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    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.

Objectives:
  • 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.
Out of Scope:
  • 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.