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Take 2 - Dumb Ideas for a Dual PC Storyline in DA4


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#51
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@ Shechinah

 

Those are awesome, Shech!  I have no talent for characterization (my thing has kind of always been function over form) so its nice to see someone add these kind of things.  I was toying with the idea of mechanically having the Inquisitor PCs only Warrior serving as their Handler appointed by Dorian to keep them from stepping on someone's toes and to reinforce their cover as a Paavos family slave.  Maybe an Older Male character (Like a Sir Barriston or Jorah Mormont from SoIaF) , cuz we really haven't had one of those, but I'm not sure yet?  Namely the Inquisitor is the boss, but that character gets to play the boss in public and keep direct contact with Dorian limited to reasonable amount, which could be entertaining LOL.

 

Think you could take a crack at a character like that? :D

 

Edit: I've kind of figured out how I'd like the specializations of the companions to fall in my version.  Like I said before the 9 Companions of the game will have the specializations that are available for the Tevinter PC.  The 3 for the Inquisitor are (Harding, Rogue/Tempest), ("Handler", Warrior/Champion), (??? Mage/Bloodmage), which leaves the Tevinter PC with the Necromancer, Knight-Enchanter, Assassin, Duelist, Reaver and Spirit Warrior for their companion spread. 



#52
Shechinah

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Vitae: a human mage who serve as the cloak to the Tevinter's dagger. As such, he has the daunting task of shrouding their affairs from the eyes of other parties. Vitae is fond of beguilement, something he employs for the benefit of the Lucerni through theft, forgery and sabotage. If the Tevinter or Inquisitor plays the part of a manipulator, he'll approve and he'll greatly approve if they do so non-confrontationally as he finds few things more amusing than turning someone's head by words alone. He is no stranger to combat, however, and enjoys manipulating his opponents even in battle through Fade shenanigans. He may teach the Tevinter his class specialisation if they are a mage. The class specialisation best fitting his persona is Knight Enchanter.

 

Vitae is acquired as a mage companion and his additional role is to serve as the player's source of inside information on the upper class including families, affairs and political dealings. He keeps tabs on the party's state and relays tasks, items and information from and to the Lucerni's leaders until they are personally met by the Tevinter player at a later point in the story. 

 

As a member of the Lucerni, Vitae believe in restoring and redeeming Tevinter. He frequently worries about the Lucerni and the odds of their fate as he knows that should they fall so would their families likely regardless of their actual involvement. It is because of this, Vitae keeps his identity a secret from many including the Tevinter and their party as he does not wish for his family to suffer the consequences of his actions.

 

While Vitae believes Tevinter's chances for prosperity and magnificence lies in changing aspects of established society and culture, he maintains that not all aspects should be affected. He seeks the gradual abolishment of slavery but does not seek the abolishment of the class system nor does he disapprove of the magocracy. He does believe the Magisterum need to be purged of corruption and abuses of power as he sees the self-centered attitude and power plays held by families in power as wrecking Tevinter from the inside. Because of the former, he'll disapprove of the idea of abolishing the magocracy but because of the latter, he will approve of questioning authority. In the end, he strieves for change but remains proud to be Tevinter. He is especially proud of the advancements Tevinter has made in the study and application of magic.

 

Like most citizens of Tevinter, he is not fond of the Qun although he is academically fascinated by the Qun's social and societal structure. Part of his dislike towards the South is their lack of action towards the Qun as he believes the fall of Tevinter would lead to the assimilation of its citizens and increase the strength of the Qun to such a degree that it could pose a credible threat against the military of the South. He will disapprove of acquiring Saarebas as a companion since he questions his psychological stability and that he'll draw attention even in the guise of a slave but like Kevesh, he will nonetheless approve if the Tevinter's reason for acquiring him are compassionate.

 

He was once a clergy in the Black Chantry and beholden to its inner machiniations. While he believes in the existence of the Maker, he holds little interest in worshipping or offering him tribute because the Maker supposedly turned away from the mortal world. Vitae considers it to be best if mortals stay out of the Maker's affairs and the Maker stays out of mortal affairs.

 

While Vitae primarily deals with and accompanies the Tevinter, he will serve secondarily deal with and assist the Inquisitior. Sometimes this will be accomplished by adopting the persona of a noble so that the Inquisitor can be slipped into parties under the guise of a servant. He is wary of the Dread Inquisitor having a presence or association in Tevinter as he worries any percieved connection them and the Lucerni could be used by other parties against them including by framing them as having agendas.  

 

Vitae is romanceable by the Tevinter player as well as befriendable by both the former and the Inquisitor.

 

He may die as a consequence of the Tevinter portion of the storyline regardless of approval as he'll commit self-immolation during capture in an attempt to protect his identity and thereby his family as well as friends including the Lucerni. His remains will be put on display in an area of Mintathous. Should this be his fate, his last words and thoughts are relayed to the Tevinter player through spirits at a point in the story but should he survive and be the companion during the point, he'll relay his words and thoughts directly to the Tevinter after being reminded of the moment by spirits.

 

Vitae's armor and physical means of obscuring his identity: http://vignette1.wik...=20130614003118


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#53
Dai Grepher

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I'll address budgetary issues later on ... I am constantly thinking about that in regards to this silly "fan-plan" and thus far I think I've managed to theoretically been able to mitigate a lot of the budgetary increases that would be required for a Dual-PC storyline by removing certain obvious components from DA:I and balancing some of the features out between the two PCs (like LI's and Companions).  The only exception that I haven't been able to compensate entirely for is the additional voice work needed for the two voice actors of the new PC, which I'm not going to lie ... is a big one. But again, I'll pitch my ideas in regards to that in a future post.


Seems interesting. I look forward to reading it.
 

As for the Inquisitor's combat.  That is another issue I plan on making a post on, but I have already started it in regards to my "Class Specialization/Unique Character Talent" Post.


Sorry I overlooked it. I will try to go back and find it.
 

In terms of actual talent trees, there will be at most an additional 4 required to facilitate the Inquisitor functionally as an additional combat capable PC.  Clever aesthetics, and perhaps a bit of tweaking in terms of feel of the combat of both character may be required, but again ... later post (this will be the one I touch on my ideas for the prosthetic as well).  ;)
 
Finally, again this is not a thread advocating for the Inquisitor's return, rather it is one that is meant to focus on the seeing if its even possible mechanically of having them return in a Dual-PC setting.  Its focus is on the theoretical and the ideas that people come up with in which they believe they could get it to potentially work, myself included, and "wanting or not wanting" the Inquisitor to return is pretty irrelevant as that was never the point.


Oh it's definitely possible, if that's all you're asking. Here are some of the possible ways I can think of.

1. Unique substitute for all (x)Inquz. Magical arm for non-specs.
2. Get the original arm back. (More on this below.)
3. Rune Golem Arm Gauntlet for all (x)Inquz.
4. Leave the (x)Inquz without the arm and modify (reduce) their combat capabilities. But I don't see rogues picking locks anymore, or at least not without a prosthetic.

Regarding option 2, they could start the game with the (x)Inquz being without the arm, but then the new protag recovers it by going into the Fade. Which means, Solas sent the arm and the anchor to the Fade, perhaps to contain the magic and work on removing the anchor and taking it on himself. So the new protag finds it before Solas and returns it to the (x)Inquz via magic. This would also mean that the (x)Inquz would not have had the arm amputated after the mark was removed. Trespasser does not show what happened, so its still possible to pull this off.

The real question is what to do with the anchor. Even if the arm is returned, it will still kill the (x)Inquz, right? Well, I believe that the (x)Inquz's mission at this time could be to research how to control the anchor. And I think an interesting twist would be to have them find the research done by the only other one who showed control over the mark...

Spoiler


I think it would also be interesting to approach that in multiple ways. You could go through Dorian, Calpernia (if allied)/Samson (if alive), Alexius (if allied), or even Livius Erimond (if made tranquil), or through some other Tevinter contact.

And it would be ironic. Cory's research into the mark and using it to destroy the world is what ends up helping to save it and the (x)Inquz.
 

That being said, you are right that it would be cheaper to make the Inquisitor an NPC, but personally I certainly expect Bioware not to make the same awful mistakes twice (all new ones, that is perfectly fine ... they've had brand new ones every game. At least they're trying new things).  ^_^


They would likely limit the (x)Inquz NPC even more than they did Hawke in this case. The reason Hawke was not well received by most is because she stated her opinions too much during her related quests, and fans forget that Hawke is not our character. She is BioWare's character. I knew this the whole time, and so her portrayal in Inquisition fit my Hawke (a default female archer) just fine.

With DA4, BioWare would likely have the (x)Inquz stick to the missions and just give orders. As if operating off of the Chore Table. The only time the (x)Inquz would express opinion is when controlled by the player for certain missions.
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#54
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Oh it's definitely possible, if that's all you're asking. Here are some of the possible ways I can think of.

1. Unique substitute for all (x)Inquz. Magical arm for non-specs.
2. Get the original arm back. (More on this below.)
3. Rune Golem Arm Gauntlet for all (x)Inquz.
4. Leave the (x)Inquz without the arm and modify (reduce) their combat capabilities. But I don't see rogues picking locks anymore, or at least not without a prosthetic.

Regarding option 2, they could start the game with the (x)Inquz being without the arm, but then the new protag recovers it by going into the Fade. Which means, Solas sent the arm and the anchor to the Fade, perhaps to contain the magic and work on removing the anchor and taking it on himself. So the new protag finds it before Solas and returns it to the (x)Inquz via magic. This would also mean that the (x)Inquz would not have had the arm amputated after the mark was removed. Trespasser does not show what happened, so its still possible to pull this off.

The real question is what to do with the anchor. Even if the arm is returned, it will still kill the (x)Inquz, right? Well, I believe that the (x)Inquz's mission at this time could be to research how to control the anchor. And I think an interesting twist would be to have them find the research done by the only other one who showed control over the mark...

Hell yeah! :D  So many good ideas for a "replacement arm".  I'm a bit sadistic am designing my version of a prosthetic to have a double-edged sword vibe going for it, my design is using Lyrium Tattoo's to help facilitate improved dexterity for the arms mobility, but at the risk of instability and pain.  I'm sure Fenris will not be pleased when he finds out someone put those on themselves willingly lol!

 

Also I could be wrong cuz I havn't gotten my current playthrough to Trespasser yet, so its been a while, but if I remember correctly Solas' hand glowed after he grabbed the Inquisitor's arm.  I was under the impression that he removed the Anchor from the Inquisitor for his own personal use and then the forearm and hand had to be amputated because it was just a husk ... too much nerve damage as a result of the Anchor for it be saved.  :huh:



#55
Dai Grepher

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Also I could be wrong cuz I havn't gotten my current playthrough to Trespasser yet, so its been a while, but if I remember correctly Solas' hand glowed after he grabbed the Inquisitor's arm.  I was under the impression that he removed the Anchor from the Inquisitor for his own personal use and then the forearm and hand had to be amputated because it was just a husk ... too much nerve damage as a result of the Anchor for it be saved.  :huh:

 

Nope. Not only does Cory confirm that the anchor is permanent and cannot be removed for use, but Solas' own motives prove that he cannot take the anchor for himself either.

 

If he could remove the anchor and take it on himself, then Solas would be able to fulfill his plan to tear down the Veil within the next hour. Also, if this were possible he would have done it at Haven when he first saw the player character and was treating him. Instead, all he could do was suppress the anchor.

 

No, Solas needs time before he can tear down the Veil. He may be searching for another foci, or perhaps he needs to gain more power for himself first. Or maybe he needs to work with some other devices that will help tear down the Veil. I think it would be a good plot to have it where he moved the Inquisitor's arm into the Fade along with the anchor, and now he is trying to find a way to remove the anchor from the arm.

 

As for the idea that the arm was left behind on the Inquisitor and had to be amputated, that is indeed what Patrick Weekes indicated to be the case in a Twitter message. However, the game doesn't show this, and he even said it is left to the imagination as to how this went, but obviously this can be changed in favor of a better plot.

 

I don't think Weekes has really thought this out, and if Trespasser is any indication of his writing ability, I have to honestly write that I'm not confident in the DA plot going forward with him as the lead writer. Hopefully he just goes along with the ideas of the other writers.



#56
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Nope. Not only does Cory confirm that the anchor is permanent and cannot be removed for use, but Solas' own motives prove that he cannot take the anchor for himself either.

 

If he could remove the anchor and take it on himself, then Solas would be able to fulfill his plan to tear down the Veil within the next hour. Also, if this were possible he would have done it at Haven when he first saw the player character and was treating him. Instead, all he could do was suppress the anchor.

Okay maybe he can't use it himself, but I'm not entirely sure the Anchor is an issue anymore (for the Inquisitor).  Either Solas suppressed it or removed it (even if he can't use it himself afterward, the point was to save your life from it) it was his orb after all he certainly would have more knowledge of it than Cory did.  ;)



#57
Dai Grepher

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But Cory possessed the orb for "years", supposedly. He knew how to unlock it, he knew how to use it, and he knew it would explode once unlocked. He also showed control over the anchor at Haven. It is likely he knew how to prevent the anchor from killing him had he received it instead of the player character. Cory also showed the ability to power up the orb with his own magic and use it in battle and to reopen the breach. So I think his research on the orb would be the most helpful in learning how to control the anchor. Cory states that he crafted the anchor. He could be honestly mistaken about this. According to Solas the mark is a natural result of the orb's power. But maybe Cory researched the orb and discovered the ability to create the mark from the orb, and then simply thought he had figured out how to create it from the orb. In any case, his research into the orb's functions would be valuable.

 

Another thing is that the orb's pieces are left at the site. It's possible someone in the Inquisition gathered these pieces just in case. It may be possible for someone in Tevinter to restore it since Dorian states in banter that Tevinter has something like the foci called sommnoborium.

 

The codices in the Frostback Basin also refer to lining the Cave of Echoes with foci to communicate with either Razikale or Razikale's priest (possibly).

 

But in any case, Solas doesn't have the anchor.


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#58
Dai Grepher

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Also, this was under the scenario that the arm was sent to the Fade along with the anchor so that Solas could research a way to remove the anchor and take it on himself. So this is just a theory for how they could write the arm back in to the storyline for DA4.



#59
Shechinah

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Dog: a canine companion that are encountered by the Tevinter and their party in the lowest levels of Minrathous. It has been chased about by a group of severely impoverished and starved people who are attempting to catch it with the intent of eating it. They can be persuaded, intimidated as well as be bribed to leave or alternatively, they can be dealt with through a more violent method. If the dog is saved, treated kindly and fed, it will eventually follow the Tevinter and be avaliable for adoption as a summonable companion that can be named by the player.

 

Dog is acquired as an animal companion and can additionally be used to locate and loot items, something that can save the Tevinter time as it can be asked to loot all enemies that fell within a certain range.



#60
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The problem with making the Inquisitor playable though is like what I mentioned in my prior post. My Inquisitor is a Rift Mage, so my idea fits him. But what about a Champion? What about those with no specialty? What about the female elves who would not want to fight Solas at all?

There aren't any. That potential roleplaying choice was disallowed. You can be reluctant, but you have to face him.



#61
Shechinah

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There aren't any. That potential roleplaying choice was disallowed. You can be reluctant, but you have to face him.

 

Despite the dialogue option by the mirror, I think it is established by the Trespasser ending that the Inquisitor's choices are to try to save Solas from himself or to simply stop him so the former decision is about as close to the sentiment of not wishing to fight him as I believe is allowed.

 

Of course, Dragon Age: 4 could simply end prematurely with a game over and possibly a little epilogue detailing how everybody and everything died as Solas' plan went awry as they wont to do meaning it was all for nothing.

 

Additionally, that outcome would be non-importable in the Keep.
 



#62
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It's fuzzy since I've only played in once, months ago (and it was very emotional :P), but my impression was that Solas does have the anchor, but since he still lacks the Orb of Destruction, isn't much closer to achieving his goal. That's what he was after.

 

And I think Quizzy's forearm is magically disintegrated, not amputated. If memory serves, flycam and Weekes confirm this.

 

Alternatively, the game ends with a game over and possibly a little epilogue detailing how everybody and everything died as Solas' plan went awry as they wont to do meaning it was all for nothing.

 

Additionally, It is non-importable in the Keep.
 

Sort of like ME2's bad ending? Yeah, that could happen. But that choice would have to happen in-game near the end to avoid being able to play a doomed world-state for dozens of hours.

 

Edit: Or end very prematurely, as you added.



#63
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Even though Solas possess what remains of the anchor, he may be acquiring the rest of the foci the other ancient elves possess. It's not just the orb of destruction. That said, what if the new protagonist and former Inquisitor team up to find these other ancient elven orbs before Solas does? Anything's possible to foil his plans.



#64
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And I think Quizzy's forearm is magically disintegrated, not amputated. If memory serves, flycam and Weekes confirm this.

 

I checked some of my old recordings and in the romance version of the scene in Trespasser, there is a lingering semi-close up shot of the Inquisitor as Solas leaves where it looks very much like the former's arm is disolving to me as it is flaring with green static, green bits are rapidly falling off and the hand looks to be turning semi-transluctant. A dark green is also encompassing the Inquisitor's arm below the hand.

 

Basically, I think the visuals in the scene support that the idea and Word of God that the arm disolved.
 



#65
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Woah! Back on point guys, either way the end is the same.  The Anchor is MIA for the moment and the forearm and hand are gone, cant we just agree on that LOL?   :D  Any story that is going to be written that involves the Quizzy will need to deal with those two facts, at least initially.



#66
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I checked some of my old recordings and in the romance version of the scene in Trespasser, there is a lingering semi-close up shot of the Inquisitor as Solas leaves where it looks very much like the former's arm is disolving to me as it is flaring with green static, green bits are rapidly falling off and the hand looks to be turning semi-transluctant. A dark green is also encompassing the Inquisitor's arm below the hand.

 

Basically, I think the visuals in the scene support that the idea and Word of God that the arm disolved.
 

Yay, thanks! I wonder if that hurt... I mean, it probably either hurt a lot, or not at all.

 

 

Anyway!



#67
Dai Grepher

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There aren't any. That potential roleplaying choice was disallowed. You can be reluctant, but you have to face him.

 

No no no, not join him. I'm saying some female elves may not want to fight him in combat at all. They might just want to talk him down. Will BioWare reflect that? Hope so. But I also hope they reflect my male human mage's sentiment, which is to talk Solas down, but also fight him to prove that humans can be strong too.

 

It's fuzzy since I've only played in once, months ago (and it was very emotional :P), but my impression was that Solas does have the anchor, but since he still lacks the Orb of Destruction, isn't much closer to achieving his goal. That's what he was after.

 

And I think Quizzy's forearm is magically disintegrated, not amputated. If memory serves, flycam and Weekes confirm this.

 

Solas states that all he needed was the mark. The orb only built up energy over millennia. Unlocking it would cause a large explosion, but it would also bestow the mark. The mark was needed, the orb only held the energy necessary to bestow the mark. Solas also states that he would use the mark to enter the Fade and tear down the Veil. The orb is not mentioned at all in this statement.

 

To me it looked like it disintegrated, and I don't know about the flycam, but Weekes stated on Twitter that the arm was too far gone to save, which implies that it was amputated off-screen.

 

Even though Solas possess what remains of the anchor, he may be acquiring the rest of the foci the other ancient elves possess. It's not just the orb of destruction. That said, what if the new protagonist and former Inquisitor team up to find these other ancient elven orbs before Solas does? Anything's possible to foil his plans.

 

Solas does not possess the anchor. If he did he would have torn down the Veil before the Inquisitor made it back to Halamshiral.

 

He doesn't need the other foci, but if he did, he would have them by now. I don't see the protags finding ancient elvhen artifacts before Solas, who would likely know where to look.


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#68
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No no no, not join him. I'm saying some female elves may not want to fight him in combat at all. They might just want to talk him down. Will BioWare reflect that? Hope so. But I also hope they reflect my male human mage's sentiment, which is to talk Solas down, but also fight him to prove that humans can be strong too.

To be fair while I do adore my other Inquisitor's I think my favorite "probably" is my Solevallan and she is just as likely going to break both of Solas' legs and drag that baldy away for a nice good long chat, then just simply talking him down (also I don't think the latter is even possible).  Regardless of the Inquisitor it will probably take beating him within an inch of his life before we are allowed a chance to talk some sense into him or kill him.  I keep referring to this Uncle Iroh quote in regards to Solas.   ^_^

 

"Pride (Solas) is not the opposite of shame, but its source.  True humility, is the only cure for shame."  Solas is a big giant festering wound mixed of pride and shame, as such both routes "Stop at any cost/or save him from himself" will have to humble his dumb ass before they get the chance to do either. 



#69
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No no no, not join him. I'm saying some female elves may not want to fight him in combat at all. They might just want to talk him down. Will BioWare reflect that? Hope so. But I also hope they reflect my male human mage's sentiment, which is to talk Solas down, but also fight him to prove that humans can be strong too.

Well, it's too early to tell of course, but they did say they want to have your decision to try to talk him down matter as much as wanting to kill him. It would certainly make sense if by the end, a Levellan couldn't bring herself to fight him, but it would probably have consequences, like her or someone else dying (but hopefully in a permanent and non-game-over way).

 

Things like this would only be possible if we could make choices for our Inquisitor in the next game though, which is why I think it's essential that we be able to. Simply having two possible arcs play out depending on that one Keep choice would never work - there are far too many reasons for wanting to save/kill him, and your opinion of him may change in the next game as well.

 

Solas states that all he needed was the mark. The orb only built up energy over millennia. Unlocking it would cause a large explosion, but it would also bestow the mark. The mark was needed, the orb only held the energy necessary to bestow the mark. Solas also states that he would use the mark to enter the Fade and tear down the Veil. The orb is not mentioned at all in this statement.

 

Ah, okay. I guess my memory was fuzzy.


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#70
Dai Grepher

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To be fair while I do adore my other Inquisitor's I think my favorite "probably" is my Solevallan and she is just as likely going to break both of Solas' legs and drag that baldy away for a nice good long chat, then just simply talking him down (also I don't think the latter is even possible).  Regardless of the Inquisitor it will probably take beating him within an inch of his life before we are allowed a chance to talk some sense into him or kill him.  I keep referring to this Uncle Iroh quote in regards to Solas.   ^_^

 

"Pride (Solas) is not the opposite of shame, but its source.  True humility, is the only cure for shame."  Solas is a big giant festering wound mixed of pride and shame, as such both routes "Stop at any cost/or save him from himself" will have to humble his dumb ass before they get the chance to do either. 

 

I think it will be: talk, fight, talk, flee, fight, talk, fight, talk, fight, flee, talk, talk, talk, fight, fight, talk/fight, friendship/death.

 

Well, it's too early to tell of course, but they did say they want to have your decision to try to talk him down matter as much as wanting to kill him. It would certainly make sense if by the end, a Levellan couldn't bring herself to fight him, but it would probably have consequences, like her or someone else dying (but hopefully in a permanent and non-game-over way).

 

Things like this would only be possible if we could make choices for our Inquisitor in the next game though, which is why I think it's essential that we be able to. Simply having two possible arcs play out depending on that one Keep choice would never work - there are far too many reasons for wanting to save/kill him, and your opinion of him may change in the next game as well.

 

 

Ah, okay. I guess my memory was fuzzy.

 

I'm sure the next game will give players the option to reaffirm their choice from Trespasser, or change it to something else.

 

For the record, I would like the (x)Inquz to be playable, but in that case also have an arm substitute that is unique to that character's specialty.


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#71
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I think it will be: talk, fight, talk, flee, fight, talk, fight, talk, fight, flee, talk, talk, talk, fight, fight, talk/fight, friendship/death.

 

 

I'm sure the next game will give players the option to reaffirm their choice from Trespasser, or change it to something else.

 

For the record, I would like the (x)Inquz to be playable, but in that case also have an arm substitute that is unique to that character's specialty.

Well, maybe not.  Between the Eluvians, his network of agents and the subtle sort of tactics he normally relies upon Solas tends to be that kind of character that you won't run into, unless he wants you to ... just like he did at the end of Trespasser.  :D



#72
Dai Grepher

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Well, maybe not.  Between the Eluvians, his network of agents and the subtle sort of tactics he normally relies upon Solas tends to be that kind of character that you won't run into, unless he wants you to ... just like he did at the end of Trespasser.  :D

 

But if you notice, I have it broken up into a total of three confrontations.

 

1. Talk, fight, talk, flee...

2. Fight, talk, fight, talk, fight, flee...

3. Talk, talk, talk, fight, fight, talk/fight, friendship/death.


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#73
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But if you notice, I have it broken up into a total of three confrontations.

 

1. Talk, fight, talk, flee...

2. Fight, talk, fight, talk, fight, flee...

3. Talk, talk, talk, fight, fight, talk/fight, friendship/death.

LOL! Indeed you do! :D


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#74
Hanako Ikezawa

Hanako Ikezawa
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They shouldn't be the leader of this movement, but rather that role should go to Calpernia who is the most avid (potentially living) proponent of Radical change for Tevinter society that we've met so far (even if she was part of a radical world ending cult before).  Their early game Antagonist should be Dorian (not as a villain, but as a member of the ruling caste and one who has competing goals). The New PC will eventually serve as one of Calpernia's adviser and a chief enforcer, with their decisions revolving around: who should your movement ally with, how dirty or fair your politics should be, and ultimately in the end "helping" in the creation/recreation of Tevinter as a whole.

Ugh, I hope not. I want to have absolutely nothing to do with Calpernia unless it involves bringing that monster down. 



#75
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Ugh, I hope not. I want to have absolutely nothing to do with Calpernia unless it involves bringing that monster down. 

I don't know if I'd call her a monster, but she was extremely desperate for change and saw Cory as a method to achieve it.  If you join the Mages you never meet her, she is never a factor or an Antagonist. If you join the Templars she either jumps off a cliff upon her defeat (yeah, I'm sure a mage of her caliber died by jumping off a cliff) or she can be redeemed to stall for more time for you to deal with the WoS.  For all 4 options her fate remains inconclusive.  ;)

 

Both she and Dorian simply wanted their home to be better, the only difference is what organization they joined to attempt achieving it.  The pragmatic noble who proposed moderate change and the removal of the "shackles" of the past joined the Inquisition, the lower class  thank you Mage (edit: Human mage thanks Banshee! :D) who hoped for radical change and the shedding of the literal "shackles" common to Tevinter joined the Venatori.  That's all there is to it.  ^_^

 

I liked her for my version because I do see her as a character (albeit a flawed one) with a TON of potential when Tevinter is involved, as such I used her in such a way that exhibited that.  You may not, and thats perfectly cool, your story may have a completely different angle and that is exactly what this thread was for.  To throw down our own ideas in how a Dual-PC story-line could function in DA4. :D


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