Answers to some Frequently Asked Questions



Q: What is the original Neverwinter Nights?

A: Neverwinter Nights (NWN, or oNWN, as it is now frequently called) was a multiplayer fantasy roleplaying computer game that was hosted by America Online for about 6 years. It was based on the Forgotten Realms Advanced Dungeons and Dragons game world created by Ed Greenwood of TSR and modeled on the "Gold Box" AD&D computer games created by SSI. NWN was the first true graphics-based online fantasy roleplaying game. NWN first went online in 1991 and was closed down by AOL in July, 1997, displacing a community of thousands of loyal players. Over 20,000 downloads of the second edition NWN software had been recorded by then.


Q: What is the NEW Neverwinter Nights?

A: Neverwinter Nights is ALSO the name chosen for a 3rd edition D&D game created by Bioware and distributed by Atari, who have licensed Dungeons and Dragons for computer games from Wizards of the Coast. This game is quite different from the original NWN. Instead of all the action taking place on one massive server, users of the system host "limited" multiplayer sessions, with anywhere from a few to as many as 64 players per game module. Another key difference is that the players can design their own "modules" using graphics, items, monsters, and non-player characters from the Bioware game, and host them on their own computers for multiplayer play. These modules can be linked by "Portals", allowing players to move from one server to another in-game. There is also a Dungeon Master function in the game that allows players who have been granted DM access to take control of NPCs and to dynamically affect the monsters, items and some other game features during play. The combat system is a "real-time" system (like Ultima Online or EverQuest) rather than the "turn-based" system used in the original NWN.


Q: What is the Neverwinter Consortium?

A: We are a group composed mainly of former Neverwinter Nights players. We have built a linked set of game modules using the new Neverwinter Nights game system that closely matches the original Neverwinter Nights in virtually every detail. Our game is called Neverwinter Nights: Resurrection. It is hosted as a persistent world that is available 24 hours a day, 7 days a week. While re-establishing the "original Neverwinter" surround has always been our first priority, we have not restricted ourselves to that set of game areas. Ultimately we would like to construct as much of the Forgotten Realms as we can. While we know that for many there can be no substitute for the original game, we've worked hard to create anew what we had, and then some.


Q: Is your game available 24 hours a day, 7 days a week?

A: We have periodic scheduled downtime for module maintenance and upgrades, but we try to keep the servers up on a 24/7 basis otherwise.


Q: A lot of old NWN players have refused to play the new NWN, and have accused its creators of using the name just to get publicity. What is your stance on this issue, and how do you deal with the shunning of the game by a lot of old NWNers?

A: When the old NWNers (like me) first heard about a new NWN coming out, we hoped and expected that it would be like the original in almost every respect...turn-based combat, persistent world server, etc. A lot of people were unhappy when they saw how different it is, and some vowed never to touch it. We do wish the game had more in common with the original, but we have been able to build an excellent reproduction of the old game ourselves, using the toolset that comes with the new game. We hope that in time those who quickly wrote off the game will reconsider. At first, the writer of this FAQ was upset about it, too, and thought we were being jerked on an emotional chain, but this system has let those of us who played the original NWN recapture some of its magic for ourselves. We can't make the old NWN players play our game, but we hope that they will be willing to try it if they start to hear good things about it. The core of the game is as close to the original NWN as the new game system will allow. We hope that will be enough for most old NWNers. It certainly has been enough for some of us. I am always gratified when a former NWN player tells me how wonderful our reproduction of the old game is to them. This is a tribute to them and to the game that brought us all together. Many of our members are former oNWN players, some of them well-known and respected in the oNWN community. We hope they will be able to convince more of their peers that they should give us a try.


Q: Does your game have PvP, like the original NWN?

A: Yes, there are PvP zones and non-PvP zones, just like in the original NWN.


Q: What about melee PvP, which can exist in the new game but couldn't in the old game?

A: For the oNWN purist, melee PvP would be out of the question, since you couldn't do it in the original. However, we do allow melee PvP. Indeed, it would be quite difficult to prevent it. Allowing melee PvP is more consistent with D&D but less consistent with oNWN. The feedback we have heard from oNWN players suggests that many actually consider it an improvement over oNWN. It certainly allows people who like PvP a lot more freedom in character design.


Q: I hear the new NWN has a powerful scripting language that may allow you to successfully simulate turn-based combat. Are you planning to try to do that?

A: We have started using the scripting features of the new NWN to create areas where combat is "turn-based". So far we have been able to script true turn-based melee combat. Further work is needed to incorporate magic into the system. We now know how this can be done, and we will eventually be able to offer a full-featured turn-based combat system in desginated "TBC" areas.


Q: Do you have a PvP Death Match area, where the loser suffers permanent character death?

A: While we have not yet activated the Permanent Death feature, the Triboar Arena does have a Death Match area, just like in oNWN. We will eventually add in the Permanent Death feature, but so far there has been no call for it from the players.


Q: What are the normal 'death consequences' be in your game?

A: Normal (as opposed to Death Match) death consequences are minimal, like in the original NWN. You appear at an area gate in the area where you were killed, with just 1 hit point. we have discussed adding in the loss of items that weren't 'readied', but have not yet done so. We give the player characters the benefit of the doubt. Maybe the monster walked away before you were irrevocably dead. Maybe a passing caravan spotted you and rescued you from certain death. Maybe you crawled off into the bushes and somehow had the strength to survive near-mortal wounds. One thing is certain...you don't find yourself creating a new character because there was a little bit of Internet lag and you were unable to act while the monsters ripped you apart.


Q: Do you have DMs that fulfill the function served by the NW staff in the original game?

A: There are Consortium members with DM powers in our modules. Like the NWs in oNWN, they are volunteers who run special events and deal with problem players. Also like the original, they aren't available 24 hours a day, 7 days a week. We do have rules of conduct, and we enforce them. We also have a group of Actors to play the roles of prominent FR citizens and help advance in-game storylines.


Q: Do you use the Item Level Restrictions and Enforce Legal Character options?

A: No. We have found these options to be far too restrictive. We want players to be able to use new items that they find, and to gain experience at the pace that suits them, so we do not artificially restrict players.


Q: Are there Guild Halls and/or player-owned houses in your game?

A: We try to accommodate the Guilds of NWN as much as possible. Sanctioned Guilds that meet our criteria for activity are allowed to have a Guild Hall in a separate, private area that is accessed through the one of main areas of one of our modules. Qualified Guilds may design their own Guild Halls and request placement in appropriate areas within our modules. As for player-owned housing, there are plans to implement a placeable housing system similar to that found in Ultima Online. Players who do not own a house are able to store possessions in an in-game Vault, as in the original NWN.


Q: Will you give Portal access to non-Consortium modules in your game?

A: Portal access will be granted to non-Consortium modules that can meet our strict criteria of Realmsworthiness, content, and reliability. Since our dream of a linked server ring that encompasses all the Forgotten Realms is very ambitious, we simply can't afford to ignore high quality contributions from people who work outside our group.


Q: How many players will be able to play your game at one time?

A: Our game currently consists of 6 main modules running on 4 servers, giving us a theoretical capacity of 384 players. This is similar to the capacity of the original game. Our Internet access is commercial broadband cable with static IP addressing. We have not yet come close to the maximum capacity, so we don't know how much of the theoretical capacity we can actually use without degrading performance. However, we do know that players who do not form large parties use very small amounts of our available bandwidth.


Q: How do I join the Neverwinter Consortium?

A: To join the Consortium, please register on our Message Board and post your request for membership in the New Players folder. We accept applications from players as well as module designers. A short biographical sketch of a character you plan to play, or a roleplaying post assuming a character you will play, would be a helpful addition to your request. If you played the original NWN, please note that in your application.


Comments or further questions should be directed to snake@nwnserver.net

Last update: November 8, 2004