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Topic: The current status of NWU (Read 552 times) |
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StarStuff
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Last On: 12/29/09
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Greetings! As you may have noticed, a lot of people are asking about DM101 classes in various forums, myself included, as it seems like nothing has been run for several months now. Are you planning on holding more in the future, or has RL/people not turning up finally taken its toll? (I hope not. ) Out of curiousity, would you be prepared to train up some new NWU staff to assist with the running of DM101 classes, if you're having problems running them yourselves? IMO that would be better than seeing NWU fade away, like Fleet Street appears to have done. And while I'm here, do you plan to run any classes for NWCon3? It would be lovely if you would! I'm co-ordinating the In-game Seminars, so please do get in touch if you'd like a slot or few reserving for you. --StarStuff
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| « Last Edit: on: Oct 28, 2004, 12:38AM » |
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Elbast
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Well - I can't say for 100% certain, but: If OldScratch's gone, as I suspect after FleetStreet's forum disappeared, then NWU is probably dead, too. There were classes scheduled for August, but NWC died on the day (as I'm sure you're aware) and that caused trouble. Slots were never scheduled in September or October. OldScratch provides the server and mod for the classes and unless someone can get a copy of the mod from him, then the work on it is lost. I suspect RL, and a disillusionment with NWN/NWC over time - and problems with turnout for the classes - have all taken toll.
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Carlo One
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Per other posts, it looks like the Fleet Street forum vanished without their knowledge, so that's a plus (of sorts). On the other hand, it's pretty clear that the demand for DM 101 classes significantly exceeds what can be run. I've given it some thought and am willing to create a self-teach module on how to DM. It would be a single-player/DM only mod and include some getting started tips on running first games (i.e. on Neverwinter Connections) and modules (i.e. the DM-friendly module selection). My main questions are: 1) what kind of interest there would be in such a module (although I suspect there would be a sufficient level to make it worthwhile), 2) if anyone else is doing/has already done this, 3) if some sort of DM 101 certification could or should be allowed for new DMs using this module and then running a certification game on NWC.
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| « Last Edit: on: Oct 26, 2004, 2:36PM » |
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StarStuff
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I'm interested!!! Having played both Desperate Measures/The Hunted and the Faerun Survival Course, I've seen what your stuff is like, so I'm certain whatever you come up with will be excellent. As for the badges, they don't interest me at all, but I'm sure at least some other folks would appreciate getting one. The reason that I wanted (and still do want!) to attend one of NWU's DM101 classes was to make sure I knew as many of the tricks of the trade as possible before trying my hand at DMing, not for the badge at the end of it. I'm not sure how much a solo module could teach compared with live interaction with an experienced DM or few, but there's always the possibility of combining your proposal with the DM mentoring that's been discussed elsewhere. That's my ha'penny piece opinion for you, anyway, for what it's worth. --StarStuff
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| « Last Edit: on: Oct 26, 2004, 3:29PM » |
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Arawen
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I started DMing before taking DM101 and I have to say that with regard to the client, as far as I can recall, it was a very basic DM client overview. 1. Creating items 2. Moving between areas 3. Jumping using the minimap 4. Spawning, possessing and killing a creature 5. Tells 6. Question and answer DM102 was far more useful to me because it had more of a story telling focus. 1. Thinking about the game in terms of dramatic storytelling scenes interspersed with interludes 2. Pacing 3. The "tavern" scene 4. Improvising with DMFI Wands 5. On the fly story telling 6. Game design 7. DM sharing about particularly effective game moments In both cases the module was extremely simple, with minimal scripting. A self-paced version of DM 101 should be sufficient for the basic DM client orientation. After that a DM can easily DM a DMFI module. Beyond that, a class such as DM102 would be a good place to share knowledge about in-game story-telling. If any one is interested, I have a log of my DM 102 class, which could be used as a basis for reviving the course with other instructors. Arawen
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Ochobee
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I only took the DM101 course and Arawen hit it right on the head: it was a fairly quick course on the workings of the DM client, with the added benefit of having a live instructor to ask questions. I think that Carlo's idea of a "self-teach" module might do nicely to fill that role, although it wouldn't be hard to replicate the DM101 module to be run for students- all you need is a map with a central meeting area (chairs and a podium) another section with some NPCs to possess, and an area with some monsters to move around. The main thing the original NWU group seemed to bring was focus on the task at hand. That and I loved the use of torches for raising your hand when you had a question- a brilliant idea for all of its simplicity. That said, the D101 course gave me just what I was looking for intially: that little bit of a confidence boost with using the tools that made me feel I could run a game as a DM. What I think would be nice, something akin to the description of DM102, would be to have DMs volunteer their time to give a class on how they DM. Sort of like having a guest lecturer come to speak. There really is no right way to DM, and I think it would benefit DMs of every level to have an opportunity to see how others perform their craft. It seems that the old NWU really has gone away, so I think that the best chance to resurrect it would be to start fresh with new "faculty". It couldn't hurt if we have enough people willing to volunteer.
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Lilivati
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That's a great idea. If DMs put a few words in about their personal style in the class/game description, then people looking for training could match the type of game they think they want to create to the appropriate class, or they could just "sample" the different styles. Expanding on that idea, we could also start a thread here for DMs to post the details of their various styles, why they use them and when particular approaches work. This could be a kind of reference for new DMs beyond the class. I'm eager to help, but frankly I learned DMing more through apprenticeship and experience than through classes, so I'm not entirely sure how DM101/102 were formatted. Anyone who has been through a class, particularly 102, would you mind describing how it was structured?
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Elbast
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on Oct 27, 2004, 4:27 AM, Ochobee wrote:-snipped- I think that Carlo's idea of a "self-teach" module might do nicely to fill that role -snipped- |
| The sad thing is OldScratch was working on a self-teach module - DM101 and 102 combined - when his initial drop-away (though not complete) from NWN began - back around this time last year. I think the DMX (as it was called) project was even touted at the first NWCon. But things being what they are... I got to the point where if the sessions were scheduled - which was and remained OldScratch's task - I'd turn up and run some folk through DM101 in GMT-evening slots. My interest and enthusiasm for it waned a lot - largely due to my general NWN interest sliiping. I'm very involved with my own campaign, but find it hard to think about NWN in any depth more than one or two days a week without getting sick of it - but also due to constant trouble with folk not showing etc, making a mockery of the whole thing, as if we weren't volunteering time to guide them in the first place. The last set of classes were scheduled for the end of August, and NWC dropped that day, meaning the GMT class, at least, was disrupted and didn't run. I've not had much contact with OldScratch since then - I don't know his current thinking or situation so I'll not pass anymore comment than wondering whether burnout finally took him, as it has threatened me in the past.
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Arawen
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DM 102 was really an introduction to how Fleet Street DMs Old Scratch and Sweeney Todd did story telling in their DMing, minus a discussion of combat. The course was largely a hands on workshop where student and instructor DMs created scenes on the fly, used DMFI wands, etc. interspersed with discussion and sharing about how we all DMed. I'll take a look at my log and either clean up the personal content by editing out misc. off topic content and post it verbatim, or convert the log into a DMFI article reflecting on DM 102 and what I've learned since then about story-telling in DMed games. I do feel that the structure of storytelling in DM 102 was really designed for modules that allow DM flexibility, particularly DM-builders and others who tailored each game session around their PCs, which made it a very different kind of course than DM 101. Of the two courses, I found DM 102 much more valuable because the basic DM client can be learned independently. Arawen
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Tunari
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Hey all, I don't DM or teach anything, probably shouldn't post in here, but from the standpoint of someone who has not DM'd, but I have been in the DM client before, I think the self beginning mod would be great. I would download and use it as soon as available. Granted, it won't be like possessing an NPC and talking live to other dms or players through it for practice, but that is RP that everyone already does that in a game. The module could do a great job teaching the basics I would think. Maybe the module could come with a little handout. Like a study guide/homework lessons. It could say what are the most used functions when DMing, as far as , there might be symbols and buttons all over the screen when logged in as DM, but you will pretty much only use these ones... and never click on this one etc.. you can practice posseeing NPCs, spawning things, learn what the symbols are, here is how you jump a player (in case someone is stuck behind a table in a tavern etc. lol), give gold, give xp, etc.. have the module if possible come with the DM wands, ok and now I want you to right click on your DM wand and do this etc.. Anyway, I think it would be a great learning tool. Tunari edit: if the above is all covered in the DM guide that is out there, I apologize. Haven't got that far to download that yet.
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| « Last Edit: on: Oct 27, 2004, 4:34PM » |
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Carlo One
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Great to see OldScratch back - not that he remembers, I'm sure, but I took a DM 101 class run by him about two years ago now. (I ended up DMing a second, spillover session of my certification game from an inn in the Poconos on AOL dialup; proof that it can be done! With a kind player willing to host on an emergency basis, that is.) I think that I'll go ahead with the self-teach module, which should still be a useful resource, although not intended to replace the seminar-style format of DM 101 classes at NWC, or NWC's DM 101 certification (for those who care). I don't remember a whole lot of the Fleet Street DM 101 module itself, but the self-teach one I intend to be substantially different in form and content.
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Jehaine
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Hey, Old Scratch, I am glad to hear you have not disappeared and are thinking of reviving your Pitchforks campaign again and DM101. As you can see, the NWC community greatly missed the FS guys. Good luck to your new business enterprise and I hope to continue to hear occasional input from your team still on the boards. Fondly remembering: Astrid (now orc stew in Pitchforks) and Regan (lost in the desert of Veil of the Sky). *waves cheerfully* -- Jehaine
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Arawen
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Old Scratch, Good to see you back! I hope that you will once again run DM102. It's been ages since a DM102 class and I do think it's one of the better ways to introduce folks to campaign style DMing. Since the class is still being offered, I will not share the log as you request. Folks should really take the course if they can, though for that to happen it has to be offered. If you need help with running it, my guess is that many DMs here could help you if you asked. Best wishes with your new projects, Arawen
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