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CRPGs have come a long way from the era before the BG series. Players trying to exploit implementation and design, attacking friendly story NPCs and/or trying to get them killed by beasts, game designers introducing invulnerable story NPCs as a counter-measure.
Not enough input for discussion. It is a game where one can save manually. There is absolutely no reason to insist on making enemies so early and not simply returning to a previous savegame file as to avoid highly dubious actions and mistakes. If player wants to explore the limits of evil actions, then by all means, do so, but why this topic? Gorion can be visited early, player can save at that point, decide to return to theft and murder and evaluate the consequences. If everyone in Candlekeep turns against Gorion's ward, it is much too obvious that this will be a dead end.
I don't favor enforcing game over condition. It is a role-playing game, and player ought to think more carefully about choices and actions. You talk about doing something to create a mess and trying to solve it. If friendly NPCs turn hostile and attack, that is reason to reconsider your actions, reload and act differently. Not to continue playing, increasing the mess and making a big fuss in a forum - about the very beginning of a game where one doesn't spend two hours in Candlekeep anyway.
Also, I've never played D&D with a DM and all that, so the last point is lost on me.
Dude, I wish the game would have just killed me, it would have saved me a lot of time. Instead I was stuck in a town with no hope of escape. I got a full time job, a wife... I don't like my time being wasted.
Probably not so obvious since it wasn't for the OP and it isn't in other situations during the game.
Is there another RPG game that works like this?
And also if this is the case, why doesn't it happen in many other situations in game where you're prevented from messing up the primary story?
ooh there it is
big man big life, plays a 23 year old title incorrectly and doesn't want his time wasted
Players playing live D&D generally do not pull this kind of crap because they know the DM is omnipotent and will slap their dinghy good if they do. At least the ones I play with do not. I can guarantee you that were I the DM and someone played it this way, the guards would have had the most uncanny run of critical hits you've ever seem, and the offender would be spending the rest of the night fetching pretzels and beer for the rest of the players,
Then we would have a little talk as to whether that player would be allowed to create a new character and rejoin the adventure.
That is one thing I liked about this game when it came out and one thing I still like -- It is as if the invisible hand of the DM is there, giving consequences to both good decisions and bad.
And in this case, the player made some bad decisions and the DM responded.
Thanks buddy, I sure plan to!