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Originally Posted by azarhal
Originally Posted by Riandor
The biggest complaint right now for me is not, is the evil path how I want to play evil, but more that narratively it makes less sense and it is harder to be enticed into playing unless I make a real effort to find it.


I'm pretty sure that is on purpose. Especially when there are other quests that will lead to all the Tieflings (from Khaga) or the Druids (from Zevlor) dead that are much easier to get.

Yeah that may well be the case, but given the request prior to EA to be a little less of a nice guy and the stats that have come out so far, there's a question mark as to whether it is by design or not and even if by design (to be harder to fall into), the fact remains that I am not incentivised to stay on the so called evil plot path.

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Guys, they have already admitted in a stream (transcribed somewhere on reddit apparently) that the goblin path will be looked at again. The goblin path the way it is is definitely not the way it's supposed to be. That's why that 75/25 statistic annoyed me so much. It's like they came back on that.

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Originally Posted by Moirnelithe
Guys, they have already admitted in a stream (transcribed somewhere on reddit apparently) that the goblin path will be looked at again. The goblin path the way it is is definitely not the way it's supposed to be. That's why that 75/25 statistic annoyed me so much. It's like they came back on that.

Have they? Ah good.

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Originally Posted by Moirnelithe
Guys, they have already admitted in a stream (transcribed somewhere on reddit apparently) that the goblin path will be looked at again. The goblin path the way it is is definitely not the way it's supposed to be. That's why that 75/25 statistic annoyed me so much. It's like they came back on that.


If the distribution between the options to save the tiefling or join the goblins was perfect because every players did 3 PTs, one for each paths, the stats would be 66/33 anyway.

To save the Tielfings you can:
- kill the 3 leaders (which is the first thing the game set you on and probably what most people have done in their first PT)
- sell-out the grove and then betray the goblins/Minthara.

To side with the goblins you can only:
- sell-out the grove and side with Minthara

Going by other games, the actual distribution should be closer to 90/10, regardless of how good the evil path is. People just don't play evil even when they pretend they are evil characters. SWTOR has interesting stats about that. The Empire has the most players (and best stories), but 90% of them play light-sided Imps...when the quests don't always support it.

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Originally Posted by Abits
About why the FR settings are not the problem - I think I went about this the wrong way. After carefully considering it, I don't think the nature of the settings as kanisatha explained them at least is a problem here, especially if we consider what he said about bg2 and throne of Bhaal. @kanisatha correct me if I'm wrong here but what you're saying is that there is some sort of good balance that ultimately can't be shifted. I have two questions about it:
1) how big a change has to be to be considered evil win? You mentioned somewhere Baldur's Gate being destroyed. A grove destroyed is too small I take it?
2) if we establish that a grove being destroyed is too small to be considered evil ending, does it make this ending to be natural ending, good ending, or something else?

Yes the FR setting (taken as a whole) strongly favors good over evil. Even among the gods, Ao the overgod is supposed to be neutral but pretty much always takes the side of the good gods. And it is always the evil gods that get punished and/or imprisoned for doing something wrong by some alliance of good gods (which sometimes even includes lawful evil gods). Corellon constantly puts Lolth in her place when he feels she has gone too far with one of her plots. However, the setting does have pockets of evil, for example the Underdark, Thay, Zhentil Keep, etc.

As to "how big," anything that potentially can rise to the level of changing canon in the setting is not likely to happen. For example, a video game is not going to destroy or change into a bastion of evil some major FR city unless WotC has decided that is going to be part of canon for the setting for some reason. But something (a character or a place) that is not referenced anywhere in any FR book, yeah that can change no problem. In the case of the druid grove being destroyed, if that is the extent of what you and others are talking about as the "evil path" or even an "evil ending," I don't see a problem there. So then perhaps it is just a case of us talking past each other in terms of what we each consider to be an evil path/ending. The scope of what you all are envisioning as an evil path/ending seems to be much smaller than what I was imagining as an evil path/ending.
Originally Posted by The Drow Warlock
Originally Posted by kanisatha

For me:
A good path in a game is when something fundamentally bad/evil is changed by my PC into something good.
An evil path in a game, then, is when something fundamentally good is changed by my PC into something bad/evil.

Alright, thanks for clarifying - I see the player as the entity fundamentally turned to evil or good. The hero had a choice, and they chose evil. Evil ending. But I understand your criterion now, and interesting learning some more god lore.

Interesting. Yeah, the PC being either a hero or an antihero was so not what I was perceiving as a good or evil ending. So again, clearly we were misperceiving what the other was saying. Glad we all have some clarity now, even if not necessarily agreement. smile

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Originally Posted by Moirnelithe
Guys, they have already admitted in a stream (transcribed somewhere on reddit apparently) that the goblin path will be looked at again. The goblin path the way it is is definitely not the way it's supposed to be. That's why that 75/25 statistic annoyed me so much. It's like they came back on that.

Glad to hear this.

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Originally Posted by azarhal
Going by other games, the actual distribution should be closer to 90/10, regardless of how good the evil path is. People just don't play evil even when they pretend they are evil characters. SWTOR has interesting stats about that. The Empire has the most players (and best stories), but 90% of them play light-sided Imps...when the quests don't always support it.

^This. And especially when you factor in that fans of the FR setting (even if they constitute only a minority of BG3 fans) are that much more likely to mirror the setting's favoring of the good side over the evil side.

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Originally Posted by kanisatha
And especially when you factor in that fans of the FR setting (even if they constitute only a minority of BG3 fans) are that much more likely to mirror the setting's favoring of the good side over the evil side.

Well, I have never played the first 2 BG but I love the FR setting, especially many of the neutral and evil characters. laugh Besides, there has to be something to do for the good characters, many of who seem really shallow and predictable.

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Priestess Gut can learn of the tadpole if you let her put a non elven/half elven party member to sleep. She is convinced it is a normal tadpole until you don't transform. She, and by extension, the Absolute, don't understand why you don't transform. But outside of mind probing, which she acknowledges, Priestess Gut seems unaware of any other powers.

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Originally Posted by TonyKW18
Priestess Gut can learn of the tadpole if you let her put a non elven/half elven party member to sleep. She is convinced it is a normal tadpole until you don't transform. She, and by extension, the Absolute, don't understand why you don't transform. But outside of mind probing, which she acknowledges, Priestess Gut seems unaware of any other powers.


You can also mind-probe her tadpole in an earlier part of the conversation. Her tadpole doesn't appear to be aware like the one the party member have, too busy being "high" on faith.

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Originally Posted by TonyKW18
She, and by extension, the Absolute, don't understand why you don't transform.
I don't think this part is true, but I honestly can't prove that to you. Other interactions with the tadpole seem to suggest the Absolute is the shadow magic controlling the tadpole, but maybe not then?

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Originally Posted by Vhaldez
Originally Posted by TonyKW18
She, and by extension, the Absolute, don't understand why you don't transform.
I don't think this part is true, but I honestly can't prove that to you. Other interactions with the tadpole seem to suggest the Absolute is the shadow magic controlling the tadpole, but maybe not then?

As I understand it, the Absolute is tricking all the cultists into believing that the Absolute is a god. The Absolute, as
a group of mindflayers
knows exactly what is happening.
You don't transform because the process was interrupted.

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Here's why I think the evil tadpole and the evil playthrough are linked and can't be seen as separate stories. And perhaps this could be made clearer for people who approaching this as new video game and not as a successor to the BG story. To me it seem connected because I have the Bhaalspawn story in mind.

The tadpole as Bhaal power analogue. Spoilers only to to avoid wall of text.

Bhaal's plan for his children was for them to be born with a seed of divine potential and, through many murderous acts, grow and nurture that divine spark. When the children had fully developed their potential they would clash and that part of their soul that was Bhaal's would return to his realm and provide fuel for his resurrection. The more you acted like papa Bhall, the more the seed would grow and the better the harvest. Sarevok had the idea that he could grow his seed but avoid the fall of the scythe.

(in the unpatched version of BG, the way to defeat Sarevok was to force him to fight on the Bhaal symbol where he would trip over all the traps. That's the ending still in the cinematic, Serevok blood filing the grooves of the Bhaal symbol. Even a good aligned 'Tav' ends up serving Bhaal's plan for Sarevok by performing a ritual sacrifice)

The cannon BG1 Tav realizes that she can grow her seed in a way that makes it useless for Bhaal's plan. If the seed is watered with acts of kindness and compassion instead of murder it grows into a form that is useless as resurrection fuel. The evil powers are more powerful than the "transformed" powers -- zero casting time Vampric Touch ftw -- but put you on the same path to ruin Sarevok walked down.

BG1 is about willpower vs destiny. In BG2 Tavs plans are disrupted and daddy Bhaal's plans are advanced even further. (I take the original plot, where Imoen is the final boss as the BG2 story) Willpower allowed you defeat the mage but your soul emerges worse for the wear.

Mellisan has a similar idea to Sarevok but she has the advantage of insider knowledge. She is going to raid Bhaal's granaries and use the Bhaal resurrection fuel to make herself a god.


So long story short, the motivation for an evil playthrough should the like that Sarevok and Mellisan. What if we could take the power but avoid the end? Don't remove the tadpole, control it. Find a way to use the Bhaal power for yourself, find a way to have the godlike powers of the absolute without becoming one of her slaves. Sure I'm wearing her brand, brandishing her shield, wearing her gloves and shouting her name but I have a card up my sleeve. Like Mellisan, I'm aware.

If I were to side with the goblins I as a sneaky neutral evil \ lawful evil PC I would be thinking "get in good with the real powers at moonrise towers, find out everthing I can about the Absolute and how I take her powers without becoming slave" To do this I want to impress that eye that is hovering near the drow not just Minthara herself.

And this should lead Tav down the road to ruin because that's just what happens in the FR.

From the original FR campaign setting:

"Finally, the Realms are a land of adventure, and therefore adventurers. It is the time of heroes, when one man of pure heart (or with a powerful artifact) may hold his own against enemy hordes, where legions of evil forces may muster and be destroyed by the actions of a few, where the nations rise and fall on magical tides which mere men can control."

Although I would note that Larian has chosen to assume that the cannon ending of Avernus is the failure of good. Zariel is alive and evil as ever.

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Originally Posted by kanisatha
Originally Posted by azarhal
Going by other games, the actual distribution should be closer to 90/10, regardless of how good the evil path is. People just don't play evil even when they pretend they are evil characters. SWTOR has interesting stats about that. The Empire has the most players (and best stories), but 90% of them play light-sided Imps...when the quests don't always support it.

^This. And especially when you factor in that fans of the FR setting (even if they constitute only a minority of BG3 fans) are that much more likely to mirror the setting's favoring of the good side over the evil side.


Very interesting. Thanks @azarhal! Confirms my guess that the numbers are inflated by the active encouragement to have people play the evil path.

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Originally Posted by mrfuji3
Originally Posted by Vhaldez
Originally Posted by TonyKW18
She, and by extension, the Absolute, don't understand why you don't transform.
I don't think this part is true, but I honestly can't prove that to you. Other interactions with the tadpole seem to suggest the Absolute is the shadow magic controlling the tadpole, but maybe not then?

As I understand it, the Absolute is tricking all the cultists into believing that the Absolute is a god. The Absolute, as
a group of mindflayers
knows exactly what is happening.
You don't transform because the process was interrupted.
I understand it that way too but I have a sneaking suspicion that adding the tutorial section on the Nautiloid (which allegedly was added late into development and we can see evidence of this in the location files, which are all separate from WLD_) is conveying more information to the player than the writers of the Wilderness area intended.
That the Absolute is an Illithid deception is obvious, Lae'Zel even says so when you find Eodwin.
The problem then is that none of the Absolute cultists are aware of what I wrote in the spoiler tag. Why would the player side with people who know less about their condition than they do? Worse yet, people that try to kill you upon finding out about your problem?

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Originally Posted by Vhaldez
*snip*
That the Absolute is an Illithid deception is obvious, Lae'Zel even says so when you find Eodwin.
The problem then is that none of the Absolute cultists are aware of what I wrote in the spoiler tag. Why would the player side with people who know less about their condition than they do? Worse yet, people that try to kill you upon finding out about your problem?

100% agreed. It would be really nice if:
a) One of cultist leaders was already aware of this. They could then try to convince the player that even though [see spoiler] it is still worth it to join the cult. Develop your powers, help the Absolute, and you can become one of the few "chosen ones" who get to keep their powers and aren't enslaved.
b) One of the cultist leaders, upon finding this out from the player, revised their own understanding of The Absolute. Maybe a dialogue check to convince them to join your side, they stick with the cult but are now less certain/you can watch them go through the rationalization process described in option a.

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I just had this exchange with Astarion;
[Linked Image]After finding Eodwin and his tadpole? I'm so confused. Did Larian intend for all cultists to be unaware of their tadpole? Why lol

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Originally Posted by KillerRabbit
Here's why I think the evil tadpole and the evil playthrough are linked and can't be seen as separate stories. And perhaps this could be made clearer for people who approaching this as new video game and not as a successor to the BG story. To me it seem connected because I have the Bhaalspawn story in mind.

The tadpole as Bhaal power analogue. Spoilers only to to avoid wall of text.

So long story short, the motivation for an evil playthrough should the like that Sarevok and Mellisan. What if we could take the power but avoid the end? Don't remove the tadpole, control it. Find a way to use the Bhaal power for yourself, find a way to have the godlike powers of the absolute without becoming one of her slaves. Sure I'm wearing her brand, brandishing her shield, wearing her gloves and shouting her name but I have a card up my sleeve. Like Mellisan, I'm aware.

If I were to side with the goblins I as a sneaky neutral evil \ lawful evil PC I would be thinking "get in good with the real powers at moonrise towers, find out everthing I can about the Absolute and how I take her powers without becoming slave" To do this I want to impress that eye that is hovering near the drow not just Minthara herself.

And this should lead Tav down the road to ruin because that's just what happens in the FR.

From the original FR campaign setting:

"Finally, the Realms are a land of adventure, and therefore adventurers. It is the time of heroes, when one man of pure heart (or with a powerful artifact) may hold his own against enemy hordes, where legions of evil forces may muster and be destroyed by the actions of a few, where the nations rise and fall on magical tides which mere men can control."

Although I would note that Larian has chosen to assume that the cannon ending of Avernus is the failure of good. Zariel is alive and evil as ever.

I want to mainly address the part in red, but I'll open up and say that I have reasons to believe you're right, the Absolute's power and the evil path seem to be linked. I can assume that based on the fact that your tadpole powers only seem to work on people with some connection to the absolute. I can remember ever being able to use them on someone who is not related to the absolute in any way. So perhaps Larian goal here was to make these storyline paths one storyline, but alas, they didn't. I'm not sure if it's bad writing or Larian's insistence on "as many choices as possible" shtick but right now, You can use your power as much as you want and still be a "good guy" (and by that, I mean choosing any variation of the "good path"). As such, I can judge the evil path as if the tadpole powers are a big part of it (but it's not, you can finish the evil path as well without triggering any dream), but even if I did the evil path still doesn't contribute much to this storyline.

I'll try to use what you wrote (the red part) as an example - you wrote "get in good with the real powers at moonrise towers [I assume it's a mistake because your character doesn't even know the tower exist by that point in the game regardless of your allies] find out everything I can about the Absolute and how I take her powers without becoming a slave" this sounds great in theory, but there is nothing in the game to suggest the goblins has any answers for these questions. they are fanatic fans sure, but they know even less than you, and if they do know, they don't indicate it nor share it. I think the version of the evil path you are talking about is great, but I didn't see any of it in the actual game.

Last edited by Abits; 31/10/20 07:52 PM.

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"74.85% of you stood with the Tieflings, and 25.15% of you sided with Minthara. Good outweighs evil, it seems."
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It's a tadpole in your brain, living sentient creature, not a power granted to you by being the child of a god nor a pact with some powerful or all powerful being or some shard/item of power. It's a creature, that yes just maybe you can control, however, you would also retain a constant fear that the creature will break free of your control and consume you. It's more having a slave rather than having power and that power would never truly be yours, it's the slaves. Having your own power is great, relying on someone else for power is a weakness. Once again you are also aware, if you investigate, that the Absolute are a bunch of Mind Flayers, and the Absolute look like some kind of mass sleeper invasion. There is a slight possibility that this is a smoke screen, but it's doubtful. Members of the cult aren't aware that they have a tadpole in their head and when told this, Priestess Gut as the example, they reject it with hostility. Genuinely there is no rational for dealing with mind slaves. Hell even going in killing Halsin and retrieving his journal makes more sense than the mass slaughter of the grove as its one of the fastest routes to figuring out what to do about the tadpole. You're never given a sound or rational argument for going with the cultist, you can most certainly head canon something but that only works while we are sitting in the Act 1 camp. Act 2 and 3 may drive it further home that siding with them is not a sane or rational choice. You get little out of the tadpole anyways, you can see into other tadpole crew minds, be a dom and you can intimidate a bunch of goblins cause of a shiny brand, its a hive mind device and for me that's a hard pass.

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I would like to complement what was said in the topic with reasoning on why Lawful Evil is better than Chaotic Evil and is more tempting for the player:

https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=724244#Post724244



Thanks to Larian for Baldurs Gate 3 and the reaction to player feedback
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