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If you side with Raedric and kill Kolsc, his reign of terror continues for a little longer but eventually fades.
If you side with Kolsc and kill Raedric, death does not stop him and he comes back deadlier than ever and goes on the biggest killing spree yet.
HOWEVER...
You can kill Raedric AND prevent his massacre. When you arrive in Twin Elms (MUCH later in the game), in the inn, look for a nervous-looking customer. He'll tell you all about the situation, and you can go back and deal with it personally.
EDIT: Looking into it now, there actually ISN'T an ending where Kolsc gets to stay on the throne. Might be a design oversight, but it's also likely Raedric automatically kills Kolsc first when he comes back. I mean, he WOULD.
So killing or sparing Kolsc is completely irrelevant. What matters is whether or not you kill Raedric, and whether or not you do it TWICE.
The thing with Kolsc is, he's a complete stranger to you, and only Eder tells a little bit about him, so you need to base you decision on that, then talking to Kolsc and talking to Raedric afterwards. If neither one is convincing enough, don't stick your head into such side-quests, but focus on your own story within the game.
There is VERY LITTLE information during this quest that implies that Raedric can or will return from the dead and go on a rampage, and the lead they give you later in Twin Elms is VERY easy to miss, as it's a single random unnamed NPC in an inn you enter a full 2 acts later, long after you've moved on from the concerns of Gilded Vale.
Just personally, I find it entertaining that there's no indicators of outcome. It just seems more true-to-life to me. When I make a decision in real life, I don't always know how it's going to turn out, I just work with what I've got. I kind of like that in a game as well.
As far as the Twin Elms NPC, I guess I'm just used to speaking with anyone and everyone. It may be the completionist in me but I just want to know what everyone has to say. Haha.
Surprising the player by undermining their actions, or plot twists that are not foreshadowed, are bad.
I've seen many a forum complaint from players who tried to do everyting right by Gilded Vale only to find out the entire town got massacred by the undead tyrant they put so much effort into deposing, all because they didn't bother talking to a single random unnamed NPC waaaaaaaaaay later in the game. This didn't happen to me, but it easily could have, and I think these players feeling cheated is pretty justified.
EDIT: I remembered where I heard Josh Sawyer talking about this. It's from one of his GDC talks. It's good stuff, I recommend watching the whole thing, but he makes the point I'm referencing shortly after the 23 minute mark.
If you choose to let live the Sky Dragon, you cannot predict whether it will turn against the village of Twin Elms eventually. That doesn't happen, because it's not implemented. The dragon is considered a threat, but there is no hint that peaceful resolution will be safe actually and not have any consequences. Or the rogue Forge Knights. You can buy an Animat summoning horn early, and there is no reason to assume that the Forge Knights might turn against the Crucible Knights.
Well, it's not a "random unnamed NPC", but obvious enough due to the "Frightened Villager" name plate, and anyone exploring the inn carefully enough, will run into him and the other side-quests in that inn.
It's less obvious, if you kill Raedric late when you've visited that inn before, because then there is not much reason to return to the inn. The frightened villager will appear nevertheless, however.
I would very much disagree with Josh Sawyer on this point. If I could see an indication of the outcome of every decission I am making in a RPG then the whole concept of it would be ... in my opinion ... undermined. The uncertinity and surprise is part of the very core of what such games are for me and ... just as in real life ... the character in the game (and with this the player) has to do with the limited information provided. Be it ifnormation given within the quest of later stumbled (or not stumbled) upon in some other part of the game.
I could not have forseen what would happen when I left the machine in Heritage Hill and did not destroy it or what the outcome would be in any other of the game-ending influencing decissions. Decissions have consequences and bad things come out of good itnetions, then that is the flavour that adds to it and the character living through the events.
Always winning is boring, brings no conflict or true character growth.
But of course I am a RPer first and the game comes second so the uncertinity, having to think what good or bad might come out of things ... and then accepting those things and rolling with them is what gives me most pleasure in such games. Foreshadowing everything and spoiling the outcome to the player is what I would consider bad and lazy game design.
We'll just have to agree to disagree. I think what you're saying is absolutely justified, I just don't mind the big twists like that. It's partly because I don't focus on "right" or anything like that. I always just go with whatever I feel my character would see as "right" in that moment. And if that leads to the death of Gilded Vale's citizens, that's just how the story plays out. I mean, theoretically Raedric's resurrection kind of makes sense. After all, there is a necro(ani)mancer in the sewers under his keep. Still, I see what you're saying, and I don't fault people who do care, I just don't.
I'll have to check that out.