OK, lets bring together ludonarrative dissonance, RPG and stronghold in an example.

This is how it is done in PoE:
- Somebody tells you that the owner of a castle could help you.
- You meet him, he tells you where to go next but you have to kill him.
- The ghost in the throne tells you that she wants a new master and you should rebuild the ruin.
- You agree and become the owner of a castle that costs you lots of money even if you ignore it and that does not give you a significant reward.

That makes sense:
- You tell the ghost: "Sorry, I need to find someone and I know where to go next. I need to do it fast or I go insane. Keep your f*** ruin and find another master."

This is how it should be done:
- When she asks you, you have the option to take the stronghold or to refuse it with the words written above. If you refuse you will not pay a single coin for the whole thing but you can return and explore the dungeon if you like.

Note that this refers only to how you get the stronghold. I does not talk about how you can interact with it (which is also bad in PoE.)

Regarding D:OS2
As I have said before, it seem strange how the concept of 4 escaped prisoners and the concept of having a stronghold fit together. I am also sure that the stronghold will not be optional like in the example above. However the hall of echoes is not a normal place (like a castle) and it can be very interesting if done right. I will not judge this before I have played it.


PS:
Hallo Raze hehe . I am surprized somebody is actually reading these walls of text.


groovy Prof. Dr. Dr. Mad S. Tist groovy

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Because there are too many people who work on artificial intelligence already :hihi: