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This fantasy author can’t stop making mods for the 21-year-old D&D videogame that first disappointed him, and then ‘helped shape’ his life

Luke Scull, author of The Grim Company series of fantasy novels and a developer at RPG studio Ossian, did not initially have a high opinion of the game that would change his life: he excitedly purchased what fans expected to be the successor to BioWare’s seminal Baldur’s Gate series, then found himself devoting his summer to Warcraft 3 instead of the game he thought he’d be “falling in love with.” Today, however, he credits Neverwinter Nights as the catalyst for his writing career, and is still creating custom modules for it more than 20 years later.

The main campaign of BioWare’s follow-up to Baldur’s Gate has a mixed reputation even among diehard fans—it’s not “the greatest example of what can be achieved” with Neverwinter Nights’ toolset, Scull thinks. The campaign was simultaneously rigid and never ending⁠—after a strong first act, you’re just chopping through a ceaseless slog of content, and none of it all that interesting or all that open-ended for role playing. 

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