I remember the sense of urgency being deflated in Act 1 coming up before. I'm not entirely sure if this is a first-run problem or a seventh-run problem.

Originally Posted by Sozz
They could make it a development choice that your dithering forces you into. As for making clear that the party isn't in immediate danger, that's kind of my problem with Act 1, we should feel in danger, to be relieved towards the end that we, for reasons we don't understand, have been given a reprieve. Our party should be a little scared of getting embroiled in the grove-goblin conflict, and even good characters should have every reason to want to skip it in favor finding a swift resolution to the impending Ceremorphosis.

Another way of having a ticking clock would be for companions to Leave the Party if Tav decides to tarry too long doing nonsense. It might be an interesting way of creating a party of people with similar alignments, good companions are inclined to get involved, the more self interested ones leaving to find their own way.

To make sure that people don't crash through the tadpole stuff make it so it can only grow stronger x-number of times every adventuring session, so if you rest a lot, then using the tadpole won't increase it, but if you don't rest often then using the tadpole will, up to a point.

My first playthough of the EA, I took as few long rests as possible because I was under the impression that was what the game wanted from me. Larian has since added a scene with SH when you first make camp to talk players down from the ledge with regards to our impending ceremorphosis and make them comfortable to spend time there.