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Are there enough dialogue, text cues etc in the game that warn the player of that?
It all depends on the places you explored and whether you triggered the NPC or area ect...
Indirectly yes, if the quest is to kill someone and another is to save someone. You can't have both. If the people would leave the area after the quest is done then they won't be there to complete the quest anymore which makes it unavailable.
No not really. I accidentically stumbled across this one:
- Mol wants you to steal the druid idol in the grove
- if you find Khagas letter and resolve that quest she stops the ritual
- if you talk with Mol after that he don't give out the quest anymore but if you took it before you can now safely steal the idol and give it to him
-> there's no real connection between those quests, Mol wanted the idol for general revenge against the druids + money
Finding the letter and free Halsin first deactivates Khagas shadow druid questline altogether, no option to talk to her afterwards.
The whole main plot around rescuing Halsin, defeating / helping the goblins is also very entangled and mess with each other:
- killing the three goblin leaders and Halsin free himself and goes to the grove
- talking with Minthara about her plans to attack the grove let the other 2 leaders vanish and you have to fight all of them at the grove but just killing them in the fortress let them stay
-> just by talking with Minthara you disable your chance to kill them in the fortress
Its been so long I don't really remember. However I am good with those as long as the limits don't get in the way of the open gameplay of an RPG, and said companion gives players ample warning.
Time limits that penalize the player for just playing the game, as seen in Star Traders Frontiers, Pathfinder, Expeditions: Viking) etc, are absolutely terrible and counter-productive to open-world (for lack of a better word) RPGs like this..
P.S. if the game world changes via acts, triggered by player activity, not by passage of x amount of time, that is also welcome. Even necessary for a good RPG that reacts to player's actions/
Some quests are obviously not able to be completed if you don't want to go evil etc, some quests' completion can help or hinder some other quests completion because some quests can change the state of the world or npcs to a more / less favorable state.
YMMV
Yup. Fear of missing out on content by long rest is causing me to not use any abilities that are recharged by long rest.