Originally Posted by Ixal
This is still a big questionmark.
A lot of the game seems to be gated behind using the tadpole, both mechanics (power system) and story (dream).
Yet the beginning of the game makes it abundandly clear that tadpole = bad and you need to get it out fast. So there is a clear push not to use the tadpole and it fealt alteady strange how quickly the tadpole became a nonissue in Act 1 after that introduction.
And now it feels like players are actively punished to do what for most is the reasonable thing to (not) do.
The initial presentation is just the basic lore and information known about tadpoles and ceremorphosis but it soon becomes clear these are not normal tadpoles and this will not work the way it normally would. We learn that shadow-magic is keeping them in stasis, we learn that we can obtain powers from them, and then there is this mysterious "guardian" figure telling us we must embrace the powers of the tadpole and promises protection...all of these things are unprecedented. That's where people can adjust their plans as new information is presented. You must also remember that out party are a group of adventurers who gradually face tougher and tougher enemies...the tradeoff of getting some power from the tadpole to survive a bit longer vs dying now is a thing that could reasonably cross your character's mind...especially considering the tadpole is in stasis and can't complete ceremorphosis.