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Hello everyone ! I create this topic because I have a problem with my quests. I did the whole Sanatorium Main Quest and spoke with the statue at the end to finish it (after : "SPOIL SPOIL" : Choosing Azo fate "END OF SPOIL"). I received no XP, so I checked my journal to discover that the quest was finished. I reloaded my quick save (I just did one before talking the the statue) to check the XP on my characters and retried it. The XP didn't changed after the quest ended. On the wiki it says it's a quest with a Major Experience Type and an Experience level of 4. My characters are level 8 and 7. Is it normal ? Do they have a too high level ? Should I speak to a NPC again ? Or is it a bug ? "SPOIL SPOIL" : And I think I received no XP with the quest where I saved the little girl who lost her family (they became ghouls) too. "END OF SPOIL". If someone knows that problem and has a solution or an explanation, i'll be grateful to hear it !
I found that I had a hard time to become invested in the story initially. I found the motivations to pursue Thaos and find out more about what was happening to me to be weak at best. For me the main story became about the Hollowborn. To solve that mystery was first and foremost on my mind. And the story progressed everything fell more in to place though, especially since the two things melded together, and I really loved the story up to and including the ending. Certainly there are things that didn't work as well as others so I'll do a short list of what I found less good: Iovara and the entire Old Soul thing of the Watcher was introduced too late and/or not given enough screen time for me to really become invested. Same thing for Thaos, his motivations should perhaps have been introduced a bit earlier to give us time to think more about it. There was a great opportunity to have us conflicted at the end about some choices. Same thing for the Gods and the choice of what to do with the souls. I felt that they should have tried to convince us harder. Perhaps through companions loyal to their respective deities. The entire thing with Waidwen and the invasion from Readceras felt unfinished at the end. I really hope this is where one of the expansions will focus. Edér, Durance and the Gods involved demand it! Things I liked: The aspects of the Gods. I especially liked the ones who were philosophically right wing / traditionalist (in a way), since this is seldom done in RPGs/fantasy. I'm thinking of Galawain (Struggle), Magran (Transformation/Trial) and to some extent Berath (Cycles) and Woedica (Order / Hierarchy). They also handled this without the usual heavy handedness and explored these themes from more than one angle. Very well done and I would have enjoyed seeing more of this. Companions. Edér and Durance followed by Hiravias were favourites. I especially liked the voice acting of both E and D as well as how they were written The idea of the gods being constructs. Especially since we right now are closing in on creating AI:s. Looking forward to expansions / sequels exploring in more depth what constitutes a god. When playing, the classic quote from Arthur C. Clarke: "Any sufficiently advanced technology is indistinguishable from magic." came to mind. Is it not so that gods in a fantasy setting is the absolute peak of magic in a way? If not, and if their origin must be other than that of a lower creator, how would we define divinity? Must they have had a part in creating the universe? I think not, considering that we have several examples in actual polytheistic religions where this is not the case. Must they in that case have descended from even higher beings/being? Perhaps. Or is the mystery of them part of their essence? Wael would love that at least. Oh well. Loved the game, these were just thoughts and not really huge criticisms.
Could the Player take the "Quest" in a completely new direction by the actions he/she is taking? Say, there is a Side-Quest to banish a Demon, but instead you release him and becomes his master. Now this wasn't just some "Hey Demon become my summon!" but an actual "Doomsday Demon" making it even more threatening than the task previous task at hand, and he's on your leash Could the player produce some "doom events" themselves? Basically, instead of facing Sarevok, the Bhaalspawn goes off elsewhere on a "X" choice. Choosing to face other player triggered events that is way more a problem than Sarevok. Or stumbling into some dark deep place and accidentally summon Cthulhu (in a side-quest). Sarevok is just an ant in a much larger scheme after all... no? Basically, can the Player kind of become the "threat" narratively?