Building Better Writs

Vaul

New member
Aug 4, 2026
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So lets talk about Questing, or Writs, or Missions or whatever you want to call it when an NPC send you on a job. Ill just refer to this as Writs going forward, too many years on Arelith to think of them in any other way. These are a really important mechanism for a server. The reason being not all players are natural explorers so out of the way things don’t always catch their attention. A writ is a great excuse to encourage people to explore the server. Its also vital for driving gameplay. I logged in I want to “do” something, and usually not just anything I want to “do” something heroic.

However there is literal zero agreement about how to build a good writ. Opinions range from well it needs to be like dark souls where one mistake and you lose all your stuff, your character is deleted, and your put on an international terror watchlist... to… hey why cant I complete this writ with a level 1 wizard who I tanked his CON for my roleplay so I only have 2hp?!? I should be able to kill these thirty kobolds solo!

So rather than simply talk about writs being too easy, or too hard or finding that magical goldilocks zone of sublime perfection lets have a talk about writ categories. I am firmly of the opinion a server needs to offer a verity of “adventure” experiences to the players.

Single vs. Multiplayer Writs
I’m a big believer in both. Its foolish to think all writs have to be one or the other. In fact there needs to be single player writs on a small server because at 3am with only a handful of people online people want to do things and they don’t always want to do them with someone. But that said rewards need to scale with accomplishment. A writ designed for multi-player could also be seen as a very difficult single player writ. So the more complex the writ, or the more people involved it needs to reward accordingly.

I do want to make a quick case for single player writs. On a small server its not always possible to find a good party at 3am. Its also time consuming. It takes an hour to roleplay with everyone and get headed in the same direction. If I only have thirty minuets to play. I still want to do something!

Repeatable
Some writs, though not all, need to be repeatable. There are some problems that just keep coming back. Rats are in the grain house again. Barroom fight has broken out again and the guards need backup but don’t kill anyone fists only! Etc… there are always writs that should represent repeatable jobs that by their nature keep having to be done. This could be especially true for new player areas.

Of course some writs are one and done. They represent a problem that when solved is solved.

Number of Players
I’m going to be honest, on a small server I don’t think more than three should be required. Couple of reasons. First its a small server and getting four people every time is… hard sometimes. Secondly and I think this is also important there is not enough room in many of these locations for four players. The sewers pretty much let two people lead. If all four are fighters its very crowded. Three is a good number for design. With more being an option not a necessity.

Types of Writs
Writs don’t just have to be about combat. Instead of thinking of them as combat missions, think of them as a problem. Someone has a problem and they need a Pathfinder to solve that problem for them. Now that problem “could” have multiple solutions. It also “could” have multiple endings. This is something that’s almost never seen on servers. But there is no reason a writ has to have a universal outcome or a universal reward. So when I talk about types understand I’m talking about different skills needed to solve a problem.

Yes, its even possible for a single writ to contain multiple types in it. This is actually idea for multi-player writs where the goal is to bring a collection of skills together to solve a problem. A great example of this is pretty much every “heist” movie ever made! The hardest writs should require multiple classes to complete them.
 

Vaul

New member
Aug 4, 2026
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3
The Combat Writ
Ah the old stand by. The classic Dungeon Crawl. Your going in that dark hole and whatever is uglier than you is going to die! There is absolutely no shame in making combat writs. I’m a little guy in real life and was destined from birth to never be a hero. But when I log into Neverwinter Nights take up my sword, cast a few spells I’m ready to give every 80’s action hero a run for their gold.

Combat writs are very important. They are simple. I will not say “easy”, they are nether easy to balance or make interesting. A good combat writ can be a heck of a lot more complicated than “We need you to save the world so go kill 5 sewer rats!”

Making combat interesting requires a good setting to establish the mood. Your sewers actually do a great job of this however much I don’t like the Kobolds at level 5. But combat also needs to be fun. This is a hard one honestly. When does combat “feel” good? That’s a hard question. I think the best combat is when its not a one sided slaughter, but its not a slog ether. I’m not one shot-ing everything so I can just talk on the phone, watch youtube and have a casual lazy eye on the action.

No! I’m engaged. I cant take the win for granted! I’m moving purposefully with confidence. As Conan once said when asked what is best in life. “To crush your enemies, see them driven before you, and hear the laminations of their women!”

The Rogue Writ
Now this is a completely 180 from the combat writ. The Rogue Writ is about stealth. Its about misdirection. Its about cunning and using skills. Naturally this is not what NWNs is best at! With NWNs it always seems all or nothing with hiding. They can never see you, or they pretty much always spot you. Thats not 100% true obviously. But it can feel that way. There are in my mind two kinds of Rogue Writs. The Pure Rogue writ, and the Mixed Rogue Writ.

The Mixed Rogue Writ
This is the multiplayer writ where one of the players is a rogue. And the party MUST have him. There are doors that MUST be opened to complete this writ! Without the Rogue they will fail. There are truly deadly traps that don’t simply harm you, they slay you so having the Rogue along isn’t a nice extra. This is a writ built with Rogues not as a helper, but as a primary key to the heist. If the Rogue does not do their part, the part cannot advance.

The Pure Rogue Writ
This is something very different. This is likely a solo writ for one player. A good example might be sneaking into the castle to deliver someone’s love letter to the princess. You cant charge in sword and spells flying and carve a bloody path to the princess door to deliver a blood drenched letter to the horrified girl.

This is romance! You have to be subtle. You have to avoid the guards. Time the patrols. Lay distractions to get guards to leave their posts. Maybe the princess moves around from time to time which changes the opportunities to meet her. Its a lot of work to make this, but you could have a lot of fun with it!

Obviously this kind of writ is not for every player. Not only in style, but skill set! But this is the heart of rogue gameplay that almost every server denies the rogue. Remember writs are problems to be solved not heads to be smashed. And the Rogue is the ultimate toolbox problem solver! Let them experience that, rather than just being the backup fighter who can backstab!

The Magic User Writ
The greatest injustice NWNs has done has been to spellcasters. Mainly in stripping DnD of its out of the box spell casting options. Usually NWNs treats spell casters as ether healers, buffers, or damage dealers. But they can be so much much more! They can be problem solvers!

The caster writ offers a chance to put the magical skills of the Cleric or Wizard on display. A gust of wind spell could flip a leaver to open a gate there is no other way to open or reach. This could be key to a writ, Or open up a sub-area that has treasure. There could be magical traps that have to be magically dispelled which the rogue cant touch them.

There could be magical sight that allows the wizard/cleric to see things invisible to others! There are a lot of ways to make a magic user indispensable to the party beyond their combat mechanics. But this all has to be built into the server, and then used in writ to train players to think of magic users as part of the problem solving of the writ.

The Puzzle Writ
This is the last writ style I want to talk about. The classic dungeon puzzle. Oh these can drive you MAD. But they also can be a lot of fun. I’m not a big puzzle guy myself but know they are important to making the gameplay experience broader.

How about this as an idea just to show you what I’m talking about. A murder Mystery. The players are sent to help the guards who are clueless about a murder. They must talk to the various NPCs and gather clues. Then they must logically reconstruct what happened and who’s responsible from who’s lying.

This is both a change to use social skill rolls on NPCs, Charm Person etc. But its also a logic puzzle. And at the end you have to declare who’s guilty. You get XP for getting it wrong. But you get good XP for getting it right.

Ah! But says someone. Once you figure the writ out, everyone will know it. True… unless a very clever coder writes the writ so its different every time the server is loaded. There might be 6-7 solutions and the server when loaded picks one. Or each time a party starts the writ its different. I don’t know but I know this can be done by a good coder.

This is also the answer to all the complaints about it not being fun once the solution is figured out. Just rewrite the solution so its a challenge again. Swap them out from time to time!

Conclusion
Here’s the main point I want to make. Writs are calls to adventure. And adventure does not have to just be combat. It most defiantly needs to have ACTION! This isn’t filing TPS reports with your boss in the office. Its ACTION! But action can mean many different things and the more kinds of action you can create on the server through writs I think the more fun people will have. It will also offer a broader appeal to a larger number of players.

Anyway, I honestly just hope all this helps inspire your designs and thinking about writs.