Larian Studios
Posted By: GM4Him Timed events - 17/11/21 02:11 PM
Here we go again. Let me first say that this is not a post about long rest mechanics even though that will play A Part. It is also not a post about timed quests, though I'm sure that we will touch on that also.

This is a post about timed events. To be clear, what I mean is that after a certain number of long rests, things happen.

Before you opposed this, consider that the game already has what I'm talking about, I just want there to be more of it where it makes sense.

An example of what I'm talking about that is already in the game is after you rescue The Grove, the tieflings leave and you can no longer buy and sell things or talk to them. Nobody seems to have a problem with this event because it makes sense. You saved the Grove, and they leave. Time has therefore transpired.

The changing of time via timed events makes it so that the choices you make have an impact in the world of the game. That is all I am asking for. Your decision too long rest should impact the game in some way. Again, let me reiterate that I am not saying that after x number of days quest should be locked out. All I'm saying is that there should be some semblance or passage of time based on the number of long rests that you use.

A perfect example of what I am saying could be done very simply. You complete the quest to rescue people at the inn. After a short or long rest, the inn is no longer burning.

Another example, you slaughter the goblins at the Grove gate. You long rest. The bodies are gone. If you didn't take items from the bodies, the local merchants now has them in their inventory.

After three or four long rests after you first visit the Grove, something happens to disrupt The druids ritual again. After three or four days, you encounter a goblin Patrol searching for The Grove entrance or the weapon. After you meet the gith Patrol, a few days later, you spot another Patrol along the road or in the village. You can either avoid them or attack them.

It's the little things that give you the feeling that the world is alive. Even something as small has having animals milling about different areas at different times that scamper off when you come upon them oh, it makes a world of difference.

And for the love of God, can we at least have different conversations occurring in the background at different times or just more obscure conversation background noise that loops. It has been one year since I started playing this game, and I'm still hearing Rolan arguing about how he cares about their lives and their futures. It never changes, day after day. I'm stuck in an endless loop of timelessness.
Posted By: Maximuuus Re: Timed events - 17/11/21 02:39 PM
I like the idea but it's too late for big changes in my opinion.

- A few new encounters without dialogs : ok
(Looters in the goblins camp, wolves in the forest,...)

- The ever burning inn that stop burning : ok

- The 2 zentharims dead next to the gnolls : ok

- A few new dialogs/encounters/"side quests" during long rests : ok
(Ambush, thieves, someone asking for help,...)

- New story arc : not sure it's reasonable to ask.
(Disrupt the ritual grove, new gith patrol, goblins attacking the grove, and other things that would require a lot of new dialogs, cinematics, or that would have story consequences).

I really agree that the world is way too frozen and I'm all for suggestions to make it more alive. But at this point I'm not sure it's still reasonable to suggest anything else than "simple" things.

Still thinking that what's missing the most in this world is a constant notion of time passing. D/N cycle, in other words. Of course both suggestions would be the best.
Posted By: Flooter Re: Timed events - 17/11/21 03:40 PM
Another simple suggestion : pools of blood spilled during combat should disappear after a time. It feels weird that light still reflects off bloody puddles days after the blood should have dried or seeped into the ground.
Posted By: Icelyn Re: Timed events - 17/11/21 04:09 PM
The world changing in response to completing quests and choices made during quests is great.

What I don’t like is a quest failing or having a bad outcome because of taking three rests instead of two, for example. I don’t want any quest outcomes tied to number of rests!

Originally Posted by Flooter
Another simple suggestion : pools of blood spilled during combat should disappear after a time. It feels weird that light still reflects off bloody puddles days after the blood should have dried or seeped into the ground.
Agree!
Posted By: DiDiDi Re: Timed events - 17/11/21 04:15 PM
There already are outcomes affected by (a single) rest, are you aware of that?
Posted By: Icelyn Re: Timed events - 17/11/21 04:25 PM
Originally Posted by DiDiDi
There already are outcomes affected by (a single) rest, are you aware of that?
How many are there? I know of a few, and I might have missed some, too!
Posted By: GM4Him Re: Timed events - 17/11/21 04:32 PM
I know Icelyn. I had you in mind when I said that this isn't a timed quest suggestion.

I also don't want to be locked out of quests because of taking too many long rests.

What I don't want and agree with you on: You meet Ethel. You don't go to the forest path heading towards the bog. You don't get to do any of the Hag quest events at all because you did several long rests and didn't go towards the bog until like day 3 or 4. Well. Guess you have to start over and play from the beginning if you want to play the hag quest stuff.

What I do want: You meet Ethel. Regardless of when you go to the forest, Ethel is there with the two guys. Things play out. Dang! After the fight with the hag and the redcaps, you need to long rest. You long rest and find that the bodies are all gone.

If you went into the lair immediately, things would play out as they do now. If you long rested, the hag taunts you. "Needed a bit of a rest after that first bout, eh? Were ya tired, Precious? That's okay. I knew you'd be back, and I've been waitin' for ya. I'm actually quite grateful. Ya gave me time to properly prepare for ya. Now we're REALLY going to have a lot of fun." Then she cackles and vanishes.

You proceed into the lair as normal except maybe there's an extra trap or two or encounter or something fun to show a difference between going in right away and long resting. The hag had more time to prepare, so now there's something more that you have to do. It's not locking you out of the quest. It's adding flavor and showing that your action effects the world in the game. You chose to long rest, so something different happens. Nothing big, mind you. Just something to show a variation in paths.

An RPG is like a Choose-Your-Own-Adventure. Each choice you make should have some varying path that you take, and that should include long rests. The path doesn't have to, and shouldn't lead to, a direct "Dead End", but it should have some sort of varying situations so that it shows that your choice made a difference. Otherwise, if my choice isn't going to effect anything, don't even give me a choice. Just have me do something and give me a valid reason as to why I did it. Don't give me a choice and then make that choice pointless, as if it really had no impact at all.

Right now, time and long rests have no real impact on the game. You might as well provide the characters with some sort of alternative full restore solution than long rest because taking a long rest doesn't impact the world in any way other than to fully heal you and restore your spell slots. So Larian might as well provide those nice mind flayer restoration pods like you have in the beginning, and have them everywhere so after every battle you can just tap on one and be fully healed.

That's the point many of us have been trying to make about long rests. Without some form of impact, you might as well just skip long resting altogether and have restoration chambers that people can endlessly use to recover to full strength. By not having long rest impact anything, it is pretty much the same thing.

Long Rest in Current BG3 = Mind Flayer Full Restore Pods. There is no game world impact.
Posted By: Flooter Re: Timed events - 17/11/21 04:42 PM
Originally Posted by DiDiDi
There already are outcomes affected by (a single) rest, are you aware of that?

As far as I know, NPCs knocked out by non-lethal attacks are gone after a long rest, presumably because they awoke and left. Is there anything else?
Posted By: mrfuji3 Re: Timed events - 17/11/21 05:06 PM
+1 for timed events/reactive world

Obviously you shouldn't be locked out of quests (especially ones you haven't even started) because you took too many long rests to reach something you had no idea was happening.

However, if you encounter something in game that shows you or tells you about an event (burning inn, literally watching Minthara gathering her goblins to go attack the grove, druids prepping for their ritual) then the game should react to you taking a while to respond. And by "react" I mostly* mean change the quest/event instead of entirely locking you out of content with no replacement content. E.g.,
  • If you see the burning inn and decide to long rest first, the inn should burn down. But there are still survivors in the area to talk to, bodies to surreptitiously search.
  • If you watch Minthara leave to raid the grove and decide to long rest first, then you should arrive mid-raid. You don't get to start up in the safe position atop the wall, and the goblins have already killed a few defenders and are 1 turn away from busting down the gate. You still get the choice to join in with the goblins or fight them.
  • Hag - See @GM4Him's example above.
  • Druid Ritual - I can already see this example being controversial. When you first talk to the Kagha, she could mention an estimate for ritual completion timeline. A very lenient estimate, measured in-game as long rests. As you long rest, they get closer to finalizing the ritual, but the player perhaps is given options to slow it down: convincing the druids that you're about to find Halsin so they should wait, stealing the Idol, etc. But if you're continually slow and don't make an effort to delay the ritual, the druids leave. The tieflings remain though, and this could potentially add content in the form of changes to the tieflings' social structure/hope/attitudes, that the player would have to navigate/resolve. Or a Minthara quest on the evil storyline to perform a ritual breaking into the Druid's secret dimension.

tl;dr: Delays in responding to certain events you know are happening should change the world, but still leave the player with (different) content.
Posted By: JandK Re: Timed events - 17/11/21 05:48 PM
Originally Posted by Flooter
Originally Posted by DiDiDi
There already are outcomes affected by (a single) rest, are you aware of that?

As far as I know, NPCs knocked out by non-lethal attacks are gone after a long rest, presumably because they awoke and left. Is there anything else?

If you contact Nere telepathically and then long rest twice...

...Nere dies from the poison gas.
Posted By: fizzwick Re: Timed events - 17/11/21 06:08 PM
Originally Posted by Icelyn
Originally Posted by DiDiDi
There already are outcomes affected by (a single) rest, are you aware of that?
How many are there? I know of a few, and I might have missed some, too!

If you get close enough to spawn that dying True Soul and his two dimwit acolytes but don't interact with them, a long rest will result in the acolytes moving to the goblin camp and leaving his dead corpse lying there. They'll be hanging out at the courtyard party.

A similar thing can happen with Ethel and the brothers if you don't step in. She'll leave their corpses behind and head to her house.
Posted By: JandK Re: Timed events - 17/11/21 06:50 PM
Originally Posted by fizzwick
Originally Posted by Icelyn
Originally Posted by DiDiDi
There already are outcomes affected by (a single) rest, are you aware of that?
How many are there? I know of a few, and I might have missed some, too!

If you get close enough to spawn that dying True Soul and his two dimwit acolytes but don't interact with them, a long rest will result in the acolytes moving to the goblin camp and leaving his dead corpse lying there. They'll be hanging out at the courtyard party.

A similar thing can happen with Ethel and the brothers if you don't step in. She'll leave their corpses behind and head to her house.

Also, Dhourn in the underdark with his drow party, whichever ones happen to be unpetrified, that is.

If you take a long rest without talking to Dhourn then they'll be gone when you come back. I'm not sure where they go, I just know they're not there anymore.
Posted By: JandK Re: Timed events - 17/11/21 06:54 PM
Originally Posted by mrfuji3
[*]Druid Ritual - I can already see this example being controversial. When you first talk to the Kagha, she could mention an estimate for ritual completion timeline. A very lenient estimate, measured in-game as long rests. As you long rest, they get closer to finalizing the ritual, but the player perhaps is given options to slow it down: convincing the druids that you're about to find Halsin so they should wait, stealing the Idol, etc. But if you're continually slow and don't make an effort to delay the ritual, the druids leave. The tieflings remain though, and this could potentially add content in the form of changes to the tieflings' social structure/hope/attitudes, that the player would have to navigate/resolve. Or a Minthara quest on the evil storyline to perform a ritual breaking into the Druid's secret dimension.


In my opinion, after talking to Kagha, if you long rest 7 times without stopping the ritual, then the druid's grove should be grown over with thorns and vines.

And a trail of dead tieflings should be found here and there, indicating that they had to leave and many have already been killed.

Keep it simple.
Posted By: Rhobar121 Re: Timed events - 17/11/21 10:47 PM
Originally Posted by JandK
Originally Posted by mrfuji3
[*]Druid Ritual - I can already see this example being controversial. When you first talk to the Kagha, she could mention an estimate for ritual completion timeline. A very lenient estimate, measured in-game as long rests. As you long rest, they get closer to finalizing the ritual, but the player perhaps is given options to slow it down: convincing the druids that you're about to find Halsin so they should wait, stealing the Idol, etc. But if you're continually slow and don't make an effort to delay the ritual, the druids leave. The tieflings remain though, and this could potentially add content in the form of changes to the tieflings' social structure/hope/attitudes, that the player would have to navigate/resolve. Or a Minthara quest on the evil storyline to perform a ritual breaking into the Druid's secret dimension.


In my opinion, after talking to Kagha, if you long rest 7 times without stopping the ritual, then the druid's grove should be grown over with thorns and vines.

And a trail of dead tieflings should be found here and there, indicating that they had to leave and many have already been killed.

Keep it simple.

The last thing I would like is this solution.
This is literally an example of why I don't like timeouts.
I'm fine with the burning inn, or any other temporary quests (especially as they are well done at the moment and don't require a fight from you) but this is too much.
Especially since in the case of these limited quests, you really lose nothing.

NOT FOR AUTOFAIL IN THIS GAME.
Posted By: JandK Re: Timed events - 17/11/21 11:01 PM
Originally Posted by Rhobar121
The last thing I would like is this solution.
This is literally an example of why I don't like timeouts.
I'm fine with the burning inn, or any other temporary quests (especially as they are well done at the moment and don't require a fight from you) but this is too much.
Especially since in the case of these limited quests, you really lose nothing.

NOT FOR AUTOFAIL IN THIS GAME.

You'd rather the druids just stood there forever chanting? That's weird.

Also, it's not a fail if the druids complete the ritual. A fail would be the main character dying and the story ending.

This is just a consequence of not stopping the ritual. Because the ritual wasn't stopped... it finished. What could make more sense than that?
Posted By: Icelyn Re: Timed events - 18/11/21 12:04 AM
Originally Posted by JandK
You'd rather the druids just stood there forever chanting? That's weird.
Yes, until a quest choice is made that advances the story. For me that seems normal because that is how most video games I play work. It feels unexpected and cheap if a quest suddenly fails because a random amount of time passed.
Posted By: GM4Him Re: Timed events - 18/11/21 12:05 AM
That's why I proposed an alternate solution. Someone interrupts the ritual, like Arabella did. Buys you more time.
Posted By: JandK Re: Timed events - 18/11/21 12:22 AM
Originally Posted by Icelyn
Originally Posted by JandK
You'd rather the druids just stood there forever chanting? That's weird.
Yes, until a quest choice is made that advances the story. For me that seems normal because that is how most video games I play work. It feels unexpected and cheap if a quest suddenly fails because a random amount of time passed.

It's not a random amount of time.

Let's say you learn it takes 7 days to complete the ritual. That would give you 7 long rests, one per day. If you don't stop the ritual, the ritual completes. Easy, simple, makes sense.

As opposed to a landscape forever stuck in time.

(As for @GM4Him's solution of something stopping the ritual, I'm fine with that *if* the players initiate whatever stops the ritual. Otherwise, not so much. I want actual consequences.)

And that's the thing, I suppose. Consequences, a sense of realism and progressing time. This idea of a static world of challenges that players can get to when they want doesn't sound like as much fun to me. It sounds like playing on super easy mode, whereas I'd prefer a challenge and reactions within the world that make reasonable sense.

I can stretch my disbelief just like anyone else, but it'd be nice if the game could manage to finish a ritual it started.
Posted By: mrfuji3 Re: Timed events - 18/11/21 12:34 AM
Originally Posted by Icelyn
Originally Posted by JandK
You'd rather the druids just stood there forever chanting? That's weird.
Yes, until a quest choice is made that advances the story. For me that seems normal because that is how most video games I play work. It feels unexpected and cheap if a quest suddenly fails because a random amount of time passed.
What does "random" mean here? Does it mean an amount of time unknown to you? Because that's easily solved by the druids informing you "we think it will take X days to complete the ritual."
Posted By: timebean Re: Timed events - 18/11/21 01:51 AM
I like the idea in theory. However, long rests being tied to dialogue triggers could really complicate that. It already results in issues when game events impact camp triggers (ie, Raphael linked to Nettie screwing up Asterion’s dialogue order). Having camping impact in-game timelines could cause some major headaches.
Posted By: Dez Re: Timed events - 18/11/21 01:30 PM
Originally Posted by timebean
I like the idea in theory. However, long rests being tied to dialogue triggers could really complicate that. It already results in issues when game events impact camp triggers (ie, Raphael linked to Nettie screwing up Asterion’s dialogue order). Having camping impact in-game timelines could cause some major headaches.

THIIIISSSS!

I mean, I get where you are coming from. I really, really, really do.

But as long as long rests also are tied to RP events and companion dialogues, I am definitely voting "no" on a long-rest based time limit.


... ... Also, as much as I also enjoy generous time-limits (think Pathfinder), I do really believe it should be optional because I totally get why some people don't want this and it shouldn't be forced upon the people who prefers a "frozen" world where they can do as much side-content as they want in between quests.
Posted By: GM4Him Re: Timed events - 18/11/21 02:13 PM
I just want the game to make sense. Like someone else said, if I'm jogging along a road and I see a burning building, if I don't stop right then and there to help the people involved with their burning building, then the burning building should be burnt down later. I shouldn't be able to jog past a burning building, go fight some bad guys, then go to camp and rest for almost 24 hours, and finally return the next day to help those people with their burning building. That just doesn't make sense.

Likewise, if I fight the red caps and the hag has taken Mayrina into her sanctum, something should happen that is different if I decide to take almost 24 hours to get some rest and return. It makes no sense that the hag just lets you go off and rest and then still acts like it is the same day.

Again, I'd rather have some other way to fully recover all HP and spell slots like those mind flayer restoration stations then to have long rest without the world changing as a result.

See, here is my problem. From the moment you crashed on the beach, to when you arrive at The Grove, it really feels like that should be all one day. It feels like chapter one concludes with you talking to Nettie. Think about it. You crash on the beach, you meet a SH, you meet Astarion and Gale and Lae'zel all as if they just escaped their pods. If you long rest at all before meeting any of these, it feels weird. What have they been doing since they crashed? Astarion is even still right outside his smoldering pod. The ship is still burning. The ship never stops burning. It just feels weird.

That's what breaking the immersion for me. I'm telling you, just give me some sort of full restore potions. At least that wouldn't break the immersion. The problem I have with it is that I know but if I long rest an entire day goes by. But the world doesn't act like an entire day goes by. I wake up on the beach, I fight three bad guys, I take the rest of the day off. I wake up the next day, and the ship is still burning, and there is a guy still standing outside his pod. It's as if he just crashed there. I do a little bit of other stuff, maybe 30 minutes worth, fight some more bad guys, take the rest of the day off. I wake up oh, the ship is still burning, I meet Lae'zel and she stuck in a cage. What is she been doing for 2 days?

It's these little things that just through the whole thing off. I get why people are afraid blocking things out and causing all sorts of technical issues, but this kind of stuff is very sloppy to me.

There's a line from the comedy Thumb Wars that fits what I'm talking about here. The princess escapes from her cell on the Death Star and she says, "I escaped somehow."no explanation given. She just escaped. That's how I feel about a lot of situations in this game. I'm just supposed to pretend it makes sense.
Posted By: JandK Re: Timed events - 18/11/21 02:53 PM
Originally Posted by GM4Him
I just want the game to make sense. Like someone else said, if I'm jogging along a road and I see a burning building, if I don't stop right then and there to help the people involved with their burning building, then the burning building should be burnt down later. I shouldn't be able to jog past a burning building, go fight some bad guys, then go to camp and rest for almost 24 hours, and finally return the next day to help those people with their burning building. That just doesn't make sense.

Likewise, if I fight the red caps and the hag has taken Mayrina into her sanctum, something should happen that is different if I decide to take almost 24 hours to get some rest and return. It makes no sense that the hag just lets you go off and rest and then still acts like it is the same day.

I 100% agree with the part I've quoted above here.

Originally Posted by Dez
...some people don't want this and it shouldn't be forced upon the people who prefers a "frozen" world where they can do as much side-content as they want in between quests.

Except it ruins the game for people like me. A world like that, with an ever burning house and a never-ending ritual, is laughable and unrealistic. It doesn't provide for immersion. It belittles what could otherwise be an interesting experience.

So why is okay to force the static world on me?
Posted By: Flooter Re: Timed events - 18/11/21 02:55 PM
Originally Posted by GM4Him
I wake up on the beach, I fight three bad guys, I take the rest of the day off. I wake up the next day, and the ship is still burning, and there is a guy still standing outside his pod. It's as if he just crashed there. I do a little bit of other stuff, maybe 30 minutes worth, fight some more bad guys, take the rest of the day off. I wake up oh, the ship is still burning, I meet Lae'zel and she stuck in a cage. What is she been doing for 2 days?

Finding Wyll in the druid grove has the opposite effect for me. I wake up on the beach, meet Shadowheart, kill the intellect devourers and level up. I gather a full party and head to the grove to fight the goblins. Before taking a long rest, I find Wyll in the grove, training tiefling children to fight.

How did he so quickly get there and establish enough of a rapport with the tieflings to train their kids? It might make sense after a long rest or two, but it feels weird to me immediately after the crash.
Posted By: GM4Him Re: Timed events - 18/11/21 04:12 PM
Good call out. That's another example of what I'm talking about. I also thought the same thing. It's like a week should go by between meeting Lae'zel and meeting Wyll so that Wyll has had time to firmly become established with the tieflings.
Posted By: JandK Re: Timed events - 18/11/21 04:49 PM
It wouldn't take Wyll long to get established. He has a reputation. They're excited for him to be there.

Though I do think he needs to be there longer than the player. But not by more than a day. Personally, the crypts more than handle that day for me, and I think that's probably calculated into the typical run.
Posted By: Flooter Re: Timed events - 18/11/21 09:16 PM
I agree in theory, but in practice no-one calls Wyll the Blade of Frontiers except Wyll himself. No one inside the grove actually acknowledges that Wyll is famous. Khaga doesn’t ask Wyll to escort the tieflings out, she asks the randos that just showed up at the last second.

If some dude showed up where I lived, called himself the Blade of Delusion and asked me where the children are, I’d show him the business end of my 36 caliber wand of murder.

Back on topic, I agree that doing the temple first, which usually implies a long rest if not two, fixes this problem. Seeing as it’s the first objective marker the game can give, heading to the temple is probably the intended path. But it kinda stinks that the timeline really only works if the player follows the designers’ intended path.
Posted By: JandK Re: Timed events - 18/11/21 09:36 PM
Originally Posted by Flooter
I agree in theory, but in practice no-one calls Wyll the Blade of Frontiers except Wyll himself. No one inside the grove actually acknowledges that Wyll is famous.

Sure they do, don't they? Isn't that one tiefling like, "Ah, the Blade of Frontiers, what a treat for the children!"
Posted By: Flooter Re: Timed events - 18/11/21 09:59 PM
Originally Posted by JandK
Originally Posted by Flooter
I agree in theory, but in practice no-one calls Wyll the Blade of Frontiers except Wyll himself. No one inside the grove actually acknowledges that Wyll is famous.

Sure they do, don't they? Isn't that one tiefling like, "Ah, the Blade of Frontiers, what a treat for the children!"

Yeah, that rings a bell. Maybe I'm not giving Wyll enough credit.
Posted By: Ranxerox Re: Timed events - 19/11/21 01:53 AM
Originally Posted by GM4Him
I just want the game to make sense. Like someone else said, if I'm jogging along a road and I see a burning building, if I don't stop right then and there to help the people involved with their burning building, then the burning building should be burnt down later. I shouldn't be able to jog past a burning building, go fight some bad guys, then go to camp and rest for almost 24 hours, and finally return the next day to help those people with their burning building. That just doesn't make sense.

Likewise, if I fight the red caps and the hag has taken Mayrina into her sanctum, something should happen that is different if I decide to take almost 24 hours to get some rest and return. It makes no sense that the hag just lets you go off and rest and then still acts like it is the same day.

Again, I'd rather have some other way to fully recover all HP and spell slots like those mind flayer restoration stations then to have long rest without the world changing as a result.

See, here is my problem. From the moment you crashed on the beach, to when you arrive at The Grove, it really feels like that should be all one day. It feels like chapter one concludes with you talking to Nettie. Think about it. You crash on the beach, you meet a SH, you meet Astarion and Gale and Lae'zel all as if they just escaped their pods. If you long rest at all before meeting any of these, it feels weird. What have they been doing since they crashed? Astarion is even still right outside his smoldering pod. The ship is still burning. The ship never stops burning. It just feels weird.

That's what breaking the immersion for me. I'm telling you, just give me some sort of full restore potions. At least that wouldn't break the immersion. The problem I have with it is that I know but if I long rest an entire day goes by. But the world doesn't act like an entire day goes by. I wake up on the beach, I fight three bad guys, I take the rest of the day off. I wake up the next day, and the ship is still burning, and there is a guy still standing outside his pod. It's as if he just crashed there. I do a little bit of other stuff, maybe 30 minutes worth, fight some more bad guys, take the rest of the day off. I wake up oh, the ship is still burning, I meet Lae'zel and she stuck in a cage. What is she been doing for 2 days?

It's these little things that just through the whole thing off. I get why people are afraid blocking things out and causing all sorts of technical issues, but this kind of stuff is very sloppy to me.

There's a line from the comedy Thumb Wars that fits what I'm talking about here. The princess escapes from her cell on the Death Star and she says, "I escaped somehow."no explanation given. She just escaped. That's how I feel about a lot of situations in this game. I'm just supposed to pretend it makes sense.

I agree
© Larian Studios forums