It's been established that people can look however they want in the dreamworld, even up to their species.
So (in addition to Sparkle being able to impersonate anyone), how can we be sure of anybody's identity?
How do we know, for example, that Firefly isn't actually some sleazy elderly millionaire who likes to pretend that he's a teenage girl to mess with people?
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I personally think videogames need to offer more paths than just the linear progression of "ally > friend > love interest"
Like there needs to be a "really close friend" relationship option that isn't just a tier lower from "love interest"
Besties option, dare I say
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as an expert womaen lover i just KNOW things got 𝓯𝓻𝓮𝓪𝓴𝔂 in that car |
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when everyone headcanons nagi as a bad/lazy texter but he’s one of the only characters we’ve actually seen texting in the manga and he used full sentences w/capitals and punctuation + silly stickers to emphasize the mood
FREE MY MAN FROM THE ALLEGATIONS 🗣️
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One thing that I've noticed about Baldur's Gate 3 is that sometimes it really does feel like your companions are being piloted by other players. Sure, there's the standard approval system that most CRPGs have nowadays, but there is an even more powerful mechanic at play here: giving the player the option to shut the fuck up.
There are tons of moments when your companions are forced to confront parts of their past they can't shake. You always have the option to speak up for them if you like, but most times you also have the option to say nothing (sometimes the prompt is literally "say nothing," sometimes it's "let [character] handle this."
And this is such an important tactic of playing at the table: turning the spotlight onto to another player and letting them handle it. Because the story isn't just about your player character, it's about all of you.
When you do choose that option, I've noticed more often than not that the character approves of you letting them take the wheel. When you try to speak up for them, they may not express disapproval, but it comes up in the fiction. I tried to defend Astarion once and an NPC was like, "You're letting swine speak for you now?" and Astarion shouted, "I don't need anyone to speak for me!" He's right! This is his moment! Why did I say anything?
Baldur's Gate doesn't have to do this! There's no actual person piloting your companions. And in games a lot of people will say it's usually best practice to keep the spotlight on the players. But BG3 is a video game based on a tabletop game, and I think this is one of the main differences between the two. Maybe it's a tiny detail, but giving the player the option to relinquish the spotlight (and oftentimes encouraging and rewarding it) is such an incredible detail, and faithful to the medium the game is trying to emulate.
It's also a great lesson for everyone who wants to be a good player at the table: if it's not your scene, consider shutting up and letting the spotlit player handle it.
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Noticed when you first talk to hancock in the statehouse and asking about him, goodneighbor, the institute etc he constsntly directs the conversation back to you. Even saying "enough about me, what about your needs?"
Makes me wonder 2 things:
Either anytime someone visits him, its a need, hes the mayor, and clearly is trying to help his people best he could, whether its food, caps, chems, you name it. So he assumes if youre there visiting him, you just need something from him. Nevermind how youre trying to know him better, or get some information or just talk to him.
OR
Hes absolutely enamored by you and looking for any way to help you out, wants to learn more, figure you out, etc etc.
I could see both working in this case too?
Also, this probably just a gameplay tactic to redirect the conversation since most npcs will do that but i like to pretend things sre purposeful 😤
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