Let's Play Neverwinter Nights 06: Plot Falls, 3d6 Damage, DC 16 Reflex for Half
It seems that quite a few D&D games have an absurdly huge plot dump at the beginning which explains the plot and all manner of others thing at the expense of pacing. Neverwinter Nights is quite slow to get going but once the groundwork is laid out it continues to have some slow parts but does pick up speed elsewhere.
Generally I think this is more something that occurs at low levels, as if the NPCs know that all you've fought are a few kobolds and if you're very unlucky a horde of gibberlings. By the time you're level 15 they must presume that you know a fair bit about the setting and so you can be quite comfortably told about a cabal of vampire beholders living on the elemental plane of water suspended in a bubble of force that's headed straight for a coral city of half-red dragon aquatic drow.
Now if you'll excuse me, I'm going to check if see if that campaign module exists anywhere.
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