Dave of Canada wrote...
I'd like to see something apparent like Connor but without the "free him and no-one blames him" option, I'd love something which rubs the player the wrong way.
An example:
Perhaps you'd discover a child mage surrounded by a mob, he's about to be hung by a noose and you can interfere and protect him.
Upon returning later, you discover the child--due to not having anywhere to go due to the Circle rebellion--had become possessed with no-one around to protect him, causing him to slaughter the community and escape. The surviving townfolks blame you for saving the child's life. Perhaps you can hunt down the child, about to slay the abomination and have the demon play with your mind by switching back to it's child form and begging for mercy (aka DA2's Keeper).
It's the Meredith's sister scenario but actually shown to the player, rubbed in with a bit "The Circle needs to come back/The Order needs to come back" stance. The pro-Templar player is reaffirmed that mages are dangerous, the pro-Mage player is reaffirmed that mages can't have total freedom (despite the usual complaint that not everyone advocates it, there's still some which do) and the alternative scenario isn't any prettier, letting the angry mob execute a child who hasn't done anything yet.
There's no "win" and allows you to see the perspective of the mundanes and the perspective of the mage who was being prosecuted before doing something. Hell, you could deem the entire situation irrelevant and leave the child to it's fate without contemplating it.
Could rub in the Templar stance by having someone like Cullen actually support stopping the mob because his duty is about protecting mages.
Hmmm... perhaps. It's seems a bit skewed though, but I agree with the general premise. Similarily, magic causing injury and suffering by mistake/because of poor choice is also a very viable approach methinks.
I think that blood mages and abominations are a bit over-emphasized and that the plain fact that ordinary people have very little ability to resist a mage is a bit underemphasized. I'd like to see that in the spotlight a bit more (I liked that scene in Asunder for this reason).
Lotion Soronnar wrote...
@SirK - I didnt' say show more, I said showed DIFFERNETLY.
Alsmot all of instances of mages abusing their powers in DA2 were templar related.
That
way the pro-mage/chantry-hating player always falls back to "See? The
mage ONLY did this because the tempalrs/Chantry. If it weren't for them
he would never do X." even if that is only one way to look at it and/or
isn't true.
Pretty much everything a mage does is blamed on the Chantry/Templars.
Hell, the entire reason people fear and mistrust mages is blamed on the Chantry.
Well you did say more as well, which I objected to. As for differently, sure. I'd like that. But I don't think there needs to be situations that specifically frame themselves to absolve Chantry/templars from harm. There should never be quests that are specifically about this or that danger of magic. Let these situations come up naturally and as befits the plot, showing the dangers of magic but never making it a core element.
If pro-mages then still want to blame the chantry. By all means let them.
Xilizhra wrote...
Just
bring the kid back to your castle; hell, if you have no mage
subordinates who stay at the castle itself, you can leave a mage party
member behind there to ensure that nothing bad happens to the kid. Your
setup for this scenario is on the contrived side.
Assuming nothing else? Yeah sure, that on it's own is a bit contrived. But a number of reasons could be easily manufactored to ensure that the child goes abomination among innocents. The easiest one being that the child does not want to leave his family and the family does not want to give the child up and being to poor to travel anywhere.
I agree though that the example is a bit too heavy-handed and slanted. It feels more like a lesson and less like a natural situation (because as you say... there's the "third option").
The general idea though, is sound. A scenario that asks the player some difficult questions when it comes to what kind of risks can be tolerated and then letting the player experience the aftermath of their choice.
So, basically the
templars who are no longer in the templars and have probably hopped over
to the Seeker side because they're not trying to wage war on the
entirety of magekind?
I'm sure one could portray a vast number of different archetypes in the rebellious templars. Off the top of my head? There's the ones with bonds of friendship and loyalty that stays in the order for those reasons. There's the honourbound ones that bitterly swallow their own oaths that they refuse to betray. The conservatives that believe the templars stand for the old order and cannot accept the changes that they see the other side reaching for. The ones controlled by their lyrium addiction. Ones who have had bad experiences with free mages.
I could easily see all those in the templars and one could easily have them without much malice. That take no joy whatsoever in the war.
Templars that aren't defined by mages but themselves, if that makes any sense

. Where controlling mages is a duty, not an interest.
Templars out to kill every living mage and uniformly taking joy from this would be dull and uninteresting... and only marginally less human than the darkspawn.
That's not saying I want the templars to be clean in their presentation mind. The ilk of Alrik and Karras is needed to rock the boat a bit (or quite a lot).