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I saved the child, then proceeded to eradicate all the druids, they were pricks, found out later that Kagha and Netty (or whatever the healer apprentice was) are badguys, so it worked out.

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Originally Posted by Paimon
That's just bad story telling.


You know who made this game right?

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1) you can save the child several ways through dialog
2) You can kill the druids
3) I thought it made for a dramatic story which gave me an emotional reaction unlike the usual fluff in games.

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Originally Posted by Paimon
It is the job of the DM to let your characters use their skills and abilities to affect the world around them. It's a pretty easy check to fail, even if you are specced for diplomacy, let alone if you are playing anything other than a Warlock. A rogue or a fighter is basically doomed to fail the check with no other alternative. A wizard with charm person *might* think to use the spell before the interaction, but that's unlikely for most people.

Karga is not supposed to be an evil character, but her introduction is to kill a scared child in front of you, then act sanctimonious about it after the fact. That's just bad story telling.


Sorry, no. You dont get to dump Cha then complain about failing social interactions. Having the kid dies forms the narrative just as much as having her live. Try playing it both ways and see how the story progresses, its interesting. You don't always get to win. You DO have a chance. You just failed at it.

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Originally Posted by Addersblade
Yes and my roommate successfully charmed their way through and wasn't sure why I was so angry over the game. The kid living would not have resulted in a Game return moment, but not everybody will successfully save her (and not everyone should save her, to maintain the integrity of the risk involved).

The smoothing is about making sure people are invested enough in the world, should they lose the child, that they don't consider quitting but see it as "a tough decision made in the game". Eventually everyone gets there, but this game has such a large scope that I think encouraging the first play through to ensure they've had time to become invested enough before gut-punching them would be good. There's enough content to simply redirect them momentarily if they're running full-on into the darkness.

Ironically, this is exactly how I saw it. I made a dice roll, and failed, and the child died, on my Thief, but my Ranger saved the child. My first thought wasn't "F this", it was "hey, consequences for not passing a dialog check".

Originally Posted by Addersblade
Just to keep things on track regarding what I thought the actual problem with the moment... I had no issues with it being hard to succeed. It simply was too early in the world discovery that instead of going "Man, she sucks! I don't like her." It was still a "This game makes you kill kids?! F- This! I'm out!" One you're in the world - the other you're still figuring out how to interact with the world and haven't truly committed to the characters yet. I'm not even looking to change the actual scenario. I'm looking to make sure the player has a bit more Baldur's Gate 3 game time under their belt before encountering this scenario (or even just met some basic exploration requirements to encourage exploring the world a bit more so you've got more buy-in to the game).

A) a player having a vendetta is compelling and good for story-telling.

B) a player returning the game and asking for their money back is bad for business.

I want to increase the odds of Scenario A than B without actually altering the Kagha scene. I think "watering it down" to be easier would be detrimental to the game, so instead I'm suggesting some sort of redirection (talking to more characters or doing a mini-quest within the camp) to help make a stronger tie to the world for the player before they encounter Kagha.

To be fair, with the fight at the entrance between the young adult and Zevlor that feels like it's an attempt to slow you down and force you to interact with the world but it isn't strong enough. I'm advocating a stronger set of breaks or redirect before Kagha's scene.

You certainly misinterpreted that scene:
You did not kill the child, the snake did.
The scene inside the gate gives you a chance for character development, something people would be lamenting the lack of, if it wasn't available.

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Yes, the snake killed the child but by not stopping the snake it felt like I killed the child because I was given options that had the potential to save the child.

I didn't say remove anything. Simply redirect the player a bit so they encounter the snake scene a little later IF they simply sprinted for the druid grove and are running pel-mel like chickens with their heads cut off. This is something a live DM would be able to notice and adjust on the fly, but a Computer program needs to be told to add a slight slowing mechanic should the player be ignoring things. Ideally, anything that would redirect or slow you down would be set to either disappear with natural exploration and/or game time played (a bit of both would be ideal).

In fact, I'm encouraging them to try and push a player who's sprinting through to slow down and develop their character. Although not because they're "playing it wrong" but because it will get them in a better headspace to be immersed and invested so that harsher barriers will set them back, but not make them abandon the game entirely.

I don't see redirecting mechanics being needed too much in the full game itself beyond the typical story telling purposes, but for touchier subjects it would be good to have time bubbles around them to ensure you've played enough of the game to be invested enough before it introduces them. The first 5-10 hours I think is reasonable to consider for Baldur's Gate depending on how deep you're planning to go and how long the entire game is expected to be. 5-10 hours seems like a drop in the bucket for Baldur's gate total play time which is why I think it's reasonable.

Last edited by Addersblade; 22/10/20 03:53 AM.
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1. let me quote steam before accessing the store page:

Quote
The developers describe the content like this:
“This Game may contain content not appropriate for all ages. It contains General Mature Content, and may include Nudity or Sexual Content.”


A child getting murdered does fall under "mature content" I'd say. So there was a warning before you bought the game. Nothing makes for a finer object of hate, than a child killer.

2. It really is super obvious that you can save her. Yes you may roll badly, but if you wanted you could always savescum for a better roll. That whole shtick that its so hard to find the right options is just not believable. Its justification, because you need more arguments except "I dont like it" to make a case for its removal.

3. My guess is there are more people who would return the game for any other reason than this. Even *you* did not return it after all.

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Originally Posted by Addersblade
Yes, the snake killed the child but by not stopping the snake it felt like I killed the child because I was given options that had the potential to save the child.



You have to change your mindset about social interactions I think.
My observation is that failing a check generally lead's to the default outcome, but passing a check gives you a chance to bypass it.

That means you have a slim chance at saving the kid, but the default is that Kagha kills her.

I think the scene is amazing, even if the kid dies, it shows the desperation both sides have. And we can have our revenge on Kagha many ways if we want.


I doubt many people return this game because of this scene, it's a tough scene, but most people who buys an "Mature" game expects to get tough content

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