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번역 관련 문제 보고
That, to me is Solasta's story telling in a nut-shell. Everything must bow to King Plot.
Internal logical consistency, personal motivations, player agency, characters you can care about, or at least believe in - the game shows zero consideration for any of those, only to advance a straightforward and generic plot in as uninventive and railroaded a way as I have ever seen.
I think the bit I found the most railroady was the green dragon stuff. I'm chastised for stealing when the door wouldn't open UNLESS I stole. So I'm forced to steal, and then punished for it.
Isn't that the point of a D&D adventure though, a group of nobodies/mercenaries saving the world. Not the trope of being the chosen one, whom was blessed with a special power they didn't earn, but makes them the ONLY one who can save the world.
The fact of the matter is that without your party the crown wouldn't have been found and the Sorraks would have gotten it. This would have lead them to the gems and they would have opened the rift without anyone being the wiser, thus ending the world.
Also I understand your point of being railroaded into giving the crown to the council, but even if this was reality what would be your play in the situation? The council (a group of the most influential and powerful clans in the world) which you work for demanded you to give up the crown. If you did not they would charge you with treason or as Sorrak spies. What are you going to do, kill them and fight your way out of the city killing guards and civilians alike? How would you complete the main quest, you have no idea where the final 2 gems were and they were hidden via magic? Of course, the story could be easily written to provided you with the info you need, but on face value disobeying the council would be as stupid of a decision as giving them the crown.
The bit that got ME about giving up the crown - besides, of course, the council being a bunch of unlikable, bumbling incompetents - was how 1.) we were earlier officially declared part of the council, and yet were not allowed a vote, and 2.) how giving up the crown meant either the death of the wearer, or nothing at all, depending on how it suited the narrator.
Solasta's writer(s) are lucky they're writing for video games, because this novel would never have been published.
What would be my play? Refuse to hand it over. Fight, and run if necessary. You can get a lot of story potential from that alone. The Soraks still won't have the crown and the party can reconsider how to best look for the missing gems. Raiding Soraks, and so on.
It's not like everyone on the council was in agreement, and the Sorak infiltrators causing a war would make the party much less of an urgent issue than said war.
You can guarantee that the Princess would be interested in our well being, not as council member but as head of state (and more personally as Master).
In my case, my party includes a Spy, who would be aware of some of the secret passages. Sewers and the like. My party is also particularly built for stealth and tanking, so fighting would be an acceptable option as well if needed. Surespell was also clearly on our side despite us being otherwise neutral towards the Arcaneum, meaning we could have relied on his help.
A DM in a real D&D game would have to consider these possible reactions if and when they happen, because the position of "surrender the crown because we say so" is ridiculous.
It's not like that's even a bad plot idea - the players becoming fugitives while fighting a greater evil is a perfectly fine plot beat and one I would respect as an option. Hell, we could have just decided to say we are withdrawing from the council at that moment, and then if they tried to forcibly take the crown - our property - they would be in the wrong in the first place in every respect.
Even dumber is the fact that the plot magically changed the rules of the crown at that point. Before then, being separated from the crown would kill you. Yet now all of a sudden you're fine. Heck, after the crown was taken, ALL of my party began talking as if they were the ones attuned to it, even though only the ranger had been.
It also is heavily implied that the Black Dragon is the Necromancy Gem master if you manage to talk him down instead of killing him.
I agree with everything else more or less, but I'd like to outline that of the dragons we meet those two do exist (I have no idea where anyone met a red dragon though).
See, that's just not clearly presented at all. I didn't recall the master of the Master's Tower being the gold dragon. I thought she was a different colour. The necromancer one just comes out of left field considering it's pure luck if you spare him or not. And either way, they don't get given an introduction, don't say hello, and their initiative order name is just "Black Dragon" and "Gold Dragon", which naturally makes them seem like generics instead of important NPCs.
If they showed up in human form first, I might be more forgiving - or even just had dialogue to help you make the connection. Not that I get why the necromancer would even come to help anyway when he's so paranoid that TRYING to talk him down will still make him hostile unless you're lucky.
At one point, long after the player has got it, our brilliant dramatis personae manage to be surprised by the revelation that, yes, indeed, all masters were dragons - smh - but even more of a definitive proof of Madrachts identity is his journal.
You only get it when you kill him, which is waaay easier than it has any right to be, but it is written in draconic (which you can read using either Comprehend Languages or Tongues), and he refers to himself as "this old wurm", or something similar.
The gold dragon tells you when you first meet her that she needs to save her energy for one last flight. Seemed very obvious to me that she would show back up in the end. The necromancer probably had the same premonition or calling. I killed him in my game so he didn't show up in my game, but it was immediately obvious to me that since every gem holder was a dragon that the one who I spared in my game was the only one to show up at the end.
Yeah, I know, I was expecting her. But I honestly forgot what colour she was and so when two dragons show up with no introduction I wound up thinking they were just generics instead of having anything to do with the master of the tower (as one can tell by my earlier post, it's been so long since that part of the story that in retrospect I thought she was red).
Of course, the fact that the ones you spare show up in battle still...doesn't feel right, if only because the enemies are so weak that they just steal all the kills.
The first stage looks harrowing but suddenly the dragon(s) come to your aid, they then die and you have to hold the line without them, then the Magister seals the gate but not before a titanic-sized Sorak gets through up for the final phase, the Magister uses the last of the crown's power to heal your party and you fight the last battle against the boss Sorak.
That would have made that first phase better imo.
Hell yeah, now that would make the ending a lot more satisfying. Especially since you'll have depleted resources getting there. One final challenge.
Adding something to the end where the party is actually acknowledged would help too.
Wait, there was supposed to be a boss Sorak? I played the final battle after the update where they "forgot to add something big to the final battle" and there was still no boss.
I had saved all my resources and everything, too, lol. But the game just ended in the middle of small Soraks running into my Walls of Fire and dying repeatedly.
But as of about a week ago it just ends with a cutscene after the "hold the line" segment, and since that cutscene goes to the credits right afterward I can only imagine that what might have been missing was the end scene or something.
What I posted there was a hypothetical as to what would have made the anti-climax of the first phase acceptable.