Modifié par ziloe, 30 août 2013 - 10:05 .
"The End."
#151
Posté 30 août 2013 - 10:04
#152
Posté 18 septembre 2013 - 06:20
Maria Caliban wrote...
Find bad guy. Kill bad guy. Be a big god damn hero.
And if you tease me with blue babies, I better live to have them.For DA:O, the entire battle of Denerim up to the Archdemon was just me typing killallhostiles.cindercatz wrote...
I honestly don't even care if there is a last boss fight.
Thank goodness for being on PC.
Oh, c'mon. DA:O's finale was great. I loved the build up. Even worse, with the darkspawn DLC, I actually felt kinda sick, watching my killing Alistair. D:
#153
Posté 18 septembre 2013 - 07:40
And of course, again, the most important part of the ending involves you and your LI, having a good ending for you and your LI is absolutely essential, it's why people hated the ME3 ending, because there was no good ending. Your hero, and their LI, both have to end up happily ever after, that's an absolute requirement. If you don't have that, it's extremely unfulfilling, you won't like it, and you surely won't want to do it again. If you're going for maximum replayability, you have to have the ability to have a happy ending. That's not to say it should be automatic, you should have to earn it. There's no better incentive to replay a game than failing to get the happiest ending, but you want it, so you play it again to get it. You'd think people would learn from ME2, since they did that perfectly, but somehow even the same people who designed ME2 didn't learn from their own success, and did the ME3 ending completely opposite their awesome ending from the 2nd game. Having an ending where everything can go right, or everything can go wrong, or anything in-between, and it's all because of your choices that you've made throughout the game, wow, it doesn't get any better than that, I thought we'd be seeing a LOT more of that type of ending, but so far we haven't. I hope DAI's ending sequence is as much like ME2's as possible.
So that's the bottom line, choices that matter, the ability to have the happy ending (or a sad ending, for those people out there that actually like to kill off their hero for some weird reason), and the cool little epilogue stories at the end. But nothing too 'final', as they've got to leave room for lots of DLC and at least one expansion. A game this awesome requires a TON of DLC and expansion, because we won't ever want it to truly 'end'
#154
Posté 18 septembre 2013 - 07:54
The end.
#155
Posté 18 septembre 2013 - 08:21
DA:O did not have a very original ending. It wasn't very unique or mindblowing ... but it was sufficient. You defeated the big bad. Your decisions made some impact on how it ended, who ended up as regent, etc. you got a bit of closure, since you were told where your companions headed off to. I was very much content with that.
DA2 suffered a bit from the same as ME3, imo, although not to the same extreme. Stuff that didn't make a lot of sense, that felt a bit out of place, happened ... but it wasn't a catastrophe, so it didn't ruin the rest of the game, for me at least.
#156
Posté 18 septembre 2013 - 10:43
Basically, the exact opposite of ME3, where all previous choices and decisions (not just from the game at hand, but all previous games) were boiled down to a number which then led to th Big Choice at the end, which resulted in more things changing in the galaxy than all previous decisions beforehand.
That is bad. It basically says "everything you have done up to this point is irrelevant." That's a bad feeling/impression to give the gamer. The fact that someone would even need to point that out is rather alarming to me.
DA2, on the other hand, has a static ending... but zero acknowledgement of choice. After making you pick a side and then kill both Orisno and Meredith, the game ends with two differences - Mage/Templar (roughly two seconds difference in the ending credit) and your LI (a change in decal to highlight Merril/Isabella/Fenris/Anders), with everything else remaining the same. Essentially, it gives the static end game, but gives no reflection of the prior choices.
Keep the ending static. DA:O did this - you bring your army to Denerim, you lead the charge against the Darkspawn army, Riordan dies valiantly, you make it to the Archdemon and you kill it.
Variations comes in based on earlier choices, such as if you did the Dark Ritual or if you spared Loghain. Your origin then affected who appeared in the celebration hall/funeral scene. And your previous companion interactions affected how they responded and what they then say. And then, you get those amazing, awesome epilogue slides. That touch on every choice you can think of, major and minor, giving every type of closure and consequence a player could dream of.
Sure, Gaider comes back and says all of those are just fantasy head canon - that's irrelevant. It is a journey you take the player through, and the ending needs to revisit that journey, touching on choices and points of importance in order to reinforce the value of that journey. That reinforcement should be where it ALWAYS should be - the end. The biggest mistake Bioware has begun to make is thinking that creating in-game content that does this same thing (arguably with even higher production value than the low-cost epilogue slides) is somehow preferable. It is not. Human psychology craves closure and it craves it at the close of the story. Trying to completely tie up a loose end within the story can be done, but unless the circle is complete closed tight, there will be lingering questions or feelings of "what else?" tied to it that makes players expect to see more before the credits roll.
I've said this before, I'll say this now (and I'll likely say it again in the future) - DA:O's endings should be taught in game design schools. What it executes is near perfection, in terms of giving the player the perfect emotions at the perfect time. The balance of choice and predelegated events, the balance of customization versus reasonable dev cost, the balance of intense gameplay and difficulty with also allowing the player to have control in the celebration hall and not just letting the credits roll after the killing blow... all of it. It should be broken down into its individual parts and put into text books on how to structure a video game ending. I've written 1500+ word posts on it befor Ethan would make this rant seem like an obit, so I'll stop here.
But I will say that if the team isn't looking at one of their best selling games of all time and also seeing it had an amazing ending structure, and then seeing one of their worst fan responses to a game ever (ME3) and seeing it was nothing but a ramshackle mess of an ending, then... well, I just hope they see that and take nearly every point possible from the ending segments of DA:O, enrich it with the story and mechanics of where DA:I seems to be heading, and they shouldn't have problems making the well-received game they are hoping for.
#157
Posté 18 septembre 2013 - 07:50
Fast Jimmy wrote...
I, personally, believe there should be no choice at the end if the game. That the ending events should be the ending events, with a huge variety of differences based on all your choices throughout.
Basically, the exact opposite of ME3, where all previous choices and decisions (not just from the game at hand, but all previous games) were boiled down to a number which then led to th Big Choice at the end, which resulted in more things changing in the galaxy than all previous decisions beforehand.
That is bad. It basically says "everything you have done up to this point is irrelevant." That's a bad feeling/impression to give the gamer. The fact that someone would even need to point that out is rather alarming to me.
DA2, on the other hand, has a static ending... but zero acknowledgement of choice. After making you pick a side and then kill both Orisno and Meredith, the game ends with two differences - Mage/Templar (roughly two seconds difference in the ending credit) and your LI (a change in decal to highlight Merril/Isabella/Fenris/Anders), with everything else remaining the same. Essentially, it gives the static end game, but gives no reflection of the prior choices.
Keep the ending static. DA:O did this - you bring your army to Denerim, you lead the charge against the Darkspawn army, Riordan dies valiantly, you make it to the Archdemon and you kill it.
Variations comes in based on earlier choices, such as if you did the Dark Ritual or if you spared Loghain. Your origin then affected who appeared in the celebration hall/funeral scene. And your previous companion interactions affected how they responded and what they then say. And then, you get those amazing, awesome epilogue slides. That touch on every choice you can think of, major and minor, giving every type of closure and consequence a player could dream of.
Sure, Gaider comes back and says all of those are just fantasy head canon - that's irrelevant. It is a journey you take the player through, and the ending needs to revisit that journey, touching on choices and points of importance in order to reinforce the value of that journey. That reinforcement should be where it ALWAYS should be - the end. The biggest mistake Bioware has begun to make is thinking that creating in-game content that does this same thing (arguably with even higher production value than the low-cost epilogue slides) is somehow preferable. It is not. Human psychology craves closure and it craves it at the close of the story. Trying to completely tie up a loose end within the story can be done, but unless the circle is complete closed tight, there will be lingering questions or feelings of "what else?" tied to it that makes players expect to see more before the credits roll.
I've said this before, I'll say this now (and I'll likely say it again in the future) - DA:O's endings should be taught in game design schools. What it executes is near perfection, in terms of giving the player the perfect emotions at the perfect time. The balance of choice and predelegated events, the balance of customization versus reasonable dev cost, the balance of intense gameplay and difficulty with also allowing the player to have control in the celebration hall and not just letting the credits roll after the killing blow... all of it. It should be broken down into its individual parts and put into text books on how to structure a video game ending. I've written 1500+ word posts on it befor Ethan would make this rant seem like an obit, so I'll stop here.
But I will say that if the team isn't looking at one of their best selling games of all time and also seeing it had an amazing ending structure, and then seeing one of their worst fan responses to a game ever (ME3) and seeing it was nothing but a ramshackle mess of an ending, then... well, I just hope they see that and take nearly every point possible from the ending segments of DA:O, enrich it with the story and mechanics of where DA:I seems to be heading, and they shouldn't have problems making the well-received game they are hoping for.
That's how I felt about ME3's conclusion as well. I was alright with DA2s ending, but was disappointed it didn't go longer, like it should have. It would have been nice to see something as extensive as say, Legend of Dragoon's ending, which was simply amazing too. ME3's just felt rushed, like they didn't know what to do with all the variables and just thought, let's do this instead and chuck all that other great stuff out the window.
It's the same way I felt about all those letters throughout the game, that thanked me. It felt sort of weak.
#158
Posté 19 septembre 2013 - 06:55
KiwiQuiche wrote...
Once, there was an ugly Inquisitor. He was so ugly everyone died.
The end.
Your post worries me, lol.
#159
Posté 19 septembre 2013 - 02:56
Personally I like the epilogue cards for showing what happens and what influence you have for others in an indefined time in the future. Especially because they really do change based upon the choices you have made.
#160
Posté 21 septembre 2013 - 03:11
Mahumia wrote...
Personally I really loved the endings of DA:O: both the corronation and the funeral where very touching and had small varations based upon your origin, choices you've made and standing with companions (as Fast Jimmy already mentioned too). I really missed that with DA:2... I wanted to be able to talk with my companions after the battle. Ask them what there plans were, thank them for everything, etc. The abrupt ending with Varric telling Cassandra 'everyone left, lawl' was less satisfying to me. Same for Awakening by the way, especially if you defended the city (why, WHY is it not possible to visit the Keep anymore at any time? If only to search for survivors or whatever...)
Personally I like the epilogue cards for showing what happens and what influence you have for others in an indefined time in the future. Especially because they really do change based upon the choices you have made.
But the question is, would you like those epilogue cards more, if they were maybe more animated? Rather than static images, left to be read?
#161
Posté 21 septembre 2013 - 03:26
ziloe wrote...
Mahumia wrote...
Personally I really loved the endings of DA:O: both the corronation and the funeral where very touching and had small varations based upon your origin, choices you've made and standing with companions (as Fast Jimmy already mentioned too). I really missed that with DA:2... I wanted to be able to talk with my companions after the battle. Ask them what there plans were, thank them for everything, etc. The abrupt ending with Varric telling Cassandra 'everyone left, lawl' was less satisfying to me. Same for Awakening by the way, especially if you defended the city (why, WHY is it not possible to visit the Keep anymore at any time? If only to search for survivors or whatever...)
Personally I like the epilogue cards for showing what happens and what influence you have for others in an indefined time in the future. Especially because they really do change based upon the choices you have made.
But the question is, would you like those epilogue cards more, if they were maybe more animated? Rather than static images, left to be read?
I, personally, wouldn't. For two reasons.
First, animation costs money. And, as things cost more money, it becomes a bigger challenge to have variety. I'd rather have dozens of different slides with very different outcomes rather than half of a dozen animated shorts.
Second, text is a very informative medium. You can easily type out "Anora worked to make life better for the Denerim elves of the Alienage, but not long after, a foot riot broke out that she was forced to put down, putting a strain on relations." But how would you go about animating that? Other than, of course, just showing a montage of video/images with the exact same words being said as a monologue/voice over. To me, that doesn't add anything other than showing me the same images I would be imagining based on these words. Which isn't bad... but at the same time, it goes back to the cost concern I raised in my first point.
If there was a way to show these choices in a higher produciton method that also brought something of concrete value to the table outside of what the text epilogues already give us that was ALSO somehow a comparable level of cost effective, then I would be very intrigued to see that work. But otherwise, I'd prefer that more variety be offered, which I think the epilogue slides do well.
#162
Posté 21 septembre 2013 - 03:31
KiwiQuiche wrote...
Once, there was an ugly Inquisitor. He was so ugly everyone died.
The end.
This one gets it.
#163
Posté 21 septembre 2013 - 06:24
Fast Jimmy wrote...
ziloe wrote...
Mahumia wrote...
Personally I really loved the endings of DA:O: both the corronation and the funeral where very touching and had small varations based upon your origin, choices you've made and standing with companions (as Fast Jimmy already mentioned too). I really missed that with DA:2... I wanted to be able to talk with my companions after the battle. Ask them what there plans were, thank them for everything, etc. The abrupt ending with Varric telling Cassandra 'everyone left, lawl' was less satisfying to me. Same for Awakening by the way, especially if you defended the city (why, WHY is it not possible to visit the Keep anymore at any time? If only to search for survivors or whatever...)
Personally I like the epilogue cards for showing what happens and what influence you have for others in an indefined time in the future. Especially because they really do change based upon the choices you have made.
But the question is, would you like those epilogue cards more, if they were maybe more animated? Rather than static images, left to be read?
I, personally, wouldn't. For two reasons.
First, animation costs money. And, as things cost more money, it becomes a bigger challenge to have variety. I'd rather have dozens of different slides with very different outcomes rather than half of a dozen animated shorts.
Second, text is a very informative medium. You can easily type out "Anora worked to make life better for the Denerim elves of the Alienage, but not long after, a foot riot broke out that she was forced to put down, putting a strain on relations." But how would you go about animating that? Other than, of course, just showing a montage of video/images with the exact same words being said as a monologue/voice over. To me, that doesn't add anything other than showing me the same images I would be imagining based on these words. Which isn't bad... but at the same time, it goes back to the cost concern I raised in my first point.
If there was a way to show these choices in a higher produciton method that also brought something of concrete value to the table outside of what the text epilogues already give us that was ALSO somehow a comparable level of cost effective, then I would be very intrigued to see that work. But otherwise, I'd prefer that more variety be offered, which I think the epilogue slides do well.
What if it was mixed narrative and animated? Have you played Legend of Dragoon? If not, and if you don't plan to, I can post the ending here so you can see just how well it can be done.
Modifié par ziloe, 21 septembre 2013 - 06:25 .
#164
Posté 26 septembre 2013 - 12:32
ziloe wrote...
Fast Jimmy wrote...
ziloe wrote...
Mahumia wrote...
Personally I really loved the endings of DA:O: both the corronation and the funeral where very touching and had small varations based upon your origin, choices you've made and standing with companions (as Fast Jimmy already mentioned too). I really missed that with DA:2... I wanted to be able to talk with my companions after the battle. Ask them what there plans were, thank them for everything, etc. The abrupt ending with Varric telling Cassandra 'everyone left, lawl' was less satisfying to me. Same for Awakening by the way, especially if you defended the city (why, WHY is it not possible to visit the Keep anymore at any time? If only to search for survivors or whatever...)
Personally I like the epilogue cards for showing what happens and what influence you have for others in an indefined time in the future. Especially because they really do change based upon the choices you have made.
But the question is, would you like those epilogue cards more, if they were maybe more animated? Rather than static images, left to be read?
I, personally, wouldn't. For two reasons.
First, animation costs money. And, as things cost more money, it becomes a bigger challenge to have variety. I'd rather have dozens of different slides with very different outcomes rather than half of a dozen animated shorts.
Second, text is a very informative medium. You can easily type out "Anora worked to make life better for the Denerim elves of the Alienage, but not long after, a foot riot broke out that she was forced to put down, putting a strain on relations." But how would you go about animating that? Other than, of course, just showing a montage of video/images with the exact same words being said as a monologue/voice over. To me, that doesn't add anything other than showing me the same images I would be imagining based on these words. Which isn't bad... but at the same time, it goes back to the cost concern I raised in my first point.
If there was a way to show these choices in a higher produciton method that also brought something of concrete value to the table outside of what the text epilogues already give us that was ALSO somehow a comparable level of cost effective, then I would be very intrigued to see that work. But otherwise, I'd prefer that more variety be offered, which I think the epilogue slides do well.
What if it was mixed narrative and animated? Have you played Legend of Dragoon? If not, and if you don't plan to, I can post the ending here so you can see just how well it can be done.
I have not played the game, but what do you mean by mixed narrative and animated?
#165
Posté 26 septembre 2013 - 12:47
It starts with.....Morrigan ?
rotfl.
How the game end ?
Seal the rift tears.
Kill or destroy whatever caused them.
Bring in a new governing system, chantry based templar based, mage based, or something else.
Be the hero that brought peace and stability to Thedas, at least until the Qunari invasion in DA4.
#166
Posté 26 septembre 2013 - 02:06
Varric: "And then everybody left. The end."
Me: "... what."
That's my main criticism of DA2's third act aside from Meredith going all Super-saiyan. It didn't have a bad ending: it simply didn't have an ending.
#167
Posté 28 septembre 2013 - 12:22
Fast Jimmy wrote...
ziloe wrote...
Fast Jimmy wrote...
ziloe wrote...
Mahumia wrote...
Personally I really loved the endings of DA:O: both the corronation and the funeral where very touching and had small varations based upon your origin, choices you've made and standing with companions (as Fast Jimmy already mentioned too). I really missed that with DA:2... I wanted to be able to talk with my companions after the battle. Ask them what there plans were, thank them for everything, etc. The abrupt ending with Varric telling Cassandra 'everyone left, lawl' was less satisfying to me. Same for Awakening by the way, especially if you defended the city (why, WHY is it not possible to visit the Keep anymore at any time? If only to search for survivors or whatever...)
Personally I like the epilogue cards for showing what happens and what influence you have for others in an indefined time in the future. Especially because they really do change based upon the choices you have made.
But the question is, would you like those epilogue cards more, if they were maybe more animated? Rather than static images, left to be read?
I, personally, wouldn't. For two reasons.
First, animation costs money. And, as things cost more money, it becomes a bigger challenge to have variety. I'd rather have dozens of different slides with very different outcomes rather than half of a dozen animated shorts.
Second, text is a very informative medium. You can easily type out "Anora worked to make life better for the Denerim elves of the Alienage, but not long after, a foot riot broke out that she was forced to put down, putting a strain on relations." But how would you go about animating that? Other than, of course, just showing a montage of video/images with the exact same words being said as a monologue/voice over. To me, that doesn't add anything other than showing me the same images I would be imagining based on these words. Which isn't bad... but at the same time, it goes back to the cost concern I raised in my first point.
If there was a way to show these choices in a higher produciton method that also brought something of concrete value to the table outside of what the text epilogues already give us that was ALSO somehow a comparable level of cost effective, then I would be very intrigued to see that work. But otherwise, I'd prefer that more variety be offered, which I think the epilogue slides do well.
What if it was mixed narrative and animated? Have you played Legend of Dragoon? If not, and if you don't plan to, I can post the ending here so you can see just how well it can be done.
I have not played the game, but what do you mean by mixed narrative and animated?
My Internet has been down the past week, so unfortunately I couldn't respond sooner.
Anyway, what I meant was essentially something like say the narrative from ME3s new ending and actual animated scenes playing out, rather than still images. Heck, even just plain music and scene would do in the right instance, like think Final Fantasy 9.
Legend of Dragoon is a great game, but it's hard to find now. It's a PS1 game. Do you want to see the ending? I can post it to show an example of what works really well.
#168
Posté 28 septembre 2013 - 12:40
That being said, I find that some things could be easily shown through an animated short scene, but others are incredibly difficult. How would it be easy to show a scene where Harrowmont becomes an ineffective leader, mired by the Assembly?
What I find most effective is text, whether that is accompanied by a still picture, a short animation or nothing at all but a blank screen, having those detils and clarification make for a very effective and clear ending that doesn't leave the player feeling ambiguous about if they are even interpreting what they have seen correctly. It is one thing to have an ending where you have different opinions about the outcomes, but it is a totally different one where people can argue and question what even happened. A lack of clarity can be toxic to how your ending is received.
#169
Posté 28 septembre 2013 - 12:42
All of DAO was pretty easy really, I never had any serious problems, maybe I reloaded once or twice on the high dragon on my first playthrough but that was it really. I havent played golems in a while so IDK bout that.DarkKnightHolmes wrote...
Bfler wrote...
Hilarystamp wrote...
...and I want a boss who is actually a challenge again. Origins had it...
The Archdemon is rather easy, when you call your allies and when one of your rogues (because of the repairs) operates the ballistae.
The most difficult fight in the game is, i think, the Harvester in Amgarrak.
The bolt can only be repaired a few times on normal and above. Though, yes, it's still easy if you have lots of potions.
#170
Posté 28 septembre 2013 - 01:54
Fast Jimmy wrote...
I'm trying to bring it up right now.
That being said, I find that some things could be easily shown through an animated short scene, but others are incredibly difficult. How would it be easy to show a scene where Harrowmont becomes an ineffective leader, mired by the Assembly?
What I find most effective is text, whether that is accompanied by a still picture, a short animation or nothing at all but a blank screen, having those detils and clarification make for a very effective and clear ending that doesn't leave the player feeling ambiguous about if they are even interpreting what they have seen correctly. It is one thing to have an ending where you have different opinions about the outcomes, but it is a totally different one where people can argue and question what even happened. A lack of clarity can be toxic to how your ending is received.
Wait, what? Bring what up?
An instance about Harrowmont could for example be done via maybe some counsel members plotting/gossiping behind his back as he passes by, towards his chambers, etc. Obviously some things are harder than others, of course, but that's where the narrative could potentially come in.
The Last of Us was definitely one of the most ambiguous endings I've experienced, and in some cases like that one, it works. But for something like this, it definitely deserves more than a passing statement. But that's just me. I'm a visual person. I like to sit back and relax and watch things play out, not sit up straight to make sure I read everything in time, before it fades to the next one.
#171
Posté 28 septembre 2013 - 08:09
ramnozack wrote...
All of DAO was pretty easy really, I never had any serious problems, maybe I reloaded once or twice on the high dragon on my first playthrough but that was it really. I havent played golems in a while so IDK bout that.DarkKnightHolmes wrote...
Bfler wrote...
Hilarystamp wrote...
...and I want a boss who is actually a challenge again. Origins had it...
The Archdemon is rather easy, when you call your allies and when one of your rogues (because of the repairs) operates the ballistae.
The most difficult fight in the game is, i think, the Harvester in Amgarrak.
The bolt can only be repaired a few times on normal and above. Though, yes, it's still easy if you have lots of potions.
I only played Golems once, though, never again, lol. It was both just too insane a fight to win, unless you respeced entirely or min/maxed everything, and far too linear for my tastes.
Modifié par ziloe, 28 septembre 2013 - 08:09 .
#172
Posté 28 septembre 2013 - 12:04
ziloe wrote...
Mahumia wrote...
Personally I really loved the endings of DA:O: both the corronation and the funeral where very touching and had small varations based upon your origin, choices you've made and standing with companions (as Fast Jimmy already mentioned too). I really missed that with DA:2... I wanted to be able to talk with my companions after the battle. Ask them what there plans were, thank them for everything, etc. The abrupt ending with Varric telling Cassandra 'everyone left, lawl' was less satisfying to me. Same for Awakening by the way, especially if you defended the city (why, WHY is it not possible to visit the Keep anymore at any time? If only to search for survivors or whatever...)
Personally I like the epilogue cards for showing what happens and what influence you have for others in an indefined time in the future. Especially because they really do change based upon the choices you have made.
But the question is, would you like those epilogue cards more, if they were maybe more animated? Rather than static images, left to be read?
I don't know if I would like it more than epilogue cards. I think it is really hard to get the escense in a cutscene, especially if the card is telling something that happens over a longer period of time or is summing up several events in just a few sentences (Example: at first he did this, but a few later he changed his mind and did that.). Futher, animations cost money... I think I would prefer the cards as a quick way to give information.
#173
Posté 28 septembre 2013 - 03:54
Other than that, Origins is the way to do it.
Modifié par ADeadDiehard, 28 septembre 2013 - 03:54 .
#174
Posté 28 septembre 2013 - 03:58
Origins did it too. The Battle at the Gates is one of the good parts of the battle as well. I had Sten hold the line in Juggernaut Armor with a Dragonborn Maul.ADeadDiehard wrote...
If there's ONE thing from DA2's ending that I think they should reuse, it's how all of your companions (and a few important NPCs) end up joining in the final battle. It's not like they're off to the sidelines at such a pivotal moment.
Other than that, Origins is the way to do it.
#175
Posté 28 septembre 2013 - 11:07
Br3ad wrote...
Origins did it too. The Battle at the Gates is one of the good parts of the battle as well. I had Sten hold the line in Juggernaut Armor with a Dragonborn Maul.ADeadDiehard wrote...
If there's ONE thing from DA2's ending that I think they should reuse, it's how all of your companions (and a few important NPCs) end up joining in the final battle. It's not like they're off to the sidelines at such a pivotal moment.
Other than that, Origins is the way to do it.
You gave him that maul, but he threw it away and used instead his crappy old sword "asala"...
(if they wanted to give him a special sword, shouldn't it be a sword that levels with him?...)





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