Overview
Project information
The Gathering Storm¶
Here is a comprehensive project management setup for creating a Baldur’s Gate 3 DLC storyline, structured for use in a professional or fan-driven development context. This setup assumes you are developing an unofficial or prototype DLC narrative module, and can be adapted for full-scale collaboration with Larian Studios or a modding team.
1. Goals and Objectives¶
Primary Goal:
Create a fully integrated DLC storyline for Baldur’s Gate 3 that expands the existing narrative with a new quest arc, new characters, and a unique location, fitting within the Forgotten Realms lore.
- Develop a self-contained, high-impact narrative arc that can be slotted into Act 2 or post-Act 3.
- Introduce 1–2 recruitable companions, a morally complex antagonist, and an entirely new explorable region.
- Create branching dialogue, cinematic sequences, and multiple endings.
- Ensure mechanical balance and narrative consistency with core game systems (combat, skill checks, reactions, etc.).
- Support modding tools or engine integration with Larian’s scripting tools (if available).
2. Scope¶
Included in Scope:- A 4–6 hour questline with cinematic dialogue, choices, and combat.
- 1 new region (e.g., an Underdark pirate port or haunted planar island).
- 2–4 new NPCs with full dialogue trees and companion approval systems.
- Multiple quest resolutions (moral choices, character deaths, loyalty splits).
- 2–3 new monsters, 3–5 new magical items, and a handful of spells or features.
- Total conversion or systems-level overhaul.
- New classes or major ruleset changes.
- Full voice acting (unless externally sourced).
3. Deliverables¶
| Type | Description |
| Narrative Design Document | Quest arc, branching decisions, emotional beats |
| Dialogue Scripts | Companion and quest NPC dialogue, reactions, approvals |
| Cinematic Sequence Map | List of cutscenes with camera movements and triggers |
| Quest Journal Entries | Log text for each stage of the questline |
| Level Design Blockout | Greybox map for new region with encounter markers |
| Combat Encounters | Stat blocks, battlefield designs, encounter logic |
| Game Assets List | Needed models, animations, music, and sound |
| Technical Integration Plan | Scripts, triggers, flags, and Larian modding tools |
| Testing Checklists | QA test passes, bug logging, and player path coverage |
4. Target Audience¶
- Fans of Baldur’s Gate 3 seeking extended content post-campaign.
- Players interested in deep lore, faction intrigue, or morally complex decisions.
- Dungeon Masters and storytellers who want inspiration for tabletop ports.
- Modders looking for high-quality narrative modules.
5. Milestones & Timeline¶
| Milestone | Timeline | Deliverables |
| Preproduction | Week 1–2 | Narrative concept, theme, and quest hook |
| Design Phase | Week 3–6 | Dialogue trees, quest logic, maps, encounters |
| Prototype Phase | Week 7–9 | Implement core quest path with greybox map |
| Alpha Build | Week 10 | Fully playable path with placeholder assets |
| Beta Build | Week 12 | Polished branching paths, partial visuals/sound |
| Final Build | Week 14 | Complete version with all assets and polish |
| Community Testing | Week 15–16 | Open playtest or early access release |
| Release | Week 17 | Upload to NexusMods / Steam Workshop / Larian Mod Tools |
6. Core Modules and Tasks¶
Narrative Development¶
- Design core theme, stakes, and emotional arc
- Write branching dialogues and cinematics
- Define choices and consequences trees
- Companion loyalty paths or romance options (if any)
Game Design & Mechanics¶
- Enemy stat blocks, scripted abilities, and AI behavior
- Skill check DCs, puzzle logic, and reward balancing
- Custom weapons, magic items, or terrain interactions
Level Design¶
- World region layout (caves, strongholds, towns)
- Environmental storytelling (visual cues, item placement)
- Encounter pacing and traversal flow
Cinematics & Dialogue¶
- Timeline of events and camera angles
- Facial animations and expressions
- Dialogue flags (approval, branching outcomes)
Scripting & Integration¶
- Lua or visual scripting for quest logic
- Triggers, variables, journal updates, encounter start points
- Integration with core Baldur's Gate 3 campaign if needed
QA & Playtesting¶
- Functional testing: triggers, flags, outcomes
- Balance testing: enemies, loot, experience pacing
- Branch testing: ensure all decisions play out cleanly
7. Risks and Considerations¶
| Risk | Mitigation |
| Incompatibility with official updates | Use modular scripting, follow Larian update notes |
| Voice acting limitations | Use text-only or minimal vocal placeholders |
| Branching complexity | Limit to 2–3 meaningful branches per scene |
| Lore conflicts with Forgotten Realms canon | Anchor events in underdeveloped lore regions |
| AI pathing and scripting bugs | Thorough greybox testing before final map pass |
8. Tools and Platforms¶
| Tool | Use |
| Larian Studios Modding Tools | Map design, scripting, game integration |
| Trello / Redmine / Notion | Task tracking and documentation |
| Twine / Articy:Draft | Narrative structure and branching dialogue planning |
| Blender / Daz3D / Photoshop | Custom asset creation (if needed) |
| OBS / Premiere Pro | Promo videos, trailers, internal reviews |
| Discord / GitHub | Team communication and version control |
| NexusMods / Steam Workshop | Distribution platform |
Summary¶
This project structure supports the development of a professional-grade DLC storyline for Baldur’s Gate 3, allowing for deep player choice, high-impact storytelling, and integration with modding platforms or official tools.