What really sets Neverwinter Nights apart from other CRPGs is the Aurora engine toolset the developers released prior to the game
itself. This toolset allowed customers to create their own adventurers, modules, and content for Neverwinter Nights. These adventures could include everything present in the actual game itself, from monsters to items, in addition to community created content. But even more important for the online community was the release of a game hosting client, capable of connecting up to 75 players in a single world. Players looked at this as a chance to recreate the feel of pen and paper roleplaying groups in an online environment. And developers looked at it as a chance to create the gaming worlds they’d always dreamed of.
The response from the gaming community was tremendous. Though the initial release of the toolset was problematic, the interface was best described as awkward, creators worked at breakneck speed, determined to be among the first to release player made content and modules for the enjoyment of a community which had been looking forward to the game’s release for months. The results were several player created modules available at release, and a growing interest in creating continuous world where players and DMs alike could live the adventure whenever they’d like. These continuing modules would come to be known in the community as persistent worlds, and would become one of the most used methods of playing the game from then on.