Yes, the snake killed the child but by not stopping the snake it felt like I killed the child because I was given options that had the potential to save the child.

I didn't say remove anything. Simply redirect the player a bit so they encounter the snake scene a little later IF they simply sprinted for the druid grove and are running pel-mel like chickens with their heads cut off. This is something a live DM would be able to notice and adjust on the fly, but a Computer program needs to be told to add a slight slowing mechanic should the player be ignoring things. Ideally, anything that would redirect or slow you down would be set to either disappear with natural exploration and/or game time played (a bit of both would be ideal).

In fact, I'm encouraging them to try and push a player who's sprinting through to slow down and develop their character. Although not because they're "playing it wrong" but because it will get them in a better headspace to be immersed and invested so that harsher barriers will set them back, but not make them abandon the game entirely.

I don't see redirecting mechanics being needed too much in the full game itself beyond the typical story telling purposes, but for touchier subjects it would be good to have time bubbles around them to ensure you've played enough of the game to be invested enough before it introduces them. The first 5-10 hours I think is reasonable to consider for Baldur's Gate depending on how deep you're planning to go and how long the entire game is expected to be. 5-10 hours seems like a drop in the bucket for Baldur's gate total play time which is why I think it's reasonable.

Last edited by Addersblade; 22/10/20 03:53 AM.