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Protecting farms or Amaranthine choice - what consequences?


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#1
Annatar2

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I was taken aback when the seneschal asked my character to choose between protecting farms, the city or spread out, so early in the game.  This choice happens already near the start, before you've even BEEN to the places you're asked to choose between.  Is this a big choice that has major consequences for the rest of the game? 

Is this already THE CHOICE where you decide the fate between your keep and the city, or does THAT choice come later?  What are the consequences of my choices during the nobles first visit in my throne room?

OR - should I ignore the senechal's request until much later, roam out in the world and do every quest I find, and then return to the Keep to make the choice about where to place my soldiers as late as possible in the game?

It just seems too early to make big choices concerning the world before I've even been OUT in it....

Any suggestions, please?

Modifié par Annatar2, 16 avril 2010 - 12:29 .


#2
Sarah1281

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There may be PR consequences to not protecting areas but strangely no negative effects for deciding to waste resources and protect everyone.

#3
Annatar2

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What are PR consequences? I'm not good on abbreviations...

Does the choice have consequences on your quests? What are the consequences of choosing farms or city?

#4
ashez2ashes

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PR=public relations. Basically, the peasants will like you more if you either choose to protect the farms or protect everyone.



Although if you don't resolve the conspiracy, they also hate you and love you at the same time on different epilogue cards... Stupid bipolar peasants.

#5
Brockololly

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This is one thing that bugged me in Awakening- most of the "choices" you have to make that seem like they might be significant in the game only end up up having any consequence in slightly different epilogue slides. I'm all for consequences to your actions within the game and having an effect within the game, not in the slides after the game is over.

#6
0mar

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There's no real consequence. It's an RP thing as far as I can see.

#7
tmp7704

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Well, if you have the soldiers protect the city rather than farms, then when you try to make argument the keep should be safe so it can protect the land... they go all "well you aren't protecting us anyway" and start a fight. I presume it can go different if you actually do protect them instead. But since you can still talk them down anyway and/or there's no real consequences to just beating them back into obedience, that seems rather minor.

Modifié par tmp7704, 16 avril 2010 - 03:39 .


#8
Costin_Razvan

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Just make the soldiers defend everyone. Works out best.

#9
KnightofPhoenix

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Costin_Razvan wrote...

Just make the soldiers defend everyone. Works out best.


"Those who want to defend everything, defend nothing" - Friederick the Great.

#10
Sarah1281

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KnightofPhoenix wrote...

Costin_Razvan wrote...

Just make the soldiers defend everyone. Works out best.


"Those who want to defend everything, defend nothing" - Friederick the Great.

Unless you're playing the expansion of a video game where you can feel free to just leave a demon-child unattended for at least two days while you run off to go get mages to save him and nothing bad happens.

#11
KnightofPhoenix

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Sarah1281 wrote...

KnightofPhoenix wrote...

Costin_Razvan wrote...

Just make the soldiers defend everyone. Works out best.


"Those who want to defend everything, defend nothing" - Friederick the Great.

Unless you're playing the expansion of a video game where you can feel free to just leave a demon-child unattended for at least two days while you run off to go get mages to save him and nothing bad happens.


That choice doesn't exist! I don't want to hear it! *plugs ears and sing how Origins is perfect*

#12
Sarah1281

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KnightofPhoenix wrote...

Sarah1281 wrote...

KnightofPhoenix wrote...

Costin_Razvan wrote...

Just make the soldiers defend everyone. Works out best.


"Those who want to defend everything, defend nothing" - Friederick the Great.

Unless you're playing the expansion of a video game where you can feel free to just leave a demon-child unattended for at least two days while you run off to go get mages to save him and nothing bad happens.



That choice doesn't exist! I don't want to hear it! *plugs ears and sing how Origins is perfect*

What I want to know is why their wasn't an option to take off for the Circle with one or two companions and leave everyone else behind with the strict orders to kill Connor should the demon try anything. That was there's still a small chance for a happy ending and you don't end up risking killing everyone you'd just saved.

#13
KnightofPhoenix

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Meeh, I wouldn't trust them to hold out for a week. But it would have made a tiny bit more sense at least yes.

#14
Costin_Razvan

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KnightofPhoenix wrote...

Costin_Razvan wrote...

Just make the soldiers defend everyone. Works out best.


"Those who want to defend everything, defend nothing" - Friederick the Great.


Well he and Sun Tzu must be rolling their graves!

#15
Lowenhart

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Theres a irony with magic and all you still have to travel half way across the country to deliver them a message *duh*.

Anyways there some really unlogic things here and there, where i went damn Bioware really messed up on that one,  i couldnt quite wrap my head around, but all in all was a good game despite that.

Modifié par Lowenhart, 16 avril 2010 - 09:28 .


#16
FDrage

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[quote]Sarah1281 wrote...

That choice doesn't exist! I don't want to hear it! *plugs ears and sing how Origins is perfect*[/quote] What I want to know is why their wasn't an option to take off for the Circle with one or two companions and leave everyone else behind with the strict orders to kill Connor should the demon try anything. That was there's still a small chance for a happy ending and you don't end up risking killing everyone you'd just saved.
[/quote]

That's eaxctly what I did ... while me and my companiosn went of to the Circle the rest look after the demon child. Just because it isn't explicitly writting into the game orn way or the other doesn't prevent me from imagining it that way. Also as long as the game doesn't actually tell me at that point that the rest of my part went somewhere else gambling their fortunes away it is a valid choice with which I form my own Dragon Age gaming world, just in the same way as an active chouce giving to me by the game. Just beacuse the game doesn't spell everything out doesn't mean I have to limit myself by the games "flaws". ;)

#17
Chuvvy

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Lowenhart wrote...

Theres a irony with magic and all you still have to travel half way across the country to deliver them a message *duh*.

Anyways there some really unlogic things here and there, where i went damn Bioware really messed up on that one,  i couldnt quite wrap my head around, but all in all was a good game despite that.


Why can't we ride horses? And why does it takes us a week to get back to the keep? That would only make sense if you were walking 1 or 2 mph. If you were going 3 mph only 6 hours a day the keep would need to be 126 miles away. And  I sure as hell wouldn't stop for 18 hours.

#18
KnightofPhoenix

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FDrage wrote...
That's eaxctly what I did ... while me and my companiosn went of to the Circle the rest look after the demon child. Just because it isn't explicitly writting into the game orn way or the other doesn't prevent me from imagining it that way. Also as long as the game doesn't actually tell me at that point that the rest of my part went somewhere else gambling their fortunes away it is a valid choice with which I form my own Dragon Age gaming world, just in the same way as an active chouce giving to me by the game. Just beacuse the game doesn't spell everything out doesn't mean I have to limit myself by the games "flaws". ;)


Actually it does. You can switch party members when you reach the circle, showing how they all went with you and not one of them stayed behind. So what you are doing is a stretch. No harm imagining it, but the game doesn't actually allow you to do that. As in give you the clear option of leaving some of your companions behind.

#19
Xandurpein

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On the whole I think it would have been awesome if the option to go fetch the mages had resulted in something really bad. Nothing game breaking, but reasonably bad, like Teagan dead and Isolde a gibbering wreck (well, a worse one than before I mean...) and Redcliff deserted because all the inhabitants fled in terror. And of course a huge dip in approval from Alistair because you made the wrong choice...