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it's one of the flaws in ALL rpg's and it's not something that will change
As you leave the village to go after Cronley, the "watchmen"(ie, those bandits you didnt see) killed the refugees and burned down the village in response for killing Silas, as they have been ordered to do so.
So you gambled the villagers life, thinking you could save them if you only could get to Cronley fast enough. Unfortunately, you lost the gamble. Such is life.
There are a few of these "what is right and wrong" quests, where the consequence of your actions might turn out differently than you perceived.
If they're talking about the mountain area, most of their camps are far, far away from any cliffs whatsoever, so unless they have someone just standing there, staring at where Silas is supposed to be (and able to see him through walls, and in non-ant form), then by all means. The game completely took me out of my hero fantasy, and I ended up dropping a character because of it, simply because of how ridiculously stupid it was.
I feel that if I try to be the badass lone gunman you see in Cowboy flicks, I'm going to be absolutely punished for it. I can't be the growly voiced badass that makes the lives of everyone better, I have to be a whimpering, bartering coward that throws all the money bad people want at them. I redid the quest with another character, and had to give Silas the scrap, then go kill the enemy. Silas happily gets away with it, unless the villagers murdered him after seeing the bandits running out of their hideout.
Unfortunately, they never mention anything like it, so yeah.
If the village was set on fire most likely someone in your game killed Silas.
Just lol.
That is how it is with most games. The NPCs somehow know what you have done, and the predefined consequences for the action follows.
GTA, TES and other games have similar "rules" when it comes to consequences.
If you commit a crime in GTA, eventually you get stars, even if no police force is there to see it.
In Elder Scrolls, you have to be spotted in the act, but after that, every guard in the world knows that you are a criminal.
That is gaming logic. Real world logic does not apply.
The point is, the game tells you that if you do this, there will be consequences, and it is up to you if you want to take that gamble/risk. In some situations it pays off, in others it doesnt.
I too was taken by surprise when I did that option in the quest, thinking that I could still save the town. And truthfully, I too was a little disappointed at first.
But then I thought how well it reflected how little control we really have in this world.
We aim to do good, but we dont fully know the conesequences of our decisions.
Similarly, some choices we do earlier in the game might have consequences later on.
For instance, the traitor in Devil's Crossing might appear in Cronley's hideout, depending on what option you choose when you expose him.
This is an apocalypse. Even if you aim to do good and be a badass gunman, things dont always go the way you want them to.
Uh, no. I'd draw the line at like, a month. After that, I'm pretty sure nobody cares anymore.
Yeah, I've been past this for a while. I just stopped giving a damn about the story and click through all the text. I don't even go to the village anymore, I just beeline to Cronley. Game has amazing mechanics, but if I wanted that much edge, I'd read fanfiction about Sasuke Uchiha.