All of this is gone now, I never mentioned it here or on Steam, because I didn't want to come across as a troll or make anyone feel bad.

But since it doesn't apply anymore, here is what I REALLY thought a year ago.

Girlfriend and I were thinking, back in October '20, that Larian bite off more than they could chew, after we saw the first EA version - especially this whole "far too much dependence on dice rolls in dialogues" was something we thought would eventually be so detrimental to the experience of playing this game that people would hate it - because both of us hated that we had absolutely no - ZERO - player agency back then.

I'm so happy that this changed - weighted dice + abilities to increase the dice roll value gave us the agency we desired.

So why did we think that this could not be pulled off?

Because of different expectations of table top vs. digital CRPG players. Tabletop players expect a developing story which grows with each dice roll success or failure - and for tabletop players failed rolls can actually mean fun and new avenues.

For us computer oriented RPG'ers it's almost entirely about that agency we were missing.

To be honest, if it wasn't for weighted dice and skills to improve the roll outcome, both of us would have abandoned the game and never looked back, because for us non-tabletop-players just thinking about a game in the same size ballpark as D:OS2 with permanent dice roll frustration and no active way to shape our path and actually act upon our decisions would have amounted to masochism.


#JusticeForKarlach

Petition to save Karlach: https://www.change.org/p/justice-for-karlach