Are we playing in an already existing setting or are you going to be making one just for this campaign?
Heavily custom Forgotten Realms, and we'll be adventuring in the
Moonsea region. It's the setting I've been using for all my tabletop games for the past ten years or so, so I already have an established region history and political structure for the various powers.
About how fast do you think we'll be getting xp?
Difficult to guess. My DMing style is to build a world and give players a very long leash. As DM my job is to make sure everyone is having fun, not to write a story and then railroad you through it. So rate of level gain will largely depend on the party. Part of the benefit of building modules from week to week is that I'll be able to respond to what interests you guys. Until I know what that is, it's difficult to know what sort of pacing we'll have.
Will we be using any expansions will we be using? Which ones?
Version 1.69 with both Shadows of Undrentide and Hordes of the Underdark. If you've lost your CDs there's a copy of the GoG 1.69 Diamond release that has conveniently been backed up for you by friendly, helpful people on the internet and is available via torrent.
Will we be using any hak packs? Which ones?
Most like we'll be using
Community Expansion Pack, but that's one of the things I'd like to test on playtest night. I remember CeP slowing games down beyond usability but I assume that 10 years of computer upgrades will make that a non-issue.
Also, I haven't set up a NWN server in I'm not even sure how many years, so I'd like to confirm that we can actually do this before investing dozens of hours building modules. In particular I really don't remember how character save continuity works for characters saved on the server. I'd like to keep character saves so nobody gets ahead of the party by playing outside the campaign, but I'm not sure what the implications of that will be when it comes time to switch modules. I don't know if the best option is to build separate modules and transfer characters between them, or make a single persistent world that we add onto from week to week. The plan is that on playtest day we can sort that kind of thing out.