MistySun wrote...
I read somewhere that Bioware have said they're removing camp conversation and future games will be more like the Awakening system.
Don't do it.
You made DAO a great success.
But you made Awakenings a lost cause. People (most) did not like it.
Stick to what you know best. To make a great game such as DAO.
If future DA goes the same way as Awakenings, you will lose out.
In other words...the end of the line. 
Misty, I'm afraid you've been the victim of a malicious exaggeration. You'll want to read
this thread and specifically the (many) comments of David Gaider to see for yourself. I've copied and pasted a few of his quotes below for those who don't want to wade through (the thread is 20+ pages long, though most of David's comments are in the first 8 or so).
My personal thought on that is, instead of having questions that you can ask a follower, having conversations you can initiate with them in camp in the same fashion that you do out in the world. So maybe there's a keg in camp and you see that clicking on it means "have a drink with Oghren" or similar... maybe even new items appear, such as something taken from a quest and you can ask someone about it without needing to have them in your active party per se.
I think some people are getting the wrong impression, that my goal is to strip out your ability to initiate dialogue. That's not the case at all. It's more a matter of when and how.
Another possibility might be spacing out dialogues in-between major plot points. You don't get to ask said character twenty questions right off the bat, no, but maybe after you complete a plot you could click on them in the camp and ask them about the plot point specifically -- and it leads into something related, perhaps at your option. I'd prefer that to exposition on their background (which is to say I'd prefer to reveal character and background while you are talking to them about something else rather than allowing the player to simply say "Tell me all about your background."
Err... was someone talking about removing romance or party banter or even removing entirely the ability to talk to a follower in camp? Not me.
That last one is rather unequivocal don't you think.

Nor, by the way, does David even say that the Awakenings conversation system will necessarily be adopted in its entireity or in part. I'll save the quote diving for you, but David actually goes through several ideas and I doubt that's all he's got. The main thrust I got from his comments was only that the part of the Origins system where you quiz your Companions was going to be strongly toned down in favor of using context and other topics to drive character development. Hope this helps.