Originally Posted by Maximuuus
Originally Posted by UnknownEvil
Originally Posted by Maximuuus
Giving the artefact to Minthara or the gith patrol should be possible, or at least we should have dialogs options to even if something happen right after.

It would probably screw the whole story... But it makes absolutely no sense that I can't give it.

Especially for those who sides with Minthara.
Especially for those who wants to trust Lae'zel and the gith (you would get it back after their attempt to purify you by death, if they weren't any dragon...).
Especially for those that aren't aware or just don't care about SH's mission.
Especially because it's utility does not look important at all for our character. I have vision without it... And what ? Why should I absolutely push back those visions ?


Err....i know what you are getting at. I would like the option but it would be an instant game over. Back in my PnP times, when you screwed too much with the GM he simply killed us off at times. We have a Story to follow otherwise it would be impossible to create.
The "evil" way is already a nice option but it takes you closer to the absolute, where we do not want to be. That part needs still a lot of work.
I would like to see choices that end in a game over, like letting Astarion drink too long. (only there is a comeback) Choices always have consequences. Or should have. (the tadpole dream is meh, you pretty much always get the same lines, no matter if you refuse or agree, boring)

I wouldn't call it messing with the DM given the way things are presented at the moment.
The DM doesn't give me a mission with this item. He just put it in my pocket, don't explain why, why I should keep it and why everyone is looking for it.
It makes no sense to have a locked item in our inventory without any obvious story reasons.

I'd hate game over dialogs options but it would be more interresting and eventually coherent to be able to give it before the artefact magicaly teleport back once again in my pocket (like on the goblin's camp bridge when SH is not in your party).

This would at least mean that you're "the artefact's chosen".
At the moment it's like saying to your DM "I show her the artefact" and the DM answering "no, you can't".

With messing i actually mean willfull ruining the planned adventure. normally a GM knows the chars his group takes into the adventure and how they should react to certain situations. That way you can build a nice, working campaign. Players usually know at some point which way the story goes and what the main goal is.
I have had players annoy me to no end avoiding stuff planned out for them and forcing me to improvise again and again. Even as a DM i want fun playing. (i was never that good a DM). Some DMs are just awesome and can come up with coherent stories on the go. But if you put hours over hours of work of your free time
into buildin an adventure only to have it smacked into your face by the players, thats no fun.

and that teleporting SH artefact is bull if you ask me. lazy solution since they give you the option to not take SH along. First time she "ran" after me. "good that i arrived in time". i frowned but could live with it. The teleporting cube? no thanks.