Originally Posted by WarBaby2
Originally Posted by KingWilhelm
In divinity if you don't pick an origin PC you miss out on one quest chain and you PC felt kind of empty. The origin was kind of an alignment, as it gave you "in character" dialog options. It was not a problem in divinity as there are no classes and every companion could be played as every class.

In a BG game the PC should be what ever character I like without missing out on content. Not just one of the companions. He should feel special like your character is for you in a P&P game and not like he is for the DM. Right now I feel not much difference between the pc and the companions...

As for the companions, that everyone has the same problem (imminent death) feels too forced for a D&D campaign. In my D&D group my players would be calling me lazy for such a group setting XD


...and they would be right. wink Seriously, though, I think that's another big difference petween how old school CRPG and tabletop players perceive RPGs... we are used to makeing our own characters, we don't need set character paths, that's for NPCs...

...crap, did this whole discussion just get political? laugh

Just kidding... carry on, I made my point.



nope I'm out I don't do that p stuff.

And your right it's mostly the different of views by old school crpg players, and new ones. Also between die hard fanatics, and casual players. Though in defense about Origin stories some people don't have notebooks filled with characters, or as I say a massive vault filled with them. So there is an option for them to have a glimpse into what making a character feels like, if properly portrayed in game.

It's kinda like helping new players work on their characters, though in this case you don't ask them questions, or give them hints. You just grab there hand say here this is the one your playing.