A campaign is a group of modules linked together and sharing resources through a campaign folder. The Official campaign is an example of a campaign.

Here is how to create a basic campaign using the campaign editor plug-in:

  1. Create a campaign folder (From the tool set menu: Plug-ins->Campaign Editor).
  2. Add existing modules to that campaign using the "Add button" on the lower right hand side. The modules will appear in the bottom right pane as you add them.
  3. Save the campaign.
  4. Make sure the name of the starting module is entered (only the name without the .mod extension) in the appropriate box on the upper right hand side.
  5. Start up the Neverwinter client, select "new game" and then select "campaign". The campaign should appear there. When selected and started, the PC should appear in the start location of the module that was set as starting module.

If any module within the campaign is opened, scripts and conversations can be added under the campaign script/conversation tab. These are included into the campaign folder and will be available for use in all modules. Campaign blueprints can also be created and will be available in all modules. Appropriate files for scripts, conversations, and items from a module can also be copied into the campaign folder, and will appear there as campaign resources.

Global variables from any module can be read from within the campaign, so any quest variables that span modules should be as global variables.

For linking the modules together with area transitions, the easiest way is to lay down a map transition trigger, and replace the default OnClick script with a simple script. It gets the object clicking on the trigger and transfers it to the next module in the campaign using the LoadModule() function. This will save the state of the old module and transfer the player and all faction members to the new module. Alternatively, the world map system can be used.