Talk:Rahvin/@comment-24.101.90.22-20170329041044/@comment-2601:803:4100:2793:9C83:8B9D:F155:E349-20181016071855

I understand your frustration but I believe the game to be the dev team's sincere best effort at a scripted DND campaign and the writers could only take on so much player permutation. Indeed, they also had a rather "bold" writing style in comparison to modern campaign writing, that much of your post is true as well.

The Flaming Fist wholesale turning on your crew in the last chapter is something that modern day game devs would never dare spring on the player. Personally, the absolute reckless abandoment of these story choices is why I love this game even more than its much more polished sequel. Despite your complaints I actually find that Baldur's Gate plays much more like the actual DND campaigns I've experienced: raw and unexpected and challenging. My first playthrough was such an unexpected avelanche of twists and turns (ridiculous challenges the game throws at you from a pure gameplay perspective included) that I became enchanted with this game for decades to come. No other game has done that to me.

Yes, this game feels extremely unfair at times. But then, you reasses your skill book, re-appraise your inventory of potions, re-stratigeze your tactics and realize you DO have what it takes to overcome the newest obstacle. And its moments like that when you feel like both you and your character are an actual god-spawn, destined for greatness.