MAUGETER
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Demo v1.0

by Tim Fletcher (Jaxtrasi)

Please mail any questions, comments or feedback to dungard@yahoo.com

For more information visit www.warpedproject.com/maugeter

Have a quick skim of this before you start if you're interested - Maugeter
plays with the rules in lots of little ways, and knowing the differences
can get you off on the right foot.

QUICK OVERVIEW GAME-WISE

This is a single player module. If you try to play it multiplayer, or DM it,
the chances are your computer will explode, something for which I take no
responsibility. It is designed for a newly-created level 1 character, and
the demo lasts until some time after you reach level 2 (you will not be able
to gain experience at that level). Because of the nature of level 1 characters,
the module is necessarily combat-light. There are fights if you look for them,
but never will you be forced into a reload-try again situation. Use your head
and you can get by with a minimum of combat. There is no respawn, so you will
have to save occasionally.

DISABLING ITEM LEVEL RESTRICTIONS

This is particularly important for Ranger characters, who start with a very
powerful bow. Open your NWNPlayer.ini file (in C:\Program Files\Neverwinter
Nights or wherever you installed it) and find the line that says:

Single Player ItemLevelRestrictions=1

change the 1 to a 0 so it reads:

Single Player ItemLevelRestrictions=0

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CHARACTER GENERATION

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You should generate a new character to play in Maugeter. Here are some tips for
how you might think about doing that.

RACE

Don't play a Gnome of Half-Elf. Gnomes will be forcibly removed. Half-Elves have
a temporary reprieve, but you'll look - and feel - out of place in a world where
there are maybe half a dozen of each. Half-Orcs are welcome, but the game world
assumes you're an Orc - you can play along with this game by making sure you put
Orc in your subrace box, otherwise you'll be living a lie.

CLASS

There are no class restrictions - play as what you like. You might like to bear
in mind, however, that your starting class determines the choice of quests you
have in the prologue, so if you play as a different class next time things will
turn out differently.

ALIGNMENT

There are no alignment restrictions, and the demo version does not apply alignment
changes during the game. You will find there are plenty of opportunities for
roleplaying your alignment - whatever you take that to mean.

ABILITIES

Characters with an Intelligence less than 10 lack certain knowledge you would
expect most people to have. Characters with a Wisdom of less than 10 have no
common sense, and may not realise things you as a player want to ask. Other stats
are used during conversations and quests, so make sure if you don't want your
character to be a weakling, or stupid, or clumsy that you don't put a stat you
might need right down. As a combat-light module, it is much less important to
min/max your character for sheer fighting power in Maugeter than it is in other
modules.

SKILLS

Choose interesting, cross-class skills for your character - don't expect to be
able to convince anyone of anything without at least two points in persuade. Not
all skills are used during the demo, but many are, and not when you will expect
them to be. A special case is the Heal skill - you need at least one point of
Heal to be able to help your henchman when they fall in battle.

FEATS

The only really important thing to say about feats, is not to take Weapon Focus
with Light Hammer, Light Flail, Warhammer, Kukri, Shuriken or Katana. These
weapons don't exist in the world, and you'll be sorely disappointed. If you take
Weapon Focus with a different weapon, the game will attempt to arm you with a
suitable weapon when it determines your starting equipment (see below).

STARTING EQUIPMENT

Paladins always start with some kind of sword. Barbarians always start with some
kind of axe. Other than this, your character's starting equipment is determined by
their class, size and weapon focus, finesse and profiency feats. Experiment, or
better yet choose the feats you want and see whether the game guessed you right.

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PLAYING

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DON'T HIT QUICKLOAD ALL THE TIME

The game world has been designed so that your actions have consequences, but in
general you will get the experience no matter how you resolve the situation. Don't
just hit reload because you think you made a mistake or did the quest "the wrong
way". Your actions will have more meaning if you chose to do what you want to do
rather than trying to second-guess me, and you never know - what looked like the
worst choice might turn out to be the best. The exception is attacking commoners
- this is always bad, and will probably result in your character's eventual death.

DON'T KILL THINGS FOR THE XP

You don't get experience points for kills. Start fights because your character is a
psychopath, because you want the loot, or because you just don't like the NPC, but
don't be disappointed when you don't get experience for it.

DON'T START FIGHTS OR COMMIT CRIMES IN PUBLIC PLACES

If you want to butcher, steal or manipulate your way around the city, you're going
to have to be careful - if the city guard think something is up, they won't hesitate
to mount your head on a halberd outside the guardhouse. Be careful. Look for clues
and opportunities. This also includes pickpocketing - be careful with that as without
respawning, if you make a mess of it, you're probably in trouble.

DON'T TRY TO BASH DOWN EVERY DOOR IN TOWN

An addendum to the above - the city guard take a dim view of adventurers who walk
down the street trying every door they see to find out whether the owner left it
unlocked. The fact is they didn't, and unless you have some reason to suspect that
this house is distinctice, the chances are you're wasting your time.

THE GOLD IS UNBALANCED

Yes, I know. I'm waiting on my long-proposed, long-awaited modification to the toolset
that will allow us to reduce the value of certain items (and their lore value, for
everyone who is wondering whether that wolf head is really worth the hundred gold
pieces it would cost to get it identified). Last I heard Dave Gaider was now
championing my cause. For now, just wish you had enough gold to be able to buy that
Longbow of Summer.

SKILL CHECKS ARE NOT RANDOM

You either pass or fail depending on your skills and stats. Don't keep retrying the
same dialogue option to try and pass - you won't.

HENCHMEN LEAVE THE PARTY WHEN YOU REST

Your henchman will not dream with you, so upon waking you need to talk to them to get
them to rejoin you - don't worry, they don't need convincing.

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NEAT STUFF

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Druids and rangers are able to speak with animals - generally the animals will not have
anything useful to say, but you never know

Rogues, as well as anyone who chooses the right quest during the Prologue and anyone
with Skill Focus: Lore will understand Thieves' Sign, which they will occasionally
notice.

Paladins can detect evil by using the special armour they start with at the start of the
game, and have their own set of weapons they bring with them from the east