Now that the holidays are over and my new job is (hopefully) starting to calm down, I'm looking forward to getting back to working some of my projects. Today I continued to work on some dialog for the non-DM required version of
A Stop Along the Way.
I've got a solid method for allowing the full dialog options to exist side-by-side with the DM-friendly one-liners by adding some options in the ASATW DM tool. This should allow DMs to turn off the full dialog options globally so they can run conversations on the fly. The default will be to have the full dialog options on so that players can enjoy the game if they don't have a DM to play with. Note that a DM can leave the full dialog options on to give the players freedom to explore the town, then possess an NPC in order to override the default conversation when needed.
I'm hopeful that the non-DM version will give the module a bit more visibility (both for the module itself and DM-run games in general). It will also give DMs a chance to play through the module and see how the default action works before taking players through it.
I've got one cut scene and one regular conversation done. Now I've got about 17 more conversations to go and most of them have up to four states based on the where the party is in the plot. I'll also want to write conversations for the three companions. It's going to take some work, but I'm looking forward to making this happen.