That sounds awesome!! I want to play a vampire!! I specifically like the fact that the humans aren't automatically the 'good guys'. That is a great deviation from the norm. My only experience with multiplayer is ExtremeG and Lego Star Wars with my sons on the N64 and the Gamecube. I have never played a game online.
Are you doing the conceptual art for your characters? I am starting to sound like a broken record, but post some images or screens of your castle and inn. We'd love to see 'em!! Pictures are worth thousands of words!!
My biggest weaknesses are houses (exterior) and people. The Golem I did is my first biped. I finally got close on one!! I like to model inside spaces. Like Resident Evil type stuff or Doom type stuff.
I am always happy to help out anyone I can. You are quite welcome on that!!
How are you getting stuck on triggers? I was stuck on triggers at first, but once you get one to work, you'll be amazed at how simple it is. I made a platform that was triggered when you shot a target. The target was a model. The trigger was 'attached' to that model. In the trigger properties you'll see 'model'. Wait, have you made a model yet?
To make a model:
You select the brush or brushes you want to be your model, then on the 'Model' tab at the left hand side of the rfedit screen you click 'Add Model'. It prompts you for the name of the model. I use like door01, if I am to have more than one door. If it is to be an animated model, like a door, click 'Set Origin', and a tiny X will appear in the middle of your model. Drag that X to where you want the origin of your model to be. If it is a swinging door put the model at the edge of the door on the side where the hinges would be, then click 'Done'. Your model will now rotate at that X. Click 'Animate' and you move or rotate your model about a forth of the way or so, and click 'Done'. it will prompt for a time. Type in, say, 1.0 and click okay. This will cause that animation to last one second, and the door will then snap back to it's original position. You have to do this step until the door (or whatever) is at it's final position. Do not try to just open the door and type in the full length of the animation. It will rotate in the wrong direction to get there. At least that is what it has done to me. Just make it in a few steps in the right direction, so as not to confuse the engine. Then click 'Animate, followed by 'Done', without moving the model and type in something like 25.0, and click okay. This will cause a 25 second delay before the door closes. Animate it in reverse to close the door slowly. It will open when triggered, then close after the pause nice and slow. You can experiment with the times to achieve the speeds you want.
Now for the trigger. First of all, doors do not 'need' a trigger entity. you can trigger a door without a trigger entity. By actor collision or the way I've got mine right now, by shooting them. I apologize if you know all this, but I'd hate to explain triggers and have you say, "How do you make a model".
The Trigger:
When you create a trigger, it already has a name. Say Trigger1. It has a property called 'Model'. Double click that, and you will get a dialogue showing you your models. Select the model you want to 'attach' it to. In the case of my platform, triggered from somehwere else, I had two models. the platform and my switch. The trigger was attached to my switch model, and the platform had Trigger1, entered in the TriggerName space of it's properties. Now, when my switch was shot by the player, it turned on Trigger1. The platform is sitting there watching for Trigger1 to be turned on, and when it was, the platform performed it's animation.
Does that help at all? If I confused you even more, I'm sorry. Just tell me. I'll gladly put together a little working demo of a trigger and put it up for you to download.