us a big cut. (The big irony was, how Unity made the same move later on.) The fandom outcry was obviously big, there was a boycot, it worked. And WotC went all:
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Of course they basically won the world competition in backpaddling (though again, Unity was a big contender this year as well) and quickly went back on this. But of course there is a problem: When your entire product is so much build around community and your community starts mistrusting you, you got a problem.
And this is basically what happened.
The Audience Problem
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There is another problem of course. Financially the DnD movie failed - and I actually think this says a lot about how WotC kinda misunderstands the audience.
Now, there will be people trying to tell you, that given that the movie had great reviews and stuff. But the movie had a production budget of 150 million USD and only earned a bit more than 200 million on worldwide box office. Given that the marketing budget was likely around 30 million, the movie barely broke even.
Of course, part of the reason for it was that it just had a bad release date. It released parallel to the Super Mario movie, which ended up being one of the most successful movies of this year.
A friend of mine could not believe that the movie had financially flopped. They were like: "What the hell? Literally everyone I know who watched the movie went to cinema like three times to see it again." But... Yeah, that is true. But the issue is that these people are a very certain group.
Because lets make one thing clear: The people, who adored the movie so much, that they went to the cinema several times and bought the DVD/BluRay on release... were mostly queer nerds. Because this is the group of people who this movie spoke to.
And let's make this clear: I love the movie for this. I love that it so clearly went for this audience. Because I am part of this audience - and I adore this film.
But basically the movie has a general issue in terms of audience. Because on one hand the movie is too nerdy to have a wider audience appeal of people who had never played DnD, while on the other hand the movie was kinda not nerdy enough to go full force for the nerd audience.
A lot of people in the fandom have instantly sussed out one thing about the movie: "Why doesn't Edgin cast any spells? And why do we see so little of the weirder species?" And part of the reason undoubtedly was budget related. But the other reason is that... well, it is currently a well accepted wisdom in media production that you cannot sell a high-magic story. At least not outside of animated media.
Hence... There is surprisingly little magic being cast in this. And we also do have a mostly human main cast - or why Doric is the most classically pretty tiefling you have seen with her human skin tone and all of that. Because media productions do not trust the audience to accept high magic concepts.
Who is DnD actually for?
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Okay, let me talk a bit about DnD 5e - and a good decision, and a bad decision. And how that affected DnD.
Everyone, who is somewhat into DnD probably knows that 5e massively changed the game. With one simple goal: Make it more accessible. Which manifested in several ways.
For one, the game was in some ways made less offensive. Because prior to 5e there was a ton of racism, sexism, queerphobia and ableism inherent to the game rules and times to the game lore. This is just a fact. Things like species that are inherently evil and stuff like that - and also some of the real-life racial coding inherent to some of the species. Removing all that stuff is a good thing. Like amazingly good.
And also, they made the rules a lot more accessible. Before the rules were bogged down with a lot of stuff, that was simplified or removed. Again, this is a good thing.
And this worked. It worked really well. Of course, this was also partly due to stuff like Critical Role and other actual plays like that happening and promoting the game. The player base probably increased ten-fold from what it was before.
Yes, it should also be noted that there is probably a good topic for a study on how formerly nerd-thingies became more and more mainstream during the last 10 years or so, but yes, DnD was one of those things.
But in this there was also a rather bad decision made, which ironically also mirrors what happened with Marvel. And this decision is: Because we want to reach a wider audience, every single thing we release for this has to reach the widest audience possible - rather than allowing that certain things might have a more specific audience.
I am sorry to talk about the MCU here, but it is just such a perfect example of this: The MCU basically made two mistakes. Overwhelming their audience with too many releases. But also not allowing the movies to be for a certain audience, but for the broadest audience possible. A good example is how they dealt with the minority-lead movies. They got directors and at times even writers from that minority - but then basically did not allow them to be too specific and be too critical of, for example, a racist system because that might not go over too well with white mainstream audiences.
Now, WotC did not really do anything like that. But they also went with this idea that everything they officially released should have the broadest possible appeal. Hence the weirdly low-magic approach to the movie, of which I assume that it definitely was an executive decision made.
The fact that the movie resonated so much with the queers more than anyone else was also not intended - at least not from the production company. Like, let's be honest. No, Xenk and Ed were not supposed to be read as romantic. And how appealing the found family trope was, probably was not intented at least on the side of Hasbro (not sure about screenwriters and director).
The Lore Problem
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This perfectly connects to one of the big issues that all the franchises going for a broad appeal after being very nerd-focused for so long, run into: The Lore Problem. And this is quite ironic, because I ran into the problem earlier this year as well.
See, as I was writing fanfics for DnD:HAT I quickly ran into the problem that I knew next to nothing about the world of Faerûn. Sure, once upon a time (like between 2007 and 2011, while I was living in Austria with my then-boyfriend, who really was into those games) I played the old games of Neverwinter Nights and Baldur's Gate 1 + 2. But let's be frank: I barely remember shit from those games. And getting to understand what actually happened in the lore between and after... Well, there is just a ton of lore. I mean, people are playing around with this world for literal decades. So, yeah. This can very much be overwhelming for someone getting into it anew. Like, where can someone new even start?
The fact that - at least partly for legal reasons - most of the Actual Plays also do not work with the official lore, rather just using the rules to create their own worlds, obviously adds to this. Even the tables I played on so far always preferred original worlds, because the lore of DnD is just very intimidating.
The one thing that actuall ended up getting me into the lore was BG3, because it left open just the right questions to go into the Forgotten Realms wiki and just look for stuff, before also starting to listen to lore podcasts.
But here is the thing: WotC is also not helping with this issue. Like, they absolutel could create a proper accessible compendium on DnDBeyond that would just allow people to get an overview of the world and the timeline of things happening, maybe go into some of the major factions of the world and such. I mean, heck, they really, really want you to use DnD-Beyond rather than roll20. Yet, in DnD-Beyond I do not even have a monster compendium without paying, which roll20 offers.
Like, sure, WotC, it is okay to lock up the adventure modules behind a paywall, no problem. But if you do give me even the most basic tools to run a campaign, I am gonna use roll20, thank you very much.
But yeah, what WotC should make just more accessible was just: Timeline, important places and the maps (heck, make them interactive, you have the fucking money), maybe also a proper list of the pantheons and factions within the world. Heck, add maybe some inspiration there for what players might want to do within one of the scenarios and then, under this, go and link "hey, we made this one adventure about this, if you are interested!"
Something I did not realize originally was how much freedom the lore still leaves the people. Like, often even the important settings and events are just set-ups for adventures that the characters can have in there. There might be a few novels or comics then, that go into an example of a thing certain established characters like Drizzt or Elminster did during the time, but there is a ton of freedom to explore.
But by basically locking everything up behind a paywall, you will never get people even interested in this kinda stuff.
Because here is the thing: I like my lore. I love lore. I adore lore. But... Without BG3 explaining some stuff and giving me specific questions to ask about it, the lore would have been very inaccessible to me.
Just think of people as... people
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Of course among it all there lies the central problem that comes with capitalism running something like this. See, whatever CEOs and shareholders are sitting on those chairs with WotC and Hasbro, they do not see the players as players or the community as a community, but as consumers. Just as they see their employees not as valued constributors, but very exchangable wage slaves.
They do not see the value of the community exchange with stuff like fanmade modules and things. While incorporating a bit of homebrew stuff in DnD Beyond, they are absolutely not interested in the wider market of people just creatively interacting with DnD and making a little bit of money from it. If anything they see those people as potential rivals on the market.
Heck, they have issues seeing things like Critical Role or Roll20 as the enrichment for the franchise that either are - but more like potential rivaling forces and money they have lost.
And their employees? Yeah, as we learned... Most people who from the side of WotC helped the Larian team with BG3 have been let go by now. Because WotC and Hasbro do not care for their employees, they only care about having some numbers going up.
I fully admit it. Apart from Buying BG3 and the money I have invested in anything DnD:HAT related, the only money that WotC got from me, was some of the novels I bought on Audible.
But here is the thing: WotC is doing a shite job at wanting me to invest into any of their stuff. Partly because those modules I would like to have are not available anywhere anyway - and partly because... As I said, give me a reason to get something, rather than just expecting me to randomly get something.
And mind you, this is no slight against any of the people just working for WotC. This is mostly about shareholder and executive decisions made. Stuff that basically just sees either their employers or the players just as a ressource to exploit, rather than... people.
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dancinfox · 5 months
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"You must gather your party before venturing forth." 
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feyspeaker · 1 year
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some reference sheet commissions I've done ♥♥
link to my commission form
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