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You can complete the first one without a problem. Accept the next one, and that's that.
Viannas research is CK. I locked in with the Dozens after I finished rogue knight and took the next mission out of curiousity. Ohwell.
I think you're missing the point. I finished Rogue Knight, then TOOK the following mission to retrieve weapons. Before doing it I did Viannas research for the CK, and could go no further because of my alliance with the Dozens.
It is no glitch. I prematurely took on another job from the dozens without realizing it would lock me in.
I'm sorry to say this, but this is some really ♥♥♥♥♥♥ game design. The player has no way of knowing about this until it's too late, of course in an RPG you do quests and just accept the next one when it's offered, unless you are informed about possible consequences, which here you aren't. Generally I think it's awesome that there are consequences for faction membership - but you have to know about them for God's sake! My last save before accepting that quest is so far back that I kinda lost the motivation to continue this game... A simple "if you accept this quest you will commit yourself to the dozens" would have gone a long way towards avoiding this huge frustration for myself and many other players as well. This really wasn't too much to ask for.
But I do agree with you that such locking quests should give a hint before you accept it.
However, I will say this: the game does give you several hints about what kind of people the Dozens are. The rabble rouser in the street you meet when you first enter Copperlane, the swaggering group you meet when you enter the hall. Reading all they have to say should alert you to avoid further contact with them if they aren't your type. And if Eder is in your group he will also give you an earful about the Dozens. So even though we aren't warned of the consequences of accepting a 2nd quest, IMO we're given sufficient information to render a judgment before proceeding.
Besides, there are numerous quests that you'll never see in the game unless you play through it several times. In Defiance Bay, for example, the Doemenals are another 'interesting' faction if you're the sort who enjoys being a little bit evil. ;-)
I'd love to see a mod that opens up that second quest for the Crucible Knights so long as you haven't picked a faction yet and have positive standing with them.
It *does*. At least with KN, the commander tells you in no unclear terms, "If you agree to do this for us, the other two factions will hate you." or some such thing.
@bawenang - I only did the first quest for both the Dozens and the Knights. Now the Knights won't give me the second quest, saying I'm friends with the Dozens.
Doing the first quest is okay. Accepting the second one locks you out of other factions.