The previous post was starting to lose steam so here is another one.

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Lucky rolls to you all.

  • dethjon@midwest.social
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    1 year ago

    How extreme are the consequences for not bringing companions with you on their specific quests?

    I’ve been rolling with the same party all game and I’m really happy with it. I figured on my next playthrough, I’d just pick a different party composition and really get to know those characters on that playthrough, which would keep things fresh for me.

    I don’t mind missing out on random lore or conversation bits (that’s the kind of stuff I’m trying to save for future playthroughs,) but it would bum me out a little if one of my camp buddies got mad and just left in a “bad ending” sort of way (I’d be more ok with a bittersweet “friends going separate ways” type scene, though, if it makes sense for the story.) I want to help everyone, but it just feels so video-gamey to add someone to the party, level them up, give them decent equipment, complete a quest, and then kick them out again just to get a better cutscene or something when that’s not how I’ve been playing for the past 40 hours.

    Specifically, I am about to enter the part of the Act 1 map relevant to Lae’zel and she hasn’t been in my active party since I met Karlach.

    So what do you think? Should I stick to my preferred play style and see what happens? Or change it up because I’m a chronic “good guy” gamer who wants to help everyone and get the “goodest” ending?

    • Thebazilly@ttrpg.network
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      1 year ago

      Some companions will leave the party permanently if you do not bring them with you for their subplots. It’s not metagaming to put them in the party for things that are relevant to them, it’s the opposite, it’s bringing them along for something incredibly important to their personal journey.