Originally Posted by Drath Malorn
With a pure video game UI allowing us to manage party composition, we would not only save on the tediousness of swapping characters, we would also not have our attention drawn to "what happens to the companions not currently (visible) in the party ?".
This would be much better.

I still think the whole camp system needs work. I feel it would be a bit more immersive if there was one main camp in each area (one in the Underdark and one on the surface for now) and here would be where all camp people, animals, whatever would stay. There should have been mini camps scattered throughout the zones where only those in our party are seen when we are there. Swapping would be done at the main camps, this for me would go a long way in making it feel like the other companions weren't just useless camp ornaments who have fully accepted the tadpole.

Originally Posted by Drath Malorn
I would welcome a (non-missable) cutscene where some characters clearly express that they no longer feel the urgency of the beginnings, or even (later) that they can now spend a whole day without thinking too much about the tadpole. Something which would clearly establish the fact that this game is now a long journey, and no longer a race against time. (Though, in such a scene, I would like my PC to be able to remind the NPCs that, while they might feel safe, there is still too much we don't know, and it's not time to slow down, if my PC is so inclined.)
I would love something like this.

I do not tend to play trusting characters, so they certainly would not believe what they are told about the tadpole, especially by people who don't know much more than what we do. So for me, the urgency is always there to get rid of the thing, and if I am playing a good character then I would miss out on a lot of quests because I would still be hesitant to be around people due to the tadpole risk.