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About ravenstromdans

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  • Location
    Frederick, MD
  • Steam
  • Interests
    Fantasy (urban, high and low); science fiction; ancient cultures and weaponry; occult and arcane magic; folklore and mythology; writing
  1. I love strongly narrative games; The Baldur's Gate and Icewind Dale series, Planescape Torment, Fallout, Lands of Lore, and more recently Shadowrun Returns...these are the kinds of games that inflamed my imagination both when I was younger and kept my creative spark smoldering as I've matured over the years. After noting the Senior Narrative Designer position posting on Obsidian Careers, I began to wonder what kind of experience qualifies one as a writer for games and how to garner that experience if you aren't already in the gaming industry. I've been writing on and off for over 30 years now, but never officially in the gaming industry and I don't really have a portfolio of work to show off that would necessarily lend itself to suggesting that I'd be a good fit for a gaming-related writer. So...I suppose I'm posing a question to the writers already working for Obsidian, less about how they got their jobs but more about how they garnered the experience that led to them writing for games and the specific challenges that someone who enjoys crafting stories but is inexperienced in writing for games might face when trying to get into that aspect of the industry. Good Journey.
  2. This seems to happen regardless of who you're fighting, so long as the battle takes place in Cad Nua's courtyard. So far I've had it happen with an army of drakes in one playthrough (I came all the way back from the White Marches for that one) and a force of Raedric's undead in my current playthrough. You can't talk to the mob of villagers at all (at least I couldn't) and though you can talk to the Marshal, you fortunately don't have to repeat the quest to fight for Cad Nua...still, it would indeed be nice if this was patched so as not to break the immersion of the story, to say nothing expending the resources of choising an automatic stronghold defense to avoid this glitch, which almost always results in costly damages to the keep.
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