Originally Posted by Flooter
Originally Posted by Wormerine
Originally Posted by GM4Him
I definitely agree there needs to be more interaction and less nagging. My wife and daughter hate Lae'zel because all she does is nag about getting to the creche. I'd like some options to reason with her or something. I mean, I get that she's a single-minded person, like she has blinders on, but dang. She is a bit too naggy.
That unfortunately happens when one decides to write a lot of text for a character with one or two identifiable traits.
Cut her some slack. I'd be naggy too if my whole culture was built around solving the exact deadly problem afflicting everyone in the party. Stop talking to squirrels and looking into barrels, it's friggin tadpole o'clock!

Exactly. "I want more tension, where party members might leave if we don't do their thing, but I don't want them to nag us about doing their thing" seems to sum that up pretty well.

I'm not a fan of the idea of losing the comps at the end of Act 1, arbitrarily. I could, however, understand them leaving on their own if we abandon them to their tadpoles while we push on to a cure. They could pull a Citadel DLC move, with the "All hands on deck" scenario they used leading up to the final conflict, or the Suicide Mission scenario in ME 2 even. That might even be more fun to do. That was disappointing in DoS 2, as well as taking me completely by surprise, since I did everything I could to do all of their missions before leaving Fort Joy. So I hope it's avoided here.