We were all taught by 8th grade English teachers to 'show, don't tell' who your characters are/how your world works/etc.

They meant through action and subtle details.

You have a group of strangers who were kidnapped, violated, debased, and stranded. DISEMPOWERED. Now, you realize you have the same affliction and have better odds of working together... at least until you can solve this common problem.

This being a DnD game with a lot of free choice, you could add "or not" to everything I'm saying, but going with the standard 'hero's journey' structure, the band of captives would start off fairly meek, identifying as 'teammates' only in the sense of shared goals. Act 2 the group starts to come into their own abilities, but also things about the group members are revealed that cause bonding/conflict. Act 3, the individuals risk for/protect one another and you make the decision to accept (or not) the characters and flaws you've come to know.

So the obvious narrative cycle is weakness>team of convenience>discovery&revelation>acceptance/rejection.

None of that can happen when Astarion walks in practically wearing a nametag that reads 'posh day-walking vampire.' That's not to pick on him. All of these characters need to be toned way thafuk down. A lot of the creative decisions bite against the narrative we're being fed, but the lowest hanging fruit is the over-the-top high fantasy equipment. You can't accept the idea that 'we're all in this together' when everyone else is wearing what looks like late-game armor in any other franchise. I can't discover/decide accept Astarion as a vampire when in the first scene he is wearing a uniform for vampires which is a thing that eats everyone else.

If you have any hope of making these characters relatable or building any amount of emotional pay-off, then strip them of things that make them appear A. dangerous and powerful B. obviously who they are C. seemingly not having any of the same bad luck we are. We all need our gear stripped.

Shadowheart is presented wearing glistening metal armor, surrounded by the bodies of a bunch of squishy-looking monsters she killed. Astarion is wearing evening wear, and looks fairly dangerous. Your character even remarks on both of these things. If either of these characters went up against three of those enemies they'd get ROFL-stomped. None of the characters look like they're in dire straights, none of the characters look like they just spent a day in a slime pod. And none of them leave anything to be discovered because they look like minor super heroes who's outfit needs to remind the audience of their origin because they didn't get enough screen time.

Interesting characters court interest, they don't buy billboards.

Do you see. Where I'm going. With this.

The ultra-high fantasy art style works against the narrative at. every. turn. It works against the lived experience of the player. Your team DOES need to band together, the ARE weak and in danger. Why work so hard to undermine the experience you crafted? These Tieflings are in danger, are you sure because they have the coolest, most ornate and cleanest armor I've ever seen, and the goblins are wearing stuff they made from sticks.

Last edited by Stray952; 16/10/20 06:01 AM.