Witch Wake I: The Fields of Battle Info

Download Witch Wake I: The Fields of Battle
Filename: ww1thefieldsofbattle.exe
Author: BioWare
Size: 2.9 MB
Created: 12/11/2002
Updated: 12/17/2002
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Witch Wake I: The Fields of Battle Details
Witch Wake I: The Fields of Battle is the first module in this official series from Bioware. This is geared for first level adventurers.

Feature List:

An Enthralling Mystery - You begin your journey in the midst of a vast battle, grievously wounded. When you awake the next morning, lost and alone amongst your fallen comrades, you have no memory of what brought you to such a fate. Written and designed by Rob Bartel, creator of the Official Campaign's Charwood plot, the Witch's Wake is a rich story-telling experience where your choices will have a meaningful impact on the world around you.

An All-New World - The Witch's Wake takes place in a world custom-created just for it. It's a dark and haunted place, full of mystery and fraught with danger. No sourcebook will give away its secrets, no manual will tell you of its denizens. The world is yours to explore and yours to imagine.

Use Your Character's Abilities in Conversation - Has your spell-caster ever cast Charm Person to win friends and influence people? Has your barbarian ever entered a Rage to intimidate those foppish city folk? Has your bard ever used his abilities as a performer to tell a bald-faced lie? The Witch's Wake uses an innovative new conversation system that allows players to make a wide range of different skill and ability checks to Intimidate, Silence, Bluff, Pacify, Provoke, and Obtain Favors from fellow inhabitants of their world. But choose your tactics carefully - failure is a very real option.

Non-Combat Experience - The Witch's Wake rethinks the way experience is awarded, removing exploits from the system and encouraging players to play creatively. No experience will be awarded strictly for combat. Instead, if the player must enter an area but a powerful monster guards the entrance, experience is awarded for entering that area rather than for simply killing the monster. Combat is still a viable option but so is sneaking past it, negotiating with it, luring it away, or immobilizing it with a spell.

Discover Custom-Scripted Items - You will encounter many strange and magical items in your journey, some of which will have their true purpose revealed to you only over the course of time. Magic works differently here and there is more afoot than meets the eye.

Consequences for Dying - Death looms closely in the world. You have escaped it once already but, one way or another, it will catch up to you. When it does, your soul will journey to the Plane of Sorrows. If you journey there too often, you will be unable to return.

DM-Friendly / Multiplayer-Friendly - A combination of in-game functionality and out-of-game documentation makes the Witch's Wake an ideal candidate for those seeking that classic pen-and-paper feel. So grab some friends, order in some pizza, and start rolling your dice behind your trusty DM screen. This one’s for you.

Expected Play Length - The opening module represents approximately 2-3 hours of gameplay. More will come in future installments and the length of the overall campaign will depend partly on demand.

Expected Level - You can bring characters of any race, class, or level into the opening module. For balancing reasons, however, they will be set to Level 1 at the module's start.

Integration of Fan-Created Components - The Witch's Wake makes an effort to use and showcase the outstanding contributions of the NWN community. Fan-created components integrated into the first module include the DM's Helper and Inventory Spy tools, Lootable Corpses, Henchman Inventory & Battle AI improvements, and a heavily customized version of the HardCore Ruleset. Further fan-created components, including hakpak content, are likely to be added in future modules.

Influence the Development of the Series - BioWare designer, Rob Bartel, maintains an active presence within the official Witch's Wake Guild, fielding questions, tossing around ideas, and taking suggestions for future modules in the series. He also runs an extensive beta test with members of the fan community and will be preparing a substantial survey following each module's release. In classic DM fashion, he's listening closely to what the players have to say and will be building future modules with that in mind. Come join the Guild and get involved.
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