Trying to Circumvent Danyla's Curse
#1
Posté 19 novembre 2009 - 10:46
Rationally, Danyla should be alive, and the character should have been able to find her after he helped break the curse. And I would think that this would be the most favorable solution, and should have granted the greatest reward for completion (whether xp or gp).
I am wondering, is there a different strategy I could have taken, that would have allowed Danyla to both live, and the character to return her to her husband?
If not, I am slightly disappointed that the developers did not allow that option.
#2
Posté 19 novembre 2009 - 10:51
#3
Posté 19 novembre 2009 - 10:52
#4
Posté 19 novembre 2009 - 10:57
#5
Posté 19 novembre 2009 - 11:04
#6
Posté 19 novembre 2009 - 11:06
David Gaider wrote...
So... you avoided Danyla entirely and thus never met her at all, and thus expect that the game should take into account that you have meta-game knowledge of her situation and thus reward you by having her husband reunited with her? Am I reading that right?
The game seems to take into account that you have meta-game knowledge if you have the werewolves attack the dalish as the situation is still resolved. It's only if you break the curse that she disappears from the game.
#7
Posté 19 novembre 2009 - 11:07
David Gaider wrote...
So... you avoided Danyla entirely and thus never met her at all, and thus expect that the game should take into account that you have meta-game knowledge of her situation and thus reward you by having her husband reunited with her? Am I reading that right?
Unfortunally, I think you're right O_o
Well, he just doesn't to to kill her but will she be still alive after the curse is lifted ?
#8
Posté 19 novembre 2009 - 11:07
David Gaider wrote...
So... you avoided Danyla entirely and thus never met her at all, and thus expect that the game should take into account that you have meta-game knowledge of her situation and thus reward you by having her husband reunited with her? Am I reading that right?
Was there a reason we weren't able to talk to her at all about the possibility of lifting the curse?
In my playthrough Sten mentioned she was dying, but they didn't really elaborate on it. I was unsure if that was the reason why or if she would have frenzied regardless and you would have no choice.
Modifié par Saurel, 19 novembre 2009 - 11:08 .
#9
Posté 19 novembre 2009 - 11:08
#10
Posté 19 novembre 2009 - 11:12
#11
Posté 19 novembre 2009 - 11:15
Haasth wrote...
From as I can see it, she probably would commit suicide. She clearly wants you to kill her if you find her, regardless of how you try to talk her out of it. There is a good chance she did so if you do not encounter her.
But she doesn't kill herself if you don't break the curse, so why would she kill herself if you did?
#12
Posté 19 novembre 2009 - 11:16
It might be meta-gaming in a way, though games are still there to entertain us. While I prefer to be entertained with tragedy being a part of entertainment in the old tradition of drama, at times people like to find remedy in games. So the wish to just do things right and or set things right or correct mistakes (reload) is an urge of convenience. Understandable in itself. Try to look at it from a different view. Your actions have an effect. Not acting is an action in itself, an action of passivity. You didn't discover her, so you didn't alter the path she was walking on. She walked on, while you avoided her. There is no 'perfect' solution, just stories that you are telling about your character to yourself with he help of the game. You are in the lucky position of trying the what ifs. But the game is brilliant in having more then 2 components in a decision. Characters are living and enrapturing by their own 'free' (as in writer and coder set) will that goes on. My suggestion: take it in and allow catharsis to do what it is best in.
#13
Posté 19 novembre 2009 - 11:21
David Gaider wrote...
So... you avoided Danyla entirely and thus never met her at all, and thus expect that the game should take into account that you have meta-game knowledge of her situation and thus reward you by having her husband reunited with her? Am I reading that right?
Since only so many choices are available, it seemed the logical way to precede. I could rationalize it as simply taking the most direct path to the elven ruins, and thus my character did not have contact with Danyla. And breaking the curse for the whole region, would have been a higher priority than searching out one, lone victim. After the curse was broken, then it would have made more sense to search out the elvish survivors.
However, had this been pnp, and my character had come across Danyla as I had the first time, there would have been several options available to me that would have allowed me to save her.
1. As previously mentioned, I could have told her that I was about to go break the curse, and she would be restored in that method.
2. If she attacked (attempting suicide by adventurer), my group could have subdued her, than tied her up, and probably heavily sedated her (using Master Herbalism skill), and kept her from harming herself until the party broke the curse.
Since neither of those options were made available, it seemed the next best solution was to avoid meeting her, until the curse was broken. If you wish to call it metagaming, very well. In my opinion, that is not metagaming nearly as much, as being able to look at armor and weapons, and instantly know all the properties and values of them, and switch and swap them around in the midst of a quest. But no reason to get testy on the subject.
As for supporting the werewolves attacking the village (an option that none of my characters would have supported), I am curious as to what that will do to your main objective of gaining the support of the elves, as an ally against the Blight?
#14
Posté 19 novembre 2009 - 11:24
#15
Posté 19 novembre 2009 - 11:26
jsog wrote...
During her dialogue, she makes it clear that she can't stand living like she is. There's a fairly good chance she offed herself in some manner before you broke the curse...
I have to admit it would have been nice to plea with her, even if it would have been turned down.
#16
Posté 19 novembre 2009 - 11:30
A good example is in the human noble origin. You find your father bleeding out. He keeps saying he won't make it and to leave w/o him despite you wanting to bring him along.
Enter the irritation I felt as a player in the real world since I could easily meta-game up ideas to fix this - I mean after all I had 7 health poultices on my person. They heal me from the brink of death a couple times. Why couldn't I ram a couple down his throat and be like "There! Now let's go!" - no, instead I am forced to accept that he will die no matter the outcome.
To make the game have appropriate scope and a feeling of sadness, in order to futher the epic scale and tale, some things have to be sacrificed. It just sucks since we as players can see many ways around it - but cannot act on it beyond what the game presents as options.
#17
Posté 19 novembre 2009 - 11:31
#18
Posté 19 novembre 2009 - 11:34
jsog wrote...
During her dialogue, she makes it clear that she can't stand living like she is. There's a fairly good chance she offed herself in some manner before you broke the curse...
If thats the case I would have liked to have seen a body laying about in the forest, but Im sure I ask to much.
#19
Posté 19 novembre 2009 - 11:35
nhdsdfff wrote...
jsog wrote...
During her dialogue, she makes it clear that she can't stand living like she is. There's a fairly good chance she offed herself in some manner before you broke the curse...
If thats the case I would have liked to have seen a body laying about in the forest, but Im sure I ask to much.
She went feral and was one of the wild werewolves you killed in the ruins?
#20
Posté 19 novembre 2009 - 11:35
crackseed wrote...
To make the game have appropriate scope and a feeling of sadness, in order to futher the epic scale and tale, some things have to be sacrificed. It just sucks since we as players can see many ways around it - but cannot act on it beyond what the game presents as options.
That is the limitation of PC games as opposed to PnP games. When there is no DM to respond to every single thing your character does, then there should be some sort of forced guidance. After all you can not just walk off to Orlais either to grab the wardens from the border and lash them over the land to fight the archdemon (after all warden's are supposed to kill the archdemon at all costs). Naturally nothing can really measure up to the personal and personalised experience of table top rpgs. (imho)
#21
Posté 19 novembre 2009 - 11:41
#22
Posté 20 novembre 2009 - 12:00
2. If the PC does not meet her, but sides with Swiftrunner, she's there, in the Dalish camp, with her husband.
3. If the PC does not meet her, but ends the curse, she disappears.
If she simply disappeared either way, it would be one thing, but she's obviously still around if you side with the werewolves.
PDXGamerGirl wrote...
Evidently Bioware didn't write content and text to let you circumvent their scripted quest. Clever approach, though! : )
Except they did just that... but only if you side with the werewolves.
Modifié par Maria Caliban, 20 novembre 2009 - 12:01 .
#23
Posté 20 novembre 2009 - 12:25
Maria Caliban wrote...
1. If the PC meets her, the PC must kill her.
2. If the PC does not meet her, but sides with Swiftrunner, she's there, in the Dalish camp, with her husband.
3. If the PC does not meet her, but ends the curse, she disappears.
If she simply disappeared either way, it would be one thing, but she's obviously still around if you side with the werewolves.PDXGamerGirl wrote...
Evidently Bioware didn't write content and text to let you circumvent their scripted quest. Clever approach, though! : )
Except they did just that... but only if you side with the werewolves.
Except that they didn't...siding with the werewolves plays out a scripted quest option (Danyla turning hubs into a Werewolf) so it is part of the script (well, an option, rather). Yet Dakota's clever approach to circumvent one of the possible outcomes was never developed.
#24
Posté 20 novembre 2009 - 12:27
PDXGamerGirl wrote...
Except that they didn't...siding with the werewolves plays out a scripted quest option (Danyla turning hubs into a Werewolf) so it is part of the script (well, an option, rather). Yet Dakota's clever approach to circumvent one of the possible outcomes was never developed.
Can you go into a bit more detail here?
#25
Posté 20 novembre 2009 - 12:32
All I'm saying is that Dakota's approach (avoiding meeting Danyla to have her turn back into a werewolf and rejoin her hubby) wasn't ever written or put into the game; therefore, it's not a viable option. The only way (it seems) that Danyla can rejoin her husband is by turning him into a werewolf, yes?
My original point was that you can't "circumvent" the origional intent of the quest, even if that quest can turn out in multiple ways if it wasn't developed to allow you to. And it seems his idea doesn't allow for his desired plan to work.
So, he'll have to settle for being "slightly disappointed" that the option doesn't exist.





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