Ambrosia
From NWNWiki
Ambrosia is atypical in that it is not part of the standard D&D multiverse. It also reflects an attempt to incorporate certain massively-multiplayer features into an NWN player world.
Crafting is developed to a large degree.
| Connection information | ||
|---|---|---|
| GameSpy category: | not listed | |
| Server name: | n/a | |
| Module name: | n/a | |
| Direct connect: | ||
| Password required: | no | |
| Required hakpaks: | ||
| Player information | ||
| Primary game type(s): | ||
| Levels played: | ||
| Maximum players: | nominally 40, in practice no more than 10 due to server lag | |
| Vault type: | server vault | |
| Enforce legal characters: | ||
| Item level restrictions: | ||
| Player vs. player: | ||
| Server information | ||
| Server admin/owner: | UOAbigail | |
| DM timezone(s): | ||
| Web site: | http://ambrosia.washington-tech.com/AmbrosiaPW | |
[edit] Critique
Note: This section may contain unsubstantiated information, and may have been compiled by biased parties.
Ambrosia is an unusual player world in a number of respects:
- There are no DMs. The module does not even allow one to log in as a DM due to its size and an NWN bug. The administrator is aware of this and it is in line with his policy.
- The module is available from the vault.
- The module is a low-XP world.
- There are "zoned transitions". That is, one can walk between adjacent maps at every point where they touch instead of only at fixed transitions.
Ambrosia knows few visitors.
[edit] Noteworthy
The builder (UOAbigail) has included much creative scripting in the module.
- The crafting system is use-based rather than level-based.
- Ambrosia has a custom spawning system that spawns NPC's in an area as long as a PC is in it. On the one hand this makes for interestingly random spawns, but on the other hand it is totally unintuitive that hostiles continue to spawn in "closed" areas, such as a cave that was swept from the mouth. In these cases, it looks more like a spawning script in action rather than a "natural" occurrence. In addition, this makes it almost impossible to carry out a standard "reconnoitre, plan, fight, withdraw" strategy.
