I love the mind probe idea, that'd be a great way to close out a Tutorial.

I'd again stress that the tutorial should be separate from the main story mode, a separate launch I mean, an option that can be skipped if desired. But really it could be a cool extension of the character creation process if they built it out a bit.

Like if I'm a pirate to have the background established.Or sure if a noble, then when you get back to Baldur's Gate you should have some vendetta or house drama. Or an acolyte who has an association with some church in the city. Things like that. Outlander types might have a different set up stressing the out of doors angle. The mind probe would be a great way to dish out the char race/class/background choices, in an extended dialog at the end with consequences later on for the main story. That's what I would hope for. But I agree the spelljammer is a weird way to handle a tutorial. Tutorial should go through all the game menus and abilities, and a merchant for the starting equipment ala classic D&D form.

There should be some tension around what you choose to buy at the start. Like do you want to make sure its arms and armor, or a healing potion and scrolls? Money should be tight enough to make some choices there. Or oldschool where rogues have less starting cash than tank types, but get a chance to steal or rake to make up the difference. I think the analog should be as an extended char creation tutorial (e.g. Candlekeep), rather than prologue to the prologue. If that makes sense


Last edited by Black_Elk; 10/11/20 06:13 AM.