Originally Posted by Gray Ghost
Why is it at all an issue that plot-important NPCs are invulnerable?
In short? It just seem lazy. :-/

Originally Posted by Gray Ghost
And how is it a meaningful improvement when every NPC is killable?
There is many reasons ... to list a few:
- Its more fitting to many settings
- Its much more realistic
- There is many ways to get simmilar, or same results that will be fitting actualy
- And last but certainly not least ... it forces developers to create more complex story, since what is complexity if not number of possibilities to reach your goal? :P

Originally Posted by Gray Ghost
What is meaningfully gained in terms of experiencing gameplay or story if you can kill a plot-important NPC and potentially block off the quest?
Well, first of all, those are two completely different things ...
If you block off the quest, then that is certainly misstake of writer ... since you did something he didnt expected ... such situations are even worse in games like Baldur's Gate 3, where death of such NPC can be result of poor diceroll, or some of automatic reactions.

Originally Posted by Gray Ghost
Especially if it's the main quest and not an optional side quest that can just be checked off as failed.
Even main quest can be "failed" ... just not entirely. smile
That is after all one of first things Swen was encouraging us to do: Thrust the dices.

You are looking at it as if you have one single path to compelte main quest ... and you just killed the one and only person that had any clues about your futher steppes.
That is perfect example of bad design. smile

Yet, then if that person have some notes in her pocket, that provide you necesary informations, so you are able to continue ... but also you are restricted of some flavours, tidbits, details, and another things she would offer you if she was still alive ... your progress through that quest is allready alternated. smile
That is example of good design. wink
And with every another option you get it become better and better.

Originally Posted by Gray Ghost
And regarding the example you gave, a computer game isn't a live game at the table, where a DM can potentially pivot and make their story work in spite of a dead NPC.
That is something even Game designer can do ...
You killed NPC that was suppose to provide some info? Well, his associate have it too. laugh

Originally Posted by Gray Ghost
A computer game is far more limited and I can't fault a dev for making their lives easier by letting themselves not have to accound for every bit of random death and destruction that the player can cause.
But there are ways to make life easier even without divine intervention.

You can make that character higher level > therefore stronger, so you discourage players to attack it.
You can give that character tough bodyguards, or even whole escort ... same result, better imersion.
You can let that important person to only comunicate with your character through messengers, od magicaly, or by dead letter-box ... w/e just not let them meet each other.

There is many options. smile
But if you simply decide that this NPC is simply buletproof, magicproof, waterproof, fireproof and godsknowswhatelseproof ... its just lazy. laugh


Originally Posted by JoB
but I would argue that it's better to design a plot that takes into account the potential death of that person, thus allowing the story to continue.
Exactly! :3


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown