Here's my take on the cheating aspects. They can, for sure, run rampant through the toolset, and find all the little tricks that they need to find, secret doors, monster weaknesses, etc. That's a bad thing in a new module, because it takes all the challenge out of finding things. They can't, however, affect things server side, other than OOC knowledge, which in and of itself is a bad thing, unless they have either a DM password, or otherwise have access to the actual server the module is on.
The part of this that actually concerns me the most is the putting it online as their own work, and this has happened before, according to what I've read at the Bioboards. As a parttime developer, builder, and a DM, this aspect of it really affects me. I have invested literally 100's of hours into testing scripts, and planning out areas and quests for NWN2, as my builder is determined that we are going forward with the project we have in mind. I'd hate to see that module online under a different name, or find out that it's online under a different name, with someone saying we stole their work. I really feel that this issue would kill NWN2 for online play at all, as I'm not willing to sacrifice that work. We have a smallish core group, that we could trust to not steal the module, and that would be our gaming community. I guess it would be like getting together on a Thurs night for a session of PnP play, w/out the added mess...But I've met literally hundreds of great people playing NWN's online. I'd hate to think that I have to sacrifice that aspect of the experience, because the developers couldn't overcome this obstacle.
|