I really like the idea of intercepting the army on the march, or a bridge too far type thing where the gnomish runepowder is used to blow up a key bridge crossing. That's a great idea! Maybe Gortash and Orin were just planning to betray Ketheric's forces anyway, and along one path we get to participate there or witness that unfold. This could give the player a preview on some of the enemies they're going to encounter vs enemies they've just been fighting, to so see how the Act III bads stack up. You know so like the first time you see a robocop he's laying into some zombies or whatever and comes off more menacing.

This would be a nice setpiece to include another Wilderness area attached to the Rivington area, which is pretty hustle and bustle complete with a circus and everything. If there was a lonely cabin by the woods, then the player could have an nice interlude area that doubles as a base, similar to the vibe we get in Wyrms crossing, but expanded to an entire zone for exploration.

That would be a cool opportunity to just have a lot of animals, like beasts of every land and clime. Maybe to pick up on the druid stuff and some of the themes laid out in the first Act but which don't really have much follow through in the third, except for that one dragonborn dude and the little tree I guess. But I fully expected that in Act III there might be a Druidic Moot, or some kind of serious something to get Silvanus involved again, since that was all the opener. There are many spells like charm animal and dominate beast that don't get used very often. Mostly cause the stuff we face is already hostile. Talking the city animals is fun, but I just remember in BG1 and BG2 when there was a reason to go back out into the Wild right before the climax. Instead of funneling us from Rivington direct to the Coronation, it could instead push us back down towards the river and the woods so there's a bit of a break between Rivington and the City proper.

I think following up on the murders and the dribbles stuff works if you're playing a chatty sort of character who wants to double as a investigator, but for other character types it felt a bit out of character. The Orin stuff was much more direct, so I feel like she should take the spotlight at this point. Not like we need to defeat her first, but where she's the second main bad. When playing as Durge I think it's more fitting to do Gortash first, then Orin before the Brain, because of all the Bhaal stuff in that origin. Whereas for Tav I feel like the reverse would make more sense, and give a better pacing maybe.

Either way preparing for a large battle or ambush and trying to put the pieces together on that before doing the big act III things, would give the player a chance to get their bearings again after spending so much time in the shadowlands, or brief visits across the veil or into the astral, with interludes set at night. I went down by the river first when I got to Act III, and expected to find more room to roam on the outskirts. I think this might be another place where they could try to recapture the vibe of BG1, but make it more elective. Like where the party could choose to stay out of doors and do some druidy ranger-y barbarian-y type quests, or charge headlong into the urban maelstrom with a million things competing for our attention. Even just having a place to blow back to between doing the various missions in the city might be nice. I get a little tired of the Elfsong Tavern. The Rivington camp is nice to return to. A stronghold type quest either within the City or outside it would also be cool. It's fun to see Rolan in charge of the the Wizards Tower, so I wouldn't want to steal his thunder, but just seems like a taking over a spot and having it function as a camplike waypoint hub but more in world. A camp where all the inactive party members are somehow being tasked with the defense of the city's perimeter or advanced scouting along the borderlands, things like that. Perhaps one team is based inside the city, one outside, and the challenge might be to resupply or maintain contact and order between the groups. Sometimes one group might have to deal with something on their own, so there's a reason to have all the camp followers kitted out. Maybe Scratch caries the notes back and forth? Stuff like that could be fun I think, and might help with the Act III overwhelm or sense of burn out.

Last edited by Black_Elk; 28/12/23 04:37 AM.