Biotic Sage wrote...
Sable Rhapsody wrote...
This reminds me of the L5R tabletop system, which focuses a lot more on what you say and often does have lethal consequences. It's interesting and dramatic, but it does get a little old when you have to always resist the urge to call some jerkass samurai out on his crap lest your head get lopped off.
I do think there should be negative consequences for saying stupid things, though. Sort of the opposite of a persuade option.
Well you should just be aware of your situation. If you are hopelessly outnumbered and surrounded, then you should know not to say, "Your mother!" Unless you know for sure they need you alive. This just adds to the roleplaying dynamic in my opinion. Or if you are playing a riddle game with a sloth demon and the penalty for losing is death, for example, and you choose the incorrect response...well then RIP.
I felt like the Andraste's Ashes quest was a missed opportunity that way in DA:O.
Be a jerk to the Guardian? He's still like "Oh, you might be the chosen special one. Go on through."
Answer every riddle wrong? Oh, the spirits just morph into ash wraiths who you can clock a few times. Go on through.
I think it really would have been cooler to have some kind of game-ending consequence. Is it annoying to reload? Maybe. But it's not as if it's an unexpected, out-of-left-field consequence. You were a jerk to someone more powerful than you. You were being tested and you failed.
I thought the Normandy's-being-taken-over scene in ME2 was great this way. If you went the wrong way or didn't haul ass fast enough, Joker got eaten. I can't tell you how many times I reloaded and chose the wrong path just because I wanted to see every outcome, and it actually made Joker's escape ultimately cooler.