A Game of Thrones • A Song of Ice and Fire NWN2 Persistent World • Low Magic Role Play

The Role-Player's Guide - Moving in the Game

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Wednesday, 19 November 2008 14:10
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The Role-Player's Guide
Character Development
Background & Personality
Character Creation
Refining your Character
Speaking & Emoting
Moving in the Game
Role-Playing Out of Game
Common Conventions
Pushing the Limits
Advanced Role Playing
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Moving in the Game - Walking vs. Running

You accomplish most things in NWN by clicking on things and moving your avatar around the screen. In single-player, there’s really no reason not to run everywhere you go. In fact, running is the default action when you click on anything more than a foot or two away.

A common multiplayer convention is to walk most places, and only run when it is in character.

As a player in a multiplayer game, there are a number of good reasons to walk:

  • It doesn’t make sense to run everywhere you go, from a role-playing perspective. How far can your paladin in full plate really run, anyway?
  • It’s difficult to have a conversation when your party is all running full speed.
  • Walking makes it easier to keep the party together.
  • Walking makes it seem more dramatic and in-character when you are actually forced to run by in-game circumstances.
  • Walking is easier for the DM, who may be ahead of the party setting up encounters on the fly or preparing key events.
  • Running is more challenging for the game engine and can exaggerate the effect of “lag” and impact the smoothness of the game.
  • DMs may mangle a party who runs everywhere carelessly.

It is generally acceptable to run when:

  • you are trying to catch up with other party members.
  • someone urgently asks you to come over to his or her location to examine something.
  • you are going to die horribly if you don’t run, or you are role-playing abject terror.
  • you are playing in a game where all parties have agreed that running everywhere is fine, such as a Player versus Player (PvP) game.
  • it is part of your character’s concept somehow, and doesn’t disrupt the game for the other players.

Walking Mechanics

So how do you walk in game? There are a number of different ways. The default in NWN is that if you click on an object that is more than a few feet away, you will run to that location. The exception is if you click on an “actionable” object such as a door. In that case, you will walk to the door, and then open it.

Here are the other ways of walking, some of their pros and cons:

MethodHow Do I Do It?Comments

Shift-ClickingHold the Shift key and click on your destination.This is probably the most straightforward way to walk around, but it can get very tiring for your hand.
'Hold Down' ArrowClick on your destination and hold the mouse button down. Your character will move at a rate of speed that is proportional to the distance between the cursor and your character. So to use this to walk, just click and hold down on your mouse in the direction you want to walk, but then keep the cursor very close to your character at the same time. This will cause him/her to walk in the desired direction.A good option if you’re a really mouse-driven person. But, if you click a little too far away, your character will run. Also, as Essobie mentioned, “your index finger will fall off and DIE after a few hours of play.”
Detect or Stealth ModeClick on the Detect or Stealth Mode icon in the Radial Menu, or add them to your Quick Slots. Activating either will make you walk. Detect Mode may be preferable because you won’t go invisible if you have the Hide skill.Moves extra slow if you turn both on. Elves are always in Detect Mode at normal running speed, so if you’re an elf, you’ll have to go with Stealth. Also turns off automatically if you get attacked.
Drive ModeUse the keyboard to move your character. (See the manual -*gasp*- for the specific keys, and instructions on how to customize them.)A little clumsy to maneuver compared to the mouse, but gives a little sharper control over your speed. Just click on the screen if you want to run. This allows for 'realistic' bursts of running, like during combat.

Last Updated on Thursday, 20 November 2008 15:07