Author Topic: The Prophet Series - spoiler discussion thread  (Read 9160 times)

Legacy_Baldecaran

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The Prophet Series - spoiler discussion thread
« Reply #75 on: April 10, 2012, 12:48:31 am »


               

RangerSG wrote...

Blaming Fate for the Herezer's monstrosity stunned her. And she never thought of herself as being manipulated any 'less' by them than she was by Fate. Chaotic Good (starting CN actually and drifting good over the game) or not, choosing life was the only thing that made sense.

Furthermore, she never accepted the Herezer's argument that Fate means choice losing meaning. Fate and Lor are necessarily outside of time, they have to be to Create. A prophet only sees portions of time from within, and without concern for the sequence. Differing perspectives mean the chain of causality is not the same. There is still room for authentic choice. Which, she would submit, is all you 'ever' really have.

It's not "free will" to destroy creation. It's manipulated as much as Fate's decrees. Evenorn's memories point this out. "It can't be an easy choice...." That doesn't cease to make it your character's responsibility and morality. Even in a "Fateless" universe, there would still be manipulated choices.

Why is it alright for an immoral group of mortals to manipulate you, but the Creators of the universe...who actually CARE about it...are 'evil' to influence in any way? hmmm...

Good point! If one must be influenced by something, then what is a better influence than the wisdom of the gods? But I think what most players felt was that if fate is allowed to exist then she will manipulate everything, including even the tiniest action. That is what I think they rebelled against - the utter absence of will. I think the events of the module made it appear that this is the case (e.g. the unbuilt staircase in the Urlord's tomb). But the prophecies were never completely detailed. One never foresaw himself tying his shoes and then found himself unable to resist doing so... Even for prophets, freedom can exist in the unseen corners of prophecies, and in the lack of total knowledge.

I'm glad another person stood up for choosing life. I was hoping to balance things so that half of people would go one way and half the other. Maybe I need to add more mothers pleading for the lives of their children...

RangerSG wrote...

Now, I have to admit, having walked the halls of theology and philosophy departments for a while, IRL I've put more than my fair share of thought into this. There is no such thing as Free Will, not in the meaning anyone *wants* it to have. You don't have free will about what color socks you wear. But you do have authentic choice. All choices are influenced. By culture, time, money, and circumstances. That doesn't make them less REAL, even if I can predict which choice you're about to make. It only ceases to be real if I intervene in such a way as to remove the choice from you. My knowledge of your predictability does not remove your ability to act out of character.

When the choice ceases to be real is when the influence becomes COERCION. For what it's worth, I think that's 'exactly' what the Herezer's tried to do. They didn't remove themselves from the choice. They forced you to walk their 'dilemma.' But it was a dilemma set up by their own anger at having been enslaved in the past. An excessively dichotomist view of the world that cannot accept that there is compatibility when something is viewed from two different perspectives. Yes, Lor/Fate know the future. But they don't have to coerce to make it happen. Even predestination is not coercion. That which is destined may not be denied. But how it comes to pass does not have to be rubber-stamped on your soul.

I've thought about this a lot as well (In real life I study how the brain makes decisions). The standard concept of "free will" doesn't survive long once you get inside the skull, since our choices are a product of an immensely complex web of neural interactions. But are we to say that we're slaves to our prefrontal cortex? To our limbic system? If so then who is the "we" that is speaking? Unless you believe in a non-material soul (which many people do, of course) then free will is just an illusion brought about by the (mercifully necessary) fact that we cannot be consciously aware of everything going on in our brains. I like Ambrose Bierce's definition, from the Devil's Dictionary (1906): "Decide: To succumb to the preponderance of one set of influences over another set"
               
               

               


                     Modifié par Baldecaran, 09 avril 2012 - 11:52 .
                     
                  


            

Legacy_RangerSG

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The Prophet Series - spoiler discussion thread
« Reply #76 on: April 10, 2012, 12:37:59 pm »


               Thanks for responding. '<img'> I would submit that even as one of those believers in a non-material soul, all choices are still influenced. How can they not be? What is the process of 'nurture' if not a pruning of instincts so that a person acts in socially-acceptable ways? "Free Will" the way most people think about it, does not survive any serious self-examination.

But that still doesn't mean that I'm incapable of real choice. Only that I have choices within boundaries. My prophet was different only in how severely she perceived the web.
               
               

               
            

Legacy_Kaotiqua

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The Prophet Series - spoiler discussion thread
« Reply #77 on: June 28, 2012, 08:58:54 am »


               I've been champing at the bit for two days, for my account here to be re-recognized so I could post, please forgive me if I ramble.

First- I played all possible endings. Had to. But my *first* call- I let it end. As for why... one of the biggest reasons was Snowdog's reason- She just ticked me off too much to obey her. I mean... seriously- tormenting ME for my "sin" which... if she exists, was not MY sin, but her own? That's pretty twisted. In fact, all around, it seemed she was a pretty twisted individual, if all of this had anything to do with any plan of hers, and if she lived, then it must have, right? So... you might say, letting her die was saving her from herself.

Then of course, there was Llarien. Now, it's true, I had promised on the one hand, that I would NEVER tell the lie. And it was also true that I looked to him for my final words of wisdom before making the choice, and that he had denied his own vow, by essentially begging me to break mine, and let Fate have her way. I got really attached to that chaotic lump of pixels, and felt that all along, he had so strongly insisted that life without free will was worse than death, and his plea for the opposite right at the end of everything was only his own courage failing him, so, by upholding the original vow, I felt I was being more true to him.

And possibly the most significant reasoning was simply that it seemed stupid and rather un-Godly that the whole of Creation and Reality must hang precariously from one heavily coerced mortal lie.

But to echo pretty much everyone else here- This was a creation of absolute brilliance, from beginning to end, and in fact, from way before beginning, since, in my thumb-twiddling time waiting to be able to post here, I pulled out Cave of Songs, injected it liberally with the CEP 2.4, and ran on through. I said in a post elsewhere- Cave of Songs was in fact the first mod I ever DL'ed from the Vault, sooo many years ago, and it's only testament to my own newness to NWN at the time that I had forgotten virtually everything about it.  Llarien! '<img'> He's evolved measurably since that mod, but he was  really vivid character even then, and even with the less experienced scripting of the time, he comes through very clearly. I kept expecting him to complain about bashing a statue or raiding a tomb, and I was positively shocked that he didn't get angry at me for killing Elleric. or even complain too much when I struck a deal with that unpronounceable, un-spellable Ba'atezu. I did find it frequently frustrating that I couldn't ask his advice about things, in both Cave and Prophet, but that, too, is only praise to the brilliance of the writing, which made me so easily forget that these were not real people.    

Many have waxed more poetic about the wonderfully crafted narrative than have I, but it has to be said: I loved almost every word, and I am a fanatic about beautiful wordage. There was rarely a moment in Prophet that was less than eloquent, and for that, perhaps more than anything else, I am entirely grateful. Thank you.

And the ironic side note:
 As I spoke with the ghostly Kurathan, and he said he had not been outside, I blinked. His simple words, "It's much safer here,"  jarred me. Two weeks before I began to play this mod, I wrote a song, (Not shocking- I'm a career musician.) The lyrics explain my surprise:

Crack it open like an egg...
watch it flow and fill the corners
dressing everything in tempera,
and illuminating Life...

formed in fabric fascinations
of a masterful illusion
like a bead of sweat upon your brow
or blood upon your knife.
 
A single mind with countless facets
marks the turning of the world
Shapes the time through which it passes
It's a needle's eye that opens as the skein of truth's unfurled...

Dark and dangerous perfection
is the stillness of one heartbeat-
the drawing of one breath.
It's the fracture then, that binds us
it's the ravel that unwinds us
from a tapestry of tragedy
of birth and life and death...

And you dont need to understand it.
Perhaps it's better not to try....
'Cause to see the bigger picture
you must step outside the stricture-
it's much safer here, inside this perfect lie.

Crack it open like an egg...
watch it flow and fill the corners
dressing everything in temepra,
and illuminating
Life.


Reading them over now, with your module in my rearview, it sounds entirely as if I'd written it just for Prophet. I haven't decided yet if I think that's a little creepy, but I do suspect that your mod affected me as it did because clearly, I was already pondering this precise philosophical question.

I can't help editing to add what must seem like endless afterthoughts. ':whistle:'

Here's another one:
After ripping away all the baggage of the total Prophet experience, I note that the Herezars, for all their manipulation, in the end asked me to do what (in my character's case) was entirely in keeping with her nature. Fate demanded that I deny my nature by telling a lie, to the world and to myself. That to me seems entirely converse to the Prophet's central question. 

*A bell in the back of my churning thoughts goes DING*
Llarien's purpose in this mod was social conscience! He served as the Nurture RangerSG refers to, of "what others think and feel"- the external influence of culture on the Self. He may, then, be in part responsible for so many leaning toward speaking the truth and killing Fate, since through out the whole tale, he was an honorable eye over the shoulder, reminding one constantly that Truth is Right, and Honor is Right, and that those things are critical to being a righteous, and right-thinking being. And no less, that he had faith in the PC to "do the Right thing", however painful or horrible it might be. I am reminded briefly of Tom Leher's Irish Ballad... "She chopped her baby brother in two and served him up in an Irish stew..."  but "when at least the police came by, her gruesome deed she did not deny, for to do so, she would have had to lie- and lying she knew was a sin."
               
               

               


                     Modifié par Kaotiqua, 29 juin 2012 - 12:04 .
                     
                  


            

Legacy_Kaotiqua

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The Prophet Series - spoiler discussion thread
« Reply #78 on: June 28, 2012, 09:51:23 pm »


               Reading this thread and the thought processes of those who've played the mod through and were sufficiently impacted by it to feel the need to discuss is nearly as intriguing as the mod itself- probably even more so, to you, it's creator!

RangerSG's points are excellent, and I would suggest that what Prophet as a whole succeeded at was in nurturing the possibility of a choice that was more free than it might otherwise have been- in that we, the players, are given strong and valid arguements both for and against both options, so that when the time comes, the scales are closely balanced, and the only things that remain to cause it to tip are our emotions, which are not random, certainly, but closer to random than any logic could be.  

And an afterthought- the puppy was perhaps a bit over the top. '<img'>

Baldecaran wrote...
Maybe I need to add more mothers pleading for the lives of their children...


...That presumes that most if not all humans are subject to maternal instinct, which many of us are surprisingly not. I was more annoyed at Fate's use of her child as a manipulative tool than moved by it. I suppose to some extent, I also felt the entire dream was heavily manipulated by Fate, whereas the Herezars' influence was merely expressed in the form of a sort of judiciary arguement, though I suppose that too was only a matter of perspective.

I agree with the player who said she was surprised that you were yourself inclined to save the world. After playing both endings, the explosion of possibilities and potential new worlds felt like a victory trumpet, compared to the grim eyes of the alien face in the alternative path, which felt more like a ringing slam of a gavel of doom. I wonder, too, if your conscious and subconscious were entirely in agreement when you wrote those endings. '<img'>
               
               

               


                     Modifié par Kaotiqua, 06 juillet 2012 - 05:00 .
                     
                  


            

Legacy_Baldecaran

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The Prophet Series - spoiler discussion thread
« Reply #79 on: July 14, 2012, 08:25:36 pm »


               

Kaotiqua wrote...

First- I played all possible endings. Had to. But my *first* call- I let it end. As for why... one of the biggest reasons was Snowdog's reason- She just ticked me off too much to obey her. I mean... seriously- tormenting ME for my "sin" which... if she exists, was not MY sin, but her own? That's pretty twisted. In fact, all around, it seemed she was a pretty twisted individual, if all of this had anything to do with any plan of hers, and if she lived, then it must have, right? So... you might say, letting her die was saving her from herself.

But the terrible irony is that by defying fate, you made her unreal, which means that the sin was yours and yours alone. By defying her, you give yourself free will, and thus take on the responsibility for all of your actions. Your only comfort is that you were deceived by a different version of yourself, one that made a different choice. But since both choices were free, whose was more merciful?

Then of course, there was Llarien. Now, it's true, I had promised on the one hand, that I would NEVER tell the lie. And it was also true that I looked to him for my final words of wisdom before making the choice, and that he had denied his own vow, by essentially begging me to break mine, and let Fate have her way. I got really attached to that chaotic lump of pixels, and felt that all along, he had so strongly insisted that life without free will was worse than death, and his plea for the opposite right at the end of everything was only his own courage failing him, so, by upholding the original vow, I felt I was being more true to him.

That's a great way to look at it. But was Llarien's courage failing or was it his wisdom growing with the knowledge of all that was really at stake? Hard to say. I like your interpretation thought, as it gives Llarien some human frailty.

And possibly the most significant reasoning was simply that it seemed stupid and rather un-Godly that the whole of Creation and Reality must hang precariously from one heavily coerced mortal lie.

In Lor's defense: It was the only way he could create free will. He couldn't just give free will to mortals, or it wouldn't be free. They had to wrest it from the clutches of nothingness themselves.

But to echo pretty much everyone else here- This was a creation of absolute brilliance, from beginning to end, and in fact, from way before beginning, since, in my thumb-twiddling time waiting to be able to post here, I pulled out Cave of Songs, injected it liberally with the CEP 2.4, and ran on through. I said in a post elsewhere- Cave of Songs was in fact the first mod I ever DL'ed from the Vault, sooo many years ago, and it's only testament to my own newness to NWN at the time that I had forgotten virtually everything about it.  Llarien! '<img'> He's evolved measurably since that mod, but he was  really vivid character even then, and even with the less experienced scripting of the time, he comes through very clearly. I kept expecting him to complain about bashing a statue or raiding a tomb, and I was positively shocked that he didn't get angry at me for killing Elleric. or even complain too much when I struck a deal with that unpronounceable, un-spellable Ba'atezu. I did find it frequently frustrating that I couldn't ask his advice about things, in both Cave and Prophet, but that, too, is only praise to the brilliance of the writing, which made me so easily forget that these were not real people.    

Many have waxed more poetic about the wonderfully crafted narrative than have I, but it has to be said: I loved almost every word, and I am a fanatic about beautiful wordage. There was rarely a moment in Prophet that was less than eloquent, and for that, perhaps more than anything else, I am entirely grateful. Thank you.

Thanks so much! I keep wanting to revise Cave of Songs to add all the things I've learned since then. I'd also like to make it store something in the database so that Llarien recognizes you when you find him in Prophet I. But somehow there is never enough time...

On the other hand, what little time I do have I'm spending on polishing the series a bit more.

And the ironic side note:
 As I spoke with the ghostly Kurathan, and he said he had not been outside, I blinked. His simple words, "It's much safer here,"  jarred me. Two weeks before I began to play this mod, I wrote a song, (Not shocking- I'm a career musician.) The lyrics explain my surprise:

Crack it open like an egg...
watch it flow and fill the corners
dressing everything in tempera,
and illuminating Life...

formed in fabric fascinations
of a masterful illusion
like a bead of sweat upon your brow
or blood upon your knife.
 
A single mind with countless facets
marks the turning of the world
Shapes the time through which it passes
It's a needle's eye that opens as the skein of truth's unfurled...

Dark and dangerous perfection
is the stillness of one heartbeat-
the drawing of one breath.
It's the fracture then, that binds us
it's the ravel that unwinds us
from a tapestry of tragedy
of birth and life and death...

And you dont need to understand it.
Perhaps it's better not to try....
'Cause to see the bigger picture
you must step outside the stricture-
it's much safer here, inside this perfect lie.

Crack it open like an egg...
watch it flow and fill the corners
dressing everything in temepra,
and illuminating
Life.


Reading them over now, with your module in my rearview, it sounds entirely as if I'd written it just for Prophet. I haven't decided yet if I think that's a little creepy, but I do suspect that your mod affected me as it did because clearly, I was already pondering this precise philosophical question.

Great lyrics! Very poetic yourself! Indeed it is a bit chilling that you wrote this before playing. All the more appropriate for you to be playing a prophet...

I can't help editing to add what must seem like endless afterthoughts. ':whistle:'

Here's another one:
After ripping away all the baggage of the total Prophet experience, I note that the Herezars, for all their manipulation, in the end asked me to do what (in my character's case) was entirely in keeping with her nature. Fate demanded that I deny my nature by telling a lie, to the world and to myself. That to me seems entirely converse to the Prophet's central question. 

*A bell in the back of my churning thoughts goes DING*
Llarien's purpose in this mod was social conscience! He served as the Nurture RangerSG refers to, of "what others think and feel"- the external influence of culture on the Self. He may, then, be in part responsible for so many leaning toward speaking the truth and killing Fate, since through out the whole tale, he was an honorable eye over the shoulder, reminding one constantly that Truth is Right, and Honor is Right, and that those things are critical to being a righteous, and right-thinking being. And no less, that he had faith in the PC to "do the Right thing", however painful or horrible it might be. I am reminded briefly of Tom Leher's Irish Ballad... "She chopped her baby brother in two and served him up in an Irish stew..."  but "when at least the police came by, her gruesome deed she did not deny, for to do so, she would have had to lie- and lying she knew was a sin."

That's a cheerful song... ':blink:'. One playtester made a similar observation. To fulfill their plan, the Herezars needed not just a gifted prophet, but one whose nature held truth and freedom above all, and who was willing to make the total sacrifice. It had to be someone for whom defying fate would be a natural expression of unyielding free will.
               
               

               


                     Modifié par Baldecaran, 14 juillet 2012 - 07:27 .
                     
                  


            

Legacy_Baldecaran

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The Prophet Series - spoiler discussion thread
« Reply #80 on: July 14, 2012, 08:39:02 pm »


               

Kaotiqua wrote...

Reading this thread and the thought processes of those who've played the mod through and were sufficiently impacted by it to feel the need to discuss is nearly as intriguing as the mod itself- probably even more so, to you, it's creator!

Absolutely! I love reading all of these posts. There are so many interesting perspectives. So thanks for your thoughts too!

RangerSG's points are excellent, and I would suggest that what Prophet as a whole succeeded at was in nurturing the possibility of a choice that was more free than it might otherwise have been- in that we, the players, are given strong and valid arguements both for and against both options, so that when the time comes, the scales are closely balanced, and the only things that remain to cause it to tip are our emotions, which are not random, certainly, but closer to random than any logic could be.  

And an afterthought- the puppy was perhaps a bit over the top. '<img'>

Baldecaran wrote...
Maybe I need to add more mothers pleading for the lives of their children...


...That presumes that most if not all humans are subject to maternal instinct, which many of us are surprisingly not. I was more annoyed at Fate's use of her child as a manipulative tool than moved by it. I suppose to some extent, I also felt the entire dream was heavily manipulated by Fate, whereas the Herezars' influence was merely expressed in the form of a sort of judiciary arguement, though I suppose that too was only a matter of perspective.

I agree with the player who said she was surprised that you were yourself inclined to save the world. After playing both endings, the explosion of possibilities and potential new worlds felt like a victory trumpet, compared to the grim eyes of the alien face in the alternative path, which felt more like a ringing slam of a gavel of doom. I wonder, too, if your conscious and subconscious were entirely in agreement when you wrote those endings. '<img'>

Actually, I must confess something here... Originally, I intended that if you defy fate, then the world really would end, and that there wouldn't be any alternate universes. The inconsistency between the future and the past would not be a symptom of alternate realities, as Kurathan assumed, but merely that, an inconsistency. Your act would still be a victory over fate, and would still confirm the free will of a million years of history, but the price would be heavier still. All of existence would come to an end. But I lost my nerve and didn't stick to that grim plan.

So in a sense, I feel that that explosion of universes was a cop-out on my part. But I think the series was already so heavy and depressing that after all of that hardship, the player deserved a "victory trumpet" in the end. In retrospect I think I probably made the right choice.
               
               

               
            

Legacy_The124C41

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The Prophet Series - spoiler discussion thread
« Reply #81 on: August 06, 2012, 05:39:13 am »


                 Well then, I guess I should unlurk and express my views. This series has inspired me so much, it is only fair that I return the favour with some feedback. So I guess I'd first ramble a bit about the Tomb of Uther Palandras in module I, then try to contribute to the main discussion.

 People in this thread expressed views that it is best to play a paladin for maximum torment and difficult choices. I usually don't play paladins, as their class translates poorly to other systems, but I came close enough with my priest, Nathaniel (Lawful Neutral or Lawful Good, I think). And the choices he faced was both heart- and sanity-rending. I can't remember properly how many times had he broken down, felt his faith waver, collapsed into madness, or simply gave in. Was he weak-willed, like so many of my characters? Or maybe was it all too much for a man - any man - to bear? Nevertheless, I am glad that I chose to first play this module with him, instead of some character that would not fit well into this storyline.
 I must admit, I have not known what a gem I found at a first glance. I don't have a habit of looking at the rating, so it was more of a blind shot on my part. I played the prologue, I played the first part, but I truly realized what a masterpiece I am playing upon reaching the Tomb of Uther Palandras. It was the time when I truly forgot myself and become my character, heard his thoughts as mine and saw with his eyes. This level of immersion is not alien to me - but I know that while it is more difficult to achieve while sitting comfortably and staring at the screen, it is also a more reliable measure of greatness. And it was then when I finally understood that I am dealing with a masterpiece.

 What I think makes Tomb of Uther Palandras was such an important part, is that it forces the prophet to think upon many things, to examine his approach to his gift/curse and its consequences - all of it becomes more important later in the game. When I first started the game, I was unsure of my character's motivations and intentions. Playing a priest at least gave me some overall goal of serving a deity - many other classes have no in-built purposes. I decided to leave it to be determined over the course of game, as it worked well for me before. And it was in this tomb when I finally found it. I became immersed and discovered so many things about my character.
After choosing the first door, he was torn - torn between a sceptical approach "It's just an architectural trick with this staircase, maybe some secret passage like those in my family's mansion" and a mystical awe and respect towards the prophet-king's abilities.
The next choice was easier on my prophet. The design of this choice was meaningful - two doors, two hallways, both identical to each other - yet only one destination.. "Some choices are irrelevant". Here, my and his reception of this lesson differed. It was something he could agree with. Whether he puts a boot on his left or right leg first, doesn't affect his journey. Some things are just too small and mundane to affect someone's fate. But I was reminded of a concept used in Doctor Who - "fixed points in time", events that cannot be avoided or circumvented, events that must happen, no matter what. This is how I regarded this lesson.
 "Some choices are between two harms. Choose now, fire or ice". I decided to roleplay it for a bit, so Nathaniel chose fire - for fire often symbolizes purification and he wished for his old preconceptions to be burned away, so that he would learn the prophet-king's lessons with an open mind.
 The final lesson was my favourite. The player faces the first of many difficult, unrewarding choices. It forces people to think - both me and Nathaniel. About the value of human life. About lose-lose situations (how long would a housewife and two children survive without a protector, and provider? It was death by werewolf or death by bandits/wild beasts/starvation/freezing, at least from Nathaniel's perspective). So what to do? Leave the small hut tormented by the awareness of their fate and your inaction, or followed by horrified stares of a family whose father you've just murdered? And finally, at the end of the dream, confrontation with the Urlord's voice. "But I knew what would happen! And by knowing it I too became part of it!" - this was it, my character's motivation I was looking for. He didn't believe in "neutrality", for him bystanders were accomplices for the criminal, and inaction was as wrong as crime itself.
 Why are all these lessons important? Because they serve to prepare the prophet for what is in store for him. Granted, one never can be prepared for all this pain and despair, but the lessons Uther Palandras tries to teach the unmaker are applicable throughout the entire series. That some things are predestined. That sometimes there is no good choice, but two evils. And the final lesson compiled them all in one, with a final touch. The prophet cannot prevent Thanar's wound at the hands (paws? jaws?) of the wolf, and his following lycanthropy. The choice is difficult and always harms the family. And finally, the prophet must reflect on the consequences and come to the conclusion. It is brilliant. It is beautiful. It is painful. I think these three adjectives could describe the entire series as well.

 Now, back to the discussion.

 It is interesting how people argue that in the universe ruled by Fate, all is meaningless. Because the choices are not really their own. It was compared to a painting. I say, let us compared it to a movie. Google any movie review website, go and read some. Read what they say about the story of the movie... and the actors. Why actors? They had nothing to say about the story. They just acted their parts. They had no influence over their characters' actions. And yet, they are treated as equally important as the author of the script. They also brought beauty to the entire piece. I discovered that people tend to have favourite actors more often than favourite directors or scriptwriters. As if their bereft of free wil actions were more important than the predetermined script.

 But this is just my opinion. When my prophet discovered his destiny as the unmaker, it broke him so utterly, that he would choose to surrender to the prophet-king's will and remain in the tomb. But there was no such option. There was no dialogue choice that would indicate the surrender. The game would not continue unless the prophet defies Uther Palandras and escapes. It was, in a way, predetermined. Had I - had he had free will, he would stay. But it was predetermined that he would leave. Do I regret this? No - because the story that was created as a result is far more beautiful that the story that my free will would choose. Unlike a lot of people, I don't mind linear games. A lot of games that I like give player no influence over the plot at all. But I don't mind. I look for an interesting story. And if Fate can write a beautiful story, than I shall act the part.

 It is also interesting how many people believe Fate to be antagonist. I may be mistaken, but the game's lore led me to the following interpretation, so, should my impression be wrong, please correct me. My impression is that Lor has created all of the existence - and that he had to create it in balance: no good without evil, no past without future. And Fate also was created. It is not my intention to say that Lor is the villain. It is my intention to say that maybe, Fate has no choice in what she is doing. She is just another element of creation. Is it wise to curse the water for drowning people? Is it wise to scold fire for burning? She even says so, at the end of the dream-illusion in the third part. "I am not the one who sculpts the destinies of mortals. I am the art, not the artist. I am fate, not its creator. I am the consequence of the passage of time, not its cause."

One of the people here on this thread submitted a song she had wrote, that eerily fit the storyline of the Prophet. I do not write songs, but I write stories - and around a week ago, I have finished a piece that, now that I look at it with this perspective, may also fit. But while Kaotiqua's song - at least for me - was about the prophet himself, the words I wrote, would apply to Evenorn better:
  I deluded myself with these sweet fantasies for a while longer. It would be the optimal solution, wouldn't it? Nobody would suffer. Everyone would benefit. I was not bound to these old-fashioned moral notions. Honour was never worth the price one had to pay. And who cared for morality? Yet before we made our pact, both of us knew that we have secrets and we will not be able to always be honest with each other. I knew that the situation was extreme enough that I should tell the truth - or maybe it's the oppositeL because of this extremity I have to keep it secret. The choice was ease - between a happy, and a tragic ending, between an easy and pleasant way, and a difficult and painful one, between a choice deceitful, and honourable.
 The character I was writing it for was torn between telling his best friend a very important truth, or keeping it from him, just as Evenorn was. He was well aware that, should he succumb to the temptation of honesty, only evil may come of it. I do realize the situation is not identical and I cannot compare personal problems to the entire world at stake, yet I decided to mention it anyway, maybe someone would get a good laugh out of it.
               
               

               
            

Legacy_Baldecaran

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The Prophet Series - spoiler discussion thread
« Reply #82 on: August 08, 2012, 03:09:07 am »


               

The124C41 wrote...

Well then, I guess I should unlurk and express my views. This series has inspired me so much, it is only fair that I return the favour with some feedback. So I guess I'd first ramble a bit about the Tomb of Uther Palandras in module I, then try to contribute to the main discussion.

Thanks! Your comments are much appreciated. I consider it a reward when people come here to comment and share their experience, especially when they are so eloquent about it.

The124C41 wrote...

What I think makes Tomb of Uther Palandras was such an important part, is that it forces the prophet to think upon many things, to examine his approach to his gift/curse and its consequences - all of it becomes more important later in the game. When I first started the game, I was unsure of my character's motivations and intentions. Playing a priest at least gave me some overall goal of serving a deity - many other classes have no in-built purposes. I decided to leave it to be determined over the course of game, as it worked well for me before. And it was in this tomb when I finally found it. I became immersed and discovered so many things about my character.

It might have been a good idea for me to give characters more motivation in the prologue module. For good and/or lawful characters, the wish to help or seek justice may be enough. But for neutral and evil characters I might want to add a promise of wealth or power. Something along the lines of "If you find the prophet-king, you may learn his secrets and become like a god..."

The124C41 wrote...

After choosing the first door, he was torn - torn between a sceptical approach "It's just an architectural trick with this staircase, maybe some secret passage like those in my family's mansion" and a mystical awe and respect towards the prophet-king's abilities.
The next choice was easier on my prophet. The design of this choice was meaningful - two doors, two hallways, both identical to each other - yet only one destination.. "Some choices are irrelevant". Here, my and his reception of this lesson differed. It was something he could agree with. Whether he puts a boot on his left or right leg first, doesn't affect his journey. Some things are just too small and mundane to affect someone's fate. But I was reminded of a concept used in Doctor Who - "fixed points in time", events that cannot be avoided or circumvented, events that must happen, no matter what. This is how I regarded this lesson.

In fact that's how the story is structured - there are choices along the way (which door to take, whom to ally with) but certain events must happen one way or another. I was actually thinking of having different premonition dreams depending on the choices you make, each progressively clearer and more compatible with the events that already took place. But this would have been too much work - the combinatorial explosion was just brutal...

The124C41 wrote...

"Some choices are between two harms. Choose now, fire or ice". I decided to roleplay it for a bit, so Nathaniel chose fire - for fire often symbolizes purification and he wished for his old preconceptions to be burned away, so that he would learn the prophet-king's lessons with an open mind.
 The final lesson was my favourite. The player faces the first of many difficult, unrewarding choices. It forces people to think - both me and Nathaniel. About the value of human life. About lose-lose situations (how long would a housewife and two children survive without a protector, and provider? It was death by werewolf or death by bandits/wild beasts/starvation/freezing, at least from Nathaniel's perspective). So what to do? Leave the small hut tormented by the awareness of their fate and your inaction, or followed by horrified stares of a family whose father you've just murdered? And finally, at the end of the dream, confrontation with the Urlord's voice. "But I knew what would happen! And by knowing it I too became part of it!" - this was it, my character's motivation I was looking for. He didn't believe in "neutrality", for him bystanders were accomplices for the criminal, and inaction was as wrong as crime itself.

So what did Nathaniel do? I assume he chose to slay Thanar. I think that is actually the more merciful choice, because it saves him from killing his own family and being tormented with guilt for eternity.

The124C41 wrote...

 Why are all these lessons important? Because they serve to prepare the prophet for what is in store for him. Granted, one never can be prepared for all this pain and despair, but the lessons Uther Palandras tries to teach the unmaker are applicable throughout the entire series. That some things are predestined. That sometimes there is no good choice, but two evils. And the final lesson compiled them all in one, with a final touch. The prophet cannot prevent Thanar's wound at the hands (paws? jaws?) of the wolf, and his following lycanthropy. The choice is difficult and always harms the family. And finally, the prophet must reflect on the consequences and come to the conclusion. It is brilliant. It is beautiful. It is painful. I think these three adjectives could describe the entire series as well.

Thanks! I've been thinking that it would be cool to add a small subquest in Chapter 1, somewhere long before you get to the tower, in which your visions give you a huge advantage against some fearsome adversary. That way the player begins to think of his/her gift as a great boon, and only later gains wisdom from the lessons of the Urlord.

The124C41 wrote...

It is interesting how people argue that in the universe ruled by Fate, all is meaningless. Because the choices are not really their own. It was compared to a painting. I say, let us compared it to a movie. Google any movie review website, go and read some. Read what they say about the story of the movie... and the actors. Why actors? They had nothing to say about the story. They just acted their parts. They had no influence over their characters' actions. And yet, they are treated as equally important as the author of the script. They also brought beauty to the entire piece. I discovered that people tend to have favourite actors more often than favourite directors or scriptwriters. As if their bereft of free wil actions were more important than the predetermined script.

 But this is just my opinion. When my prophet discovered his destiny as the unmaker, it broke him so utterly, that he would choose to surrender to the prophet-king's will and remain in the tomb. But there was no such option. There was no dialogue choice that would indicate the surrender. The game would not continue unless the prophet defies Uther Palandras and escapes. It was, in a way, predetermined. Had I - had he had free will, he would stay. But it was predetermined that he would leave. Do I regret this? No - because the story that was created as a result is far more beautiful that the story that my free will would choose. Unlike a lot of people, I don't mind linear games. A lot of games that I like give player no influence over the plot at all. But I don't mind. I look for an interesting story. And if Fate can write a beautiful story, than I shall act the part.

Well stated... '<img'>. I think I could probably add that option to the game, and count on the fact that most players will be curious enough about the rest of the story to ultimately make the decision to leave the tomb.

The124C41 wrote...

It is also interesting how many people believe Fate to be antagonist. I may be mistaken, but the game's lore led me to the following interpretation, so, should my impression be wrong, please correct me. My impression is that Lor has created all of the existence - and that he had to create it in balance: no good without evil, no past without future. And Fate also was created. It is not my intention to say that Lor is the villain. It is my intention to say that maybe, Fate has no choice in what she is doing. She is just another element of creation. Is it wise to curse the water for drowning people? Is it wise to scold fire for burning? She even says so, at the end of the dream-illusion in the third part. "I am not the one who sculpts the destinies of mortals. I am the art, not the artist. I am fate, not its creator. I am the consequence of the passage of time, not its cause."

Exactly right. Fate is the consequence of the balance between past and future.

BTW - Some of the people who posted here played an earlier version which didn't have some parts of that conversation with fate. In the first released version, fate did not claim to be a mere consequence of time. I added that bit after reading "Arcadia", a play by Tom Stoppard (which, btw, is just brilliant).

The124C41 wrote...

  I deluded myself with these sweet fantasies for a while longer. It would be the optimal solution, wouldn't it? Nobody would suffer. Everyone would benefit. I was not bound to these old-fashioned moral notions. Honour was never worth the price one had to pay. And who cared for morality? Yet before we made our pact, both of us knew that we have secrets and we will not be able to always be honest with each other. I knew that the situation was extreme enough that I should tell the truth - or maybe it's the oppositeL because of this extremity I have to keep it secret. The choice was ease - between a happy, and a tragic ending, between an easy and pleasant way, and a difficult and painful one, between a choice deceitful, and honourable.

It sounds like a great story. And it does fit Evenorn. Maybe you and Kaotiqua are both prophets...

BTW, I'm curious about your character. Whom did he ally with in Chapter 2? Did he bring Llarien back into the waking world in Chapter 3? And of course, what choice did he make at the end?
               
               

               


                     Modifié par Baldecaran, 08 août 2012 - 02:10 .
                     
                  


            

Legacy_The124C41

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The Prophet Series - spoiler discussion thread
« Reply #83 on: August 08, 2012, 04:42:33 pm »


                

Baldecaran wrote...
 In fact that's how the story is structured - there are choices along the way (which door to take, whom to ally with) but certain events must happen one way or another.


 I guess most games use this structure, in order to give the player some choice, but also to make sure the story can proceed. I really like games in which the technical elements of the game, like this structure, or experience points, or other things that may seem to matter only to the player, but not to character, are made a part of the world. I think that "I have to leave because it is predetermined and I have no control over my fate" is a better excuse than "I have to leave because otherwise the game will not proceed".

 

Baldecaran wrote...
 So what did Nathaniel do? I assume he chose to slay Thanar. I think that is actually the more merciful choice, because it saves him from killing his own family and being tormented with guilt for eternity.


 Yes, he did kill Thanar. I really liked this part, I even think that Tomb of Uther Palandras may now become my favourite dungeon ever. Though it's a pity it was just an engineered by the Urlord illusion (Or wasn't it?). It would be fun if in some later parts a young man showed up with a "I dreamed of you killing my father/warning my father about lycanthropy and next night my father turned to werewolf and killed my family so now I seek revenge" like poor Aleksar Tagarian. Oh right, I forgot to mention Aleksar Tagarian... I must admit, I really, really liked the character when he became a recurring one, and actually looked forward to the next meeting. I thought he is going to become a companion, like Llarien or Merudoc, so I decided that is was seeing Aleksar fight so hard and not give in even in the hell that was Century of Sorrow, was what gave Nathaniel hope and convinced him to continue his struggle. I set him up so beautifully and didn't even know it '<img'> Oh, joys of coincidence.

 

Baldecaran wrote...
 Thanks! I've been thinking that it would be cool to add a small subquest in Chapter 1, somewhere long before you get to the tower, in which your visions give you a huge advantage against some fearsome adversary. That way the player begins to think of his/her gift as a great boon, and only later gains wisdom from the lessons of the Urlord.


 Well, for me, such a "prophecy is awesome!" moment was in Chapter 2, learning from Kurathan. I, myself, am a scientist at heart, and I couldn't help but share his enthusiasm. Though maybe it was missing the point, as I saw it as awesome from Kurathan's point of view - an elation of a scientist who finally has a willing subject to test his theories upon - , not Nathaniel's, but I guess it could still count for something. 

Baldecaran wrote...
 Well stated... . I think I could probably add that option to the game, and count on the fact that most players will be curious enough about the rest of the story to ultimately make the decision to leave the tomb.


 It reminds me of how in the middle of the first Dance with the Rogues module, the character is given an option to leave and seek a better life on her own, or to stay and continue. Of course, only the continue option allowed the player to go on with the module and the story, but I thought it was very thoughtful to add this option. 

Baldecaran wrote...
 Exactly right. Fate is the consequence of the balance between past and future.
BTW - Some of the people who posted here played an earlier version which didn't have some parts of that conversation with fate. In the first released version, fate did not claim to be a mere consequence of time. I added that bit after reading "Arcadia", a play by Tom Stoppard (which, btw, is just brilliant).


 Poor Fate. I kinda feel sorry for her/it/whatever. I sometimes wonder how is it like to be her. I mean, she really seemed sorry for my character at the end of Norenshire dream, so I guess she isn't a cruel/merciless entity that takes pleasure in/ignores the mortals' suffering. It must be horrible, to be an executioner of something you despise so, and have no choice but to do it - or even not be aware of the fact there is such thing as choice.
 I'll add this play to my check-out-in-free-time list. Along with this Primer movie. I watched Serial Experiments Lain twice, I understood Metal Gear Solid 2, I never had to rewatch any episode of Doctor Who to understand the timeline, now I need new challenges '<img'>

 

Baldecaran wrote...
BTW, I'm curious about your character. Whom did he ally with in Chapter 2? Did he bring Llarien back into the waking world in Chapter 3? And of course, what choice did he make at the end?


 Well, in chapter 2, he picked the Khalites - not because he actually cared about inner politics of Hierathanum, but since he already was directed there, and had Hassir with him, he chose what he thought to be the line of least resistance (pun intended). So he went to meet with Atelkhan. I think I mentioned this part in the original post, but then cut it out, not wanting it to be too long, yet I am in love with my own words so much, so I saved the original draft in a txt file "iloveprophet". Here be the cut content: Though I usually dislike the "to reach the destination you need to do a series of quests for an important NPC to earn passage" motives, as I regard them as filler, I liked the one that appeared in the second chapter. Not only because it was connected to the main plot via poisoning of the wellspring, but also due to the subversion. Usually, if the player has a choice, it is between two factions: one good and one evil. A worse writer would play straight the setup of evil caliph and noble resistance movement, but here, the motives and good nature of the resistance can be questioned even before meeting them, providing a refreshing change. Moreover, they way they are presented should also awaken some suspicion. At first, I was furious when Atelkhan forced the amulet of loyalty upon Nathaniel, but now, as the shock has worn off, I as a player think it is a wonderful idea. One of the reasons why I dislike this brand of quests is that they are very impersonal. Granted, a character may decide to help for the sake of helping, or for money, but for many characters it just doesn't make sense. The amulet of loyalty gives the character a reason to aid Athelkan: his own survival. I have to also praise the options of getting rid of it (especially the one when you let a crazy blind elf cut your head off).

 So after fuming a bit, he left the companions in the safe haven of the temple of Liet (funnily, when I was wondering what god to pick for him to serve, I was torn betwen Lor, Liet and Riull, so I guess the choice of place might be the residue of what-have-beens) and went to meet with caliph to earn his trust. Though now I kinda regret the idea of him going alone, since the Fedyin he had to check out for the caliph was named Khaleb, and when Hassir was buried, the tombstone said "Here lies Hassir, son of Khaleb", and my experience with games taught me that there is never two separate characters that share tha same name, and if there is two characters with the same name, that means that they are the same person, so I guess I should have taken Hassir with me for this quest. Or maybe I am just seeing connections where there is none.

 I think most of the players would bring Llarien back. Partially because of "hey, since there is an option to do so, then it means that he would rejoin/it would somehow benefit us" syndrome, but it also makes sense in roleplay. Characters thrown into an alien world tend to cling to what they have left from the world they come in. I can't exactly claim that after spending a hundred years in the dreams of the people suffering in the Century of Sorrow, the world of Chapter 3 seemed so alien and distant to Nathaniel, but every reminder of the lost world was precious, to remind him what is he fighting for. That, and Llarien ended up being his closest friend and confidant (He didn't hide a single thing from Llarien, ever. He shared with him every piece of Evenorn's notes. He even went with him to the Frozen Tower, as Nathaniel ran out of spells while visiting the elemental planes so I had him rest and he had the Evenorn dream a little too early...). Maybe bringing a friend over to a ruined world, especially after said friend parted his ways with you in such a dramatic manner, isn't the best idea... A pity he didn't get to tell Llarien how exactly the Vigil did bring them back (though he did discover it only Llarien was recovered, so at least he can claim ignorance), I believe that would ruin their friendship even further.

 Speaking of Llarien and friendships, I must admit that this series may be what started healing my aversion towards elves, thanks to Llarien and Lord Evenorn. I grew really attached to both of them. Llarien is essentially the companion who stays by the prophet's side the longest, as Merudoc, Hassir and Isandra do not survive/remain beyond their chapters. And surviving so many horrible experiences together really makes people grow closer. As for Evenorn, I'd say he is one of the few multi-chapter plot-important NPCs. Uther Palandras, for example, was the character who had the greatest influence over plot in Chapter One, but then he disappears and has only a brief appearance at the finale (and it made me very happy to see him, albeit briefly, I wished Nathaniel could meet the prophet king once again and get some comfort wisdom and advice from him). Evenorn, like Fate, did show up in more than just one chapter, and that makes me happy. It always feels good to see a familiar face, and Evenorn finally ended up being the person Nathaniel trusted and relied upon most - even in the third chapter, when all his faith in everyone was, metaphorically speaking, broken to little pieces, burned in fire of thousand suns and blown with the wind. Even after the Frozen Tower. There is a line in his journal "Lord Evenorn's deception was perhaps the kindest thing anyone has ever done for me", and it was so very true for him. 

  As probably my defense of fate might have implied, the choice he made was to sustain the current timeline and lie. Believe me, it was no easy choice. I paced all around my room, wracked with doubts. I threw myself at my bed and tried to consider it anew. I got up, walked up to my computer, and then left again, not able to pick anything. I stared at the screen, as if an answer were to appear. I started, had a doubt, loaded game and tried again. Finally, I pulled myself together and finished it. I picked every hesitating ellipsis available. I felt that both options were equally difficult and painful for Nathaniel, that there was so much on the line and both choices contained almost equal deal of hope, and of suffering. If he chose to warn his past self, then the Century of Sorrow would not come to pass, Aleksar, Isandra, Endrik and all these people would not suffer living in the ruined world, the world would be saved... and doomed. The past would be saved, but at the cost of the future. And if he chose to lie, he'd doom the world to live through what it has lived through, he'd consciously condemn all these innocent people to senseless deaths and suffering, to surrender and render almost all his struggles void.

 I think what tipped the scale might be the same force that once stayed the hand of a certain Denmark prince
The undiscovered country, from whose bourn
No traveller returns, puzzles the will,
And makes us rather bear those ills we have
Than fly to others that we know not of?
Thus conscience does make cowards of us all,
And thus the native hue of resolution
Is sicklied o'er with the pale cast of thought,
And enterprise of great pitch and moment
With this regard their currents turn awry
And lose the name of action.

 There was no telling of what might happen to the world, should he make the paradox and warn his past self. His prophecies would not show him. Granted, the "curtain" after the Century of Sorrow also was a great unknown, yet the Century of Sorrow itself and the history of the world would remain unchanged. The world itself would remain unchanged. Choosing free will would remake the reality into something alien, different at the very basic level from all that he had ever known. Choosing fate would let the world retain its shape. He didn't want to blindly create something he had no idea about: he was a servant of a god, not a god himself. And so he let the world remain the way it was, trusting in the wisdom of the god that has created it this way.

 Or maybe he just didn't have the strength to fight any more.

 A quick thought on the Herezars' rebellion against fate. They claim that they wanted to fight her to earn freedom for themselves, and the free will to rule their lives as they see fit, but who exactly said that they would do much better job? Fate is a natural consequence of Lor's creation, the being whose very existence is synonymous with its function.
               
               

               


                     Modifié par The124C41, 08 août 2012 - 03:45 .
                     
                  


            

Legacy_Spectrent

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The Prophet Series - spoiler discussion thread
« Reply #84 on: February 07, 2013, 02:40:13 am »


               Hello Baldecaran, I don't know if you will read this, but I happened back on the nwvault page for the third prophet chapter and saw you had recently responded to my review (username there was "Inferior_").  I am taking you up on the request to type a bit here, it is really the least I can do in thanks for sharing your story.

My playthrough was done with a rogue. His level was a bit higher than you recommended since he wasn't a new character, I had exported him after playing your Honor Among Thieves story (it was how I found the Prophet series, I enjoyed Honor very much and wanted to see if you had put out any other work.)  This did make the combat very easy early on, felt like I was babysitting the two henchmen but that was my own fault. You listed what level was recommended, and I ignored it ':whistle:'. Luckily, this "easy-mode" did not last, since my rogue wasn't a fighter. I had created him for the Honor module so he was more of a "pure rogue", focused in stealthing, disarming traps, locking picking, etc etc. So after not too long, it was the henchmen keeping me alive. It was an interesting experience roleplay wise...many npcs referring to him as the unmaker...and there, dangling around his neck was the Talisman of Inexistance from Honor (yea, he took the coward's way out with the glove, freaked out and gave it away just to be rid of it...but that's another story)

The story...was great. I got hooked pretty quickly. There was a dark feeling through out the whole thing;  the desperation to find the Urlord, then later to stop the Century of Sorrow, the hopelessness felt when you realize that pretty much *everything* you touch gets destroyed, everyone you meet hits a bad end as if you were cursed. Even before the future-self had lied to him, it was spinning very strongly in the back of my mind that he *was* the unmaker and nothing he could do would change that.

Very nice job with the Urlord's tower, by the way.  The room with the traps really messed with my head.  I had disarmed the frost one, got hit by the fire one....and later pulled the fire lever and had the voice teach me the lesson.  Very nice script. Tell me, had I pulled the frost lever, would it deal damage? I haven't looked too much at the module scripts, would it only give that lesson if the "already took damage" condition was met? I'll have to give this another playthrough when I have the time. 

Part two I fear I somehow messed it up. First off...I could not find Llarien's body after the crash (yes, I had asked him to rejoin me on the airship).  Either it was tucked away in some corner I failed to notice...or it never spawned.  I had woken up on the beach completely alone, no other corpses at all.  So my journey through part2 was done without the elf.  So that was the first weird thing.  The second, as I had mentioned in my review on the nwvault page, was with Hassir.  I, again, think I messed that up. In part3's ending, he and his boss were mad at me, even though I had helped them trap Amhothet.  I looked into the guide you posted for part2 and I'm not sure why it happened, but the signs of it were present in part2. For me, it was Nazathar Ghol who poisoned the well.  I didn't know it at the time, but according to the guide that should only happen if I work with Amhothet against the Khalites.  Which leads to another question...why did Hassir's script of sucide after killing Ghol trigger? Wouldn't he be against me if I had gone against the Khalites? Or maybe that script just triggers if he's in the party when someone else poisons the well?  Or maybe it bugged out because of me, I opted to deliever the box with Amhothet after I spoke with the weavers...so...maybe the scripts the didn't like that.

It wasn't gamebreaking, it certainly didn't ruin the game for me. I didn't even notice the the issue until the end when the Khalite ghosts/spirits/visions/whatever-they-were were angry at me, and that was the only issue.  I am still uncertain to what could've caused Llarien to not be able to be found. 

Part3 I experienced no problems with. Great job with the dream hopping, I was a big fan of that.  Especially the one with the skeletal child...then later being alive and reading the story of the northern prophet. Creepy.  The side quests to help out the village with the necromancer and the paladin ghost (I ended up "killing" him with the truth. Still not sure if that was the right choice.)  were a great addition. It was an interesting feel...trying to do some good in a world you destroyed.  I do have a small suggestion though, up to you to even listen to it or not. Who am I to offer anything, after all, right ':lol:'? It's your story, not mine. Specifically, about Isandra.  I like her as an addition to the story, I liked what you did with her character, her hand being the instrument of your revenge, everything. I have no complaints about her character or the choices she made.  What ruined the immersion for me a bit was...the antidote.  She had combination of herbs or something that would amplify guilt so in death the prophet would become a pain wraith.  That I could accept.  Such things exist in the real world even, in the form of pills and some natural mood affectors, nothing wrong there. But an antidote? Why did she have an antidote?  Why would she carry it with her?  Maybe (and this is just a quick thing I put together, perhaps you can come up with better) you should show her drinking some tea when you first meet, using certain leaves to calm her mind so the Prophet and party know it exists and, when the moment arrives, knows that she has such herbs on her.  Otherwise...it just seemed sort of weird. Like I said, why would she randomly have an antidote? 

That was my one and only issue with this series.  Other than that, I absolutely loved the story. I cannot stress that enough.  Reading is a hobby of mine, both fiction and nonfiction, any subject...and given the amount of stories I've digested, it's pretty rare that I find a fiction story that affects me so much.  Really, you've done an amazing job.

Oh, and if you're curious...the scene where the Prophet is saved from Isandra's revenge...it was Merudoc that helped him.  So...no weird missing-Llarien bug there '^_^'  It did that part correctly.

Now, the part you actually asked for (sorry for the previous large spam), what choice my character did.  It was difficult. Before part3, my character would always insist free-will exists whenever an npc would ask.  Even when it became so clear that every choice he would make would only end badly, he stuck by that.  Part3 was essentially when he had real solid proof that it was all fate. And now here he was, when balance was thrown out the window and he had his first *real* choice...well, it was difficult.  I listed to the the advice the npc's gave...and that was no help.  Very conflicting.  Again, great job at not making this easy!  But in the end, my rogue stuck a metaphorical dagger into the universe. He told his past self the truth.  It was what the Herezars said that got to me the most, that every achievement and every horror that happened, no matter on what scale, didn't matter. It was all a script. That reason alone was enough to justify my choice.  I don't know if it was "right", but that was the choice I would take myself.  I used the dialogue option to encourge the past-self to do what he could to help with the plague. Maybe his past self stayed behind, caught the disease, and got killed.  Or maybe he lived, only to run into the the armies of Sardathia (I assume they would still invade, since they wanted to take advantage of the weakened city). And what of the Kurathan? My rogue considered him an ally and friend.  I suppose in the alternate universe version he would still be doomed to his "fate" of being trapped in the tower.  Or none of those things would happen.  The ending showed a new universe being born with every decision.  Still a difficult choice, but destroying everything to stop fate....it was a choice my rogue would be satisfied with.


Again, I don't know if you will read all this...but I did have a few setting-related questions that I hope you could answer for me now that I have finished it.  I played the ending a while ago, two-three months, so I have forgotten some of my questions, but there are a few that I can recall:

The Drow's secret. Was it the existance of fate?  Was that what they realized, and in the end decided to embrace cruelty...since whatever actions they take are predetermined, they might as well do as they please?  Or am I reading far too much into it ':lol:'

The strange humanoid woman you meet after you wake up from Lor's (I assume that was Lor, am I correct?) dream...with the head of light and the face-imitating mask.....who was that? Was that Fate's actual form? Regardless of who it was, why did it look at Lor with anger?

I was wondering how Aleksar knew the player was the Unmaker.  This I got answered by skimming the guide you posted for part3. With Llarien gone, I couldn't find out that it was he who told Aleksar.  That is a shame, if Aleksar didn't know...if he wasn't so angry...what would he have said in that final dream he met the prophet?  It's an interesting thought to me '^_^'

My last question...this you might've answered in the game and I missed it...or I forgot it, it's been a while.  The Herezars put together their plan to give the player the opportunity to defy fate...how did they do it? Or did they not do it themselves at all, and it was all fated that they would go through the motions to set it up?  If they were bound by fate...then they were supposed to come up with how to stop her?....humm. Thinking about it now...it would explain why Lor's avatar seemed so pleased in the ending scene, when he spoke of free will.....which...if I am correct, would sort of answer why my question on why glowing-headed creature was mad at him (if it was Fate).  Or maybe, again, I am overthinking it all '<img'>



Again, I don't know if you'll even see this...but thanks for sharing your story through this medium.  I have recommended it to others and, although real-life gets in the way of experiencing it quickly, they all enjoy what they've seen of it so far.  I would like to take this moment to apologize for the huge wall of text I've typed up and the spelling & grammar errors it no doubt has.  It's been a busy couple weeks for me. Being tired does not make for eloquent typing '<img'>.  If anything I typed makes little or no sense to you, feel free to ask me to try and make it more clear, I won't take offense.  And if, as you stated in your post,  your own busy schedule does allow you to post another update for this series, (or even another story within your Runelands world)...I will eagerly await it '<img'>
               
               

               
            

Legacy_Baldecaran

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The Prophet Series - spoiler discussion thread
« Reply #85 on: February 10, 2013, 01:39:50 am »


               Hi. Yes, I do read these and enjoy the feedback very much. I sometimes just don't get around to responding quickly and then it slips my mind... for months it seems...

So first a response to Spectrent, then to The124C41:

I'm glad you played it with the same character from Honor Among Thieves, even with the high level. It's a cool irony that you had that Talisman...

Regarding the traps in the Urlord's tower, yes, if you pulled the frost lever then it would just deal frost damage. The "getting damaged back in time" gimmick was there for the benefit of the 50% of players who choose the fire lever. In retrospect, I should have tried that a few more times. I bet that 12.5% of players would get really freaked out after it works for them three times in a row!

Llarien should have been there on the shore, so that's a bug. But at least one other person reported that he wasn't and I never figured out the bug. Maybe it's some kind of timing thing, whereby he dies before he jumps... I never figured it out but might give it a second look. The module is much better with Llarien, as you can tell from the walkthrough.

Thanks a lot for clarifying why the part 2 poisoning got messed up. Now I get it! It's because you went to the weavers before returning the box, and so Nazathar did the deed. I didn't consider that (slap my head). I need to figure out a way to deal with that... Perhaps I should leave it as is, except that the vision in chapter 3 should remember events correctly. Also, I don't know what to do about Hassir. His death makes sense if the Khalites do the poisoning, but I'm not sure I want him to survive into chapter 3. Maybe he should leave your side at the end of chapter 2, just like Llarien does, but just not come back in ch3... I'll work on that.

You're absolutely right about Isandra. Why on earth would she have an antidote? That's indeed a big logical flaw and I want to figure out a way to fix it. How about this - to turn you into a pain wraith, the procedure does not involve sprinkling you with something, but instead involves taking something away. A part of your soul, perhaps. That would explain why she would have it on her later, and you'd be able to use it to restore yourself. What do you think?

I've long thought that if Llarien wasn't with you at the end of ch2, then instead of the ghostly Merudoc saving you from Isandra it should be somebody else. Perhaps another devotee of the Vigil, sent to look out for you. That's the logical solution, and would provide a companion for the rest of the story. I just got lazy - henchmen are a lot of work, especially since they need to interject into key conversations...Thanks for describing your choice. It makes sense given your character's experiences. Would you still have done it if Kurathan hadn't raised the possibility of the "multiple worlds" scenario, and this world was the only one?

The Drow's secret: Actually, I don't have a good answer... It's one of those things I had thought I would develop more fully but never did. When I wrote chapter 1, I didn't have any idea of the full plot, and thought that maybe the drow would have something to do with the Century of Sorrow. But ultimately it just got relegated into the background. Still, I can try to explain where I was going with it. The drow discovered that all mortal beings have a flaw, deep inside them, which drives them toward selfishness and cruelty. It's related to the instict for survival, and often goes against the morality imposed by social structures. Elven society and the elven gods look down upon this and punish it. But some, like the drow, thought it hypocritical that the gods create this flaw within beings and then punish them for it. So that is why they rejected the elven gods and decided to embrace the cruelty within their own souls. That is why they worship spiders, which accept their nature without burdens of guilt.

The strange humanoid: Yes, you got that right. It is fate's actual form. And she has such hatred for Lor because he betrayed her: He created the world with her help - balancing the past and the future so that both could exist. But his plan was to let that balance eventually be broken, by the choice you made, thus remaking all of history and negating her existence. BTW - this logic only works outside of the timeline that you actually lived through. In that timeline, fate never existed and was just a figment of imagination.

How did Aleksar know you're the unmaker: If it isn't Llarien who tells him, then I admit I don't have a specific answer. I left that undefined. But the most plausible scenario is that he figured it out after meeting Evenorn at the Council of Asilgard (described in the library dream).

How did the Herezars implement their plan: That depends on the choice you made. Since you chose free will, then their plan was not actually a plan to defeat fate. Fate didn't need to be defeated because she never existed. So their plan was really a plan to discover, once and for all, whether it is fate or free will that rules the world. Pretty high price though... If you had chosen fate, then their plan was doomed to fail, but they were fated to attempt it because of their own history. After being imprisoned for a thousand years in the astral webs, they simply could not accept a fate-ruled existence. It was in their nature to rebel against that, but it was fated that they would fail.

Thanks a lot for sharing your thoughts. I enjoyed reading them!
               
               

               
            

Legacy_Baldecaran

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The Prophet Series - spoiler discussion thread
« Reply #86 on: February 10, 2013, 02:00:37 am »


               Hi The124C41. Sorry for my extremely late response. I did read your post months ago and enjoyed it very much, but it was a busy time and I never got around to replying. So in case you ever come back to read...

The124C41 wrote...

 

Baldecaran wrote...
BTW, I'm curious about your character. Whom did he ally with in Chapter 2? Did he bring Llarien back into the waking world in Chapter 3? And of course, what choice did he make at the end?


 Well, in chapter 2, he picked the Khalites - not because he actually cared about inner politics of Hierathanum, but since he already was directed there, and had Hassir with him, he chose what he thought to be the line of least resistance (pun intended). So he went to meet with Atelkhan. I think I mentioned this part in the original post, but then cut it out, not wanting it to be too long, yet I am in love with my own words so much, so I saved the original draft in a txt file "iloveprophet". Here be the cut content: Though I usually dislike the "to reach the destination you need to do a series of quests for an important NPC to earn passage" motives, as I regard them as filler, I liked the one that appeared in the second chapter. Not only because it was connected to the main plot via poisoning of the wellspring, but also due to the subversion. Usually, if the player has a choice, it is between two factions: one good and one evil. A worse writer would play straight the setup of evil caliph and noble resistance movement, but here, the motives and good nature of the resistance can be questioned even before meeting them, providing a refreshing change. Moreover, they way they are presented should also awaken some suspicion. At first, I was furious when Atelkhan forced the amulet of loyalty upon Nathaniel, but now, as the shock has worn off, I as a player think it is a wonderful idea. One of the reasons why I dislike this brand of quests is that they are very impersonal. Granted, a character may decide to help for the sake of helping, or for money, but for many characters it just doesn't make sense. The amulet of loyalty gives the character a reason to aid Athelkan: his own survival. I have to also praise the options of getting rid of it (especially the one when you let a crazy blind elf cut your head off).


I'm glad you liked that. The whole series is about difficult choices, so I wanted to make the Khalites morally ambiguous. I had toyed around with the idea of allowing the player to shift allegiances, or play both sides, but it proved too complicated.

The124C41 wrote...
 So after fuming a bit, he left the companions in the safe haven of the temple of Liet (funnily, when I was wondering what god to pick for him to serve, I was torn betwen Lor, Liet and Riull, so I guess the choice of place might be the residue of what-have-beens) and went to meet with caliph to earn his trust. Though now I kinda regret the idea of him going alone, since the Fedyin he had to check out for the caliph was named Khaleb, and when Hassir was buried, the tombstone said "Here lies Hassir, son of Khaleb", and my experience with games taught me that there is never two separate characters that share tha same name, and if there is two characters with the same name, that means that they are the same person, so I guess I should have taken Hassir with me for this quest. Or maybe I am just seeing connections where there is none.


Nope - you got it right. Khaleb was Hassir's father. If you had taken Hassir there with you, there would be a scene where Hassir tries to get a response from his father without success. And if you told him what you saw in Khaleb's dream, Hassir would ask you to end Khaleb's life.

The124C41 wrote...
 I think most of the players would bring Llarien back. Partially because of "hey, since there is an option to do so, then it means that he would rejoin/it would somehow benefit us" syndrome, but it also makes sense in roleplay. Characters thrown into an alien world tend to cling to what they have left from the world they come in. I can't exactly claim that after spending a hundred years in the dreams of the people suffering in the Century of Sorrow, the world of Chapter 3 seemed so alien and distant to Nathaniel, but every reminder of the lost world was precious, to remind him what is he fighting for. That, and Llarien ended up being his closest friend and confidant (He didn't hide a single thing from Llarien, ever. He shared with him every piece of Evenorn's notes. He even went with him to the Frozen Tower, as Nathaniel ran out of spells while visiting the elemental planes so I had him rest and he had the Evenorn dream a little too early...). Maybe bringing a friend over to a ruined world, especially after said friend parted his ways with you in such a dramatic manner, isn't the best idea... A pity he didn't get to tell Llarien how exactly the Vigil did bring them back (though he did discover it only Llarien was recovered, so at least he can claim ignorance), I believe that would ruin their friendship even further.


Maybe I should put in the option of telling Llarien how he was brought back. I had thought about it but it seemed Llarien would then just kill himself.

The124C41 wrote...
 Speaking of Llarien and friendships, I must admit that this series may be what started healing my aversion towards elves, thanks to Llarien and Lord Evenorn. I grew really attached to both of them. Llarien is essentially the companion who stays by the prophet's side the longest, as Merudoc, Hassir and Isandra do not survive/remain beyond their chapters. And surviving so many horrible experiences together really makes people grow closer. As for Evenorn, I'd say he is one of the few multi-chapter plot-important NPCs. Uther Palandras, for example, was the character who had the greatest influence over plot in Chapter One, but then he disappears and has only a brief appearance at the finale (and it made me very happy to see him, albeit briefly, I wished Nathaniel could meet the prophet king once again and get some comfort wisdom and advice from him). Evenorn, like Fate, did show up in more than just one chapter, and that makes me happy. It always feels good to see a familiar face, and Evenorn finally ended up being the person Nathaniel trusted and relied upon most - even in the third chapter, when all his faith in everyone was, metaphorically speaking, broken to little pieces, burned in fire of thousand suns and blown with the wind. Even after the Frozen Tower. There is a line in his journal "Lord Evenorn's deception was perhaps the kindest thing anyone has ever done for me", and it was so very true for him.


That's great. I really wanted the player to feel this way. All these betrayals, even by one's own self, and finally one lie that was actually an act of mercy.

The124C41 wrote...
  As probably my defense of fate might have implied, the choice he made was to sustain the current timeline and lie. Believe me, it was no easy choice. I paced all around my room, wracked with doubts. I threw myself at my bed and tried to consider it anew. I got up, walked up to my computer, and then left again, not able to pick anything. I stared at the screen, as if an answer were to appear. I started, had a doubt, loaded game and tried again. Finally, I pulled myself together and finished it. I picked every hesitating ellipsis available. I felt that both options were equally difficult and painful for Nathaniel, that there was so much on the line and both choices contained almost equal deal of hope, and of suffering. If he chose to warn his past self, then the Century of Sorrow would not come to pass, Aleksar, Isandra, Endrik and all these people would not suffer living in the ruined world, the world would be saved... and doomed. The past would be saved, but at the cost of the future. And if he chose to lie, he'd doom the world to live through what it has lived through, he'd consciously condemn all these innocent people to senseless deaths and suffering, to surrender and render almost all his struggles void.

 I think what tipped the scale might be the same force that once stayed the hand of a certain Denmark prince
The undiscovered country, from whose bourn
No traveller returns, puzzles the will,
And makes us rather bear those ills we have
Than fly to others that we know not of?
Thus conscience does make cowards of us all,
And thus the native hue of resolution
Is sicklied o'er with the pale cast of thought,
And enterprise of great pitch and moment
With this regard their currents turn awry
And lose the name of action.


That's awesome. I wonder if more people would make this choice if they really faced it in real life. It's one thing to end a fictional world, and quite another to destroy the real one.

I really should read more Shakespeare - he has such amazing lines...

The124C41 wrote...
 There was no telling of what might happen to the world, should he make the paradox and warn his past self. His prophecies would not show him. Granted, the "curtain" after the Century of Sorrow also was a great unknown, yet the Century of Sorrow itself and the history of the world would remain unchanged. The world itself would remain unchanged. Choosing free will would remake the reality into something alien, different at the very basic level from all that he had ever known. Choosing fate would let the world retain its shape. He didn't want to blindly create something he had no idea about: he was a servant of a god, not a god himself. And so he let the world remain the way it was, trusting in the wisdom of the god that has created it this way.

 Or maybe he just didn't have the strength to fight any more.

 A quick thought on the Herezars' rebellion against fate. They claim that they wanted to fight her to earn freedom for themselves, and the free will to rule their lives as they see fit, but who exactly said that they would do much better job? Fate is a natural consequence of Lor's creation, the being whose very existence is synonymous with its function.


Indeed, and some other players mentioned something similar. Choosing free-will can be seen as an act of outrageous arrogance...

Thanks again for your thoughts.
               
               

               
            

Legacy_Spectrent

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The Prophet Series - spoiler discussion thread
« Reply #87 on: February 12, 2013, 07:47:09 am »


               Hello again Baldecaran.  That was a relatively quick response, I'm glad I had the random urge to check these forums today to read it. 

Baldecaran wrote...

Regarding the traps in the Urlord's tower, yes, if you pulled the frost lever then it would just deal frost damage. The "getting damaged back in time" gimmick was there for the benefit of the 50% of players who choose the fire lever. In retrospect, I should have tried that a few more times. I bet that 12.5% of players would get really freaked out after it works for them three times in a row!


For what it's worth, I got a pretty good mini-freak out when the gimmick worked for me.  Took me a little while to remind myself it was a script. '<img'>

Baldecaran wrote...

Llarien should have been there on the shore, so that's a bug. But at
least one other person reported that he wasn't and I never figured out
the bug. Maybe it's some kind of timing thing, whereby he dies before he
jumps... I never figured it out but might give it a second look. The
module is much better with Llarien, as you can tell from the
walkthrough.


That was a shame, I had grown fond of him during chapter 1.  Before reading the walkthrough, I just thought he died with the rest of the elves.

Baldecaran wrote...

Thanks a lot for clarifying why the part 2 poisoning got messed up.
Now I get it! It's because you went to the weavers before returning the
box, and so Nazathar did the deed. I didn't consider that (slap my
head). I need to figure out a way to deal with that... Perhaps I should
leave it as is, except that the vision in chapter 3 should remember
events correctly. Also, I don't know what to do about Hassir. His death
makes sense if the Khalites do the poisoning, but I'm not sure I want
him to survive into chapter 3. Maybe he should leave your side at the
end of chapter 2, just like Llarien does, but just not come back in
ch3... I'll work on that.


Yea...sorry? haha, it wasn't my intention to find a loophole for the quest or anything. From my/my character's point of view, the guy was in the box and not going anywhere anytime soon. I had a far more important mission at hand, the box could be delievered later.  As for Hassir, he ended up killing himself off anyways so he didn't follow me into chapter 3...not that I minded. I respected that he wanted to stop the tyrant and understood the reasons for his single-minded obsession (the scene with his father was a nice emotional touch)...but his willingness to place others in harm's way just to reach his goal put him at odds with my rogue. Originally, he and my character got along well enough in the desert, but once we entered the city all that stopped. His insistence at my rogue wearing the amulet (as if jumping after him into the giant worm wasn't proof enough) and constant eavesdropping had me viewing him as "the enemy".  Had to keep telling him to hold position in far corners of rooms just so I can speak to various npcs without him yelling at me.  The entire group of Khalites were a messed up bunch with those amulets, and then (after seeing the walkthrough) I find out that Hassir was willingly wearing a belt version the entire time.  Just to be clear here, I'm not complaining about the character, I rather like how he was designed, both attitude and backstory. Just that he and my rogue did not get along at all, even though I was completely willing to help overthrow the tyrant. 

In retrospect, my character ended up making the same decision when he destroyed the world, sacrificing everyone,  to defy fate. Funny, that.  The quote "If you hate a person, you hate something in him that is part of yourself." comes to mind.


Baldecaran wrote...

You're absolutely right about Isandra. Why on earth would she have an
antidote? That's indeed a big logical flaw and I want to figure out a
way to fix it. How about this - to turn you into a pain wraith, the
procedure does not involve sprinkling you with something, but instead
involves taking something away. A part of your soul, perhaps. That would
explain why she would have it on her later, and you'd be able to use it
to restore yourself. What do you think?


Sounds like it could work. It sort of reminds me of that trap-crypt area, where the mummy used that scarab to collect your lifeforce  (you're a cruel, cruel, person for doing that haha, but I loved it.)

Baldecaran wrote...

I've long thought that if Llarien wasn't with you at the end of ch2,
then instead of the ghostly Merudoc saving you from Isandra it should be
somebody else. Perhaps another devotee of the Vigil, sent to look out
for you. That's the logical solution, and would provide a companion for
the rest of the story. I just got lazy - henchmen are a lot of work,
especially since they need to interject into key conversations...Thanks
for describing your choice. It makes sense given your character's
experiences. Would you still have done it if Kurathan hadn't raised the
possibility of the "multiple worlds" scenario, and this world was the
only one?


You know, I didn't actually mind the ghostly Merudoc scene.  Yes, it would be a bit convenient for a ghost to suddenly appear but, as you wrote in the journal entry, the prophet was hallucinating by that time.  Perhaps he/she hallucinated Merudoc helping and gave them that extra burst of energy to claw their way out, and maybe grab a low hanging tree branch thinking it was Merudoc's arm.  That was my thinking during it.  It fits and I liked having my character being dazed, exhausted, starving, and unsure if he really saw his old friend or not.

Hmm...it's hard to say for certain. The choice was *incredibly* difficult for me, even if just a game (I'm the sort that likes to completely immerence myself into the characters).  I admit, My character/I did get some solace in the fact that by telling my past self the truth, he would go on to live his own life free of the century of sorrow...but that wasn't why I made that choice.  It was what the Herezars said resonated with me, even on an out-of-character level.  I don't think I would want to live in a world where every act of cruelty and every act of kindness, both on small and global scales, was just a script.  It would, in my opinion, cheapen every struggle and every emotion ever felt, as if it was just a series of lines read by actors on a television show. The multiple worlds scenario helped ease me into the decision, but it was that fact which had the strongest pull for me to defy fate.  If the real universe is run by fate, then I really don't want to know about it.  (Funny, again. Sort of reminds me of your ghostly paladin. I didn't let him have his illusion in game, but I want to stick to mine if it were real heh)


Baldecaran wrote...

The Drow's secret: Actually, I don't have a good answer... It's one of
those things I had thought I would develop more fully but never did.
When I wrote chapter 1, I didn't have any idea of the full plot, and
thought that maybe the drow would have something to do with the Century
of Sorrow. But ultimately it just got relegated into the background.
Still, I can try to explain where I was going with it. The drow
discovered that all mortal beings have a flaw, deep inside them, which
drives them toward selfishness and cruelty. It's related to the instict
for survival, and often goes against the morality imposed by social
structures. Elven society and the elven gods look down upon this and
punish it. But some, like the drow, thought it hypocritical that the
gods create this flaw within beings and then punish them for it. So that
is why they rejected the elven gods and decided to embrace the cruelty
within their own souls. That is why they worship spiders, which accept
their nature without burdens of guilt.


That's fair. I didn't mind it left as a mystery in game. It added more to the world, made it seem more real that there were still some unanswered questions.  But I admit, it drove me a bit crazy when Evenorn and Llarien were freaking out over the Drow book I had found.

Thank you very much for answering the other questions I had.  And I am glad you enjoyed reading my response, as I had said, it was the very least I could do in return for you sharing your story. 
               
               

               


                     Modifié par Spectrent, 12 février 2013 - 07:50 .
                     
                  


            

Legacy_Finneous

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The Prophet Series - spoiler discussion thread
« Reply #88 on: June 15, 2013, 04:29:03 pm »


               Thanks for the epic RPG experience. I enjoyed the module very much. Ultimately I decided to let the world end, to make my choices have a meaning.
               
               

               
            

Legacy_Estelindis

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The Prophet Series - spoiler discussion thread
« Reply #89 on: January 16, 2014, 10:39:14 pm »


                Greetings!  I realise that I am well behind the times in posting this.  I played The Prophet series in September and immediately upon finishing wrote this massive spiel.  I then didn't post it because I took a look at what and how much I'd written...  Frankly, it's extremely long and often very dry.  However, people are free to read it or not, so now I've decided to post it after all.  

For the record, I played this series because I realised that it had been years since I actually played a module (vs. making custom content and building), and what better series to play than the Vault number one?  In the end, the experience of beautiful Rithsilvane inspired me to start working on a new Elven Treetop City tileset, which I've been posting about in the CC forum, so it all came full circle.

Now, for my very lengthy comments on the module itself and my even longer analysis of the endgame decision.

At times, the linearity of this game bothered me.  But, on the whole, I cannot think of a better story to make extremely linear than one concerning fate.  Thankfully, 95% of the time, the emotions that the dialogue allowed my character to express were entirely in line with what she actually felt.  And the whole process culminated in a magnificent choice, laden with layers and layers of competing moral values that had been put together carefully during this linear process.

This was the toughest moral choice I've ever faced in a game.  Previously, that honour went to the Dark Ritual in DA:O, where I still don't know if my Warden did the right thing (with second honours going to ME2's Destroy/Rewrite, which is kinda similar to Prophet), but part of the reason for the ambiguity, with DA:O at least, is that we, as players, don't know the full story.  With Prophet, we do know (well, mostly!), yet I *still* can't be sure that I made the right choice.  That is insanely good writing.

I think about morality a lot.  In this game, I decided to play a character for whom reflecting carefully in order to do the right thing would also be important.  My prophet was a paladin-cleric of Pallas called Kylera.  Similar to some others up-thread, she wasn't "lawful stupid" but truly struggled with the dilemmas she faced in order to be as just as possible and to best protect others.  

Kylera believed that everyone was free to do the right thing, insofar as their history and circumstances allowed them to see it - but, even if their situation was dire, they could still try to improve their circumstances and make a better future.   She also believed that, in the end, good outcomes could not be justified through evil.  The evil act is certain, while the good effect is in doubt.  However, even if the good effect seems completely certain - even if, say, a vision from the future tells you it will happen - it's still not right to buy good for some at the cost of suffering for others.  Those people who would suffer are just as entitled to their basic human rights as others.  No human being is more important than another.  No one should be forced to suffer for any other person.  Of course, it's different if a person chooses to make a sacrifice for the sake of others.  It's good to give of oneself, but wrong to steal what someone else is entitled to keep. 

She was really disturbed when she found out that Uther Palandras had committed evil to stop the Century of Sorrow and was sure that he was mistaken.  In fact, at the moment in the first chapter when it was revealed that he intended her to be buried forever under the earth, so that she could not fulfil her destiny, if I'd had my way to roleplay her as I really wanted then I would have had her accept her fate and stay there, giving the Selanthier to Llarien so that he and Merudoc could leave.  From her point of view, self-sacrifice could ensure that what the Prophet-King foretold she would do would never happen.  While she couldn't endorse what he had done to Norenshire, she could give up her own life in the hope of saving others.  However, when I had no choice but for her to rail against fate and demand to leave, I justified it in-character by reasoning that, for all she knew, staying buried under there might actually enable the Century of Sorrow.  (Though, I expect that if she had stayed, it only would have resulted in Llarien returning with a party of elves to rescue her, or somesuch.)

Jumping to chapter two: once Kylera found out that her future self had lied, she was determined that she would not do the same when her moment came.  She was haunted by the memory of that dream where she killed a child while the mother begged for mercy.  She did not know whether to be repulsed by the cold comfort her dream-self gave: "You will have another."  She only knew, only promised herself, that if she ever faced that choice, she would never kill that child.  She came to associate this choice with starting the Century of Sorrow, and thus was doubly sure that she would never lie to herself, even though it seemed fated.  It wasn't because of some perverse desire to defy Fate "just because."  It was because lying seemed intended to cause the Century of Sorrow and thus was an inherently evil act.  No matter what "good" her future self aimed to achieve, Kylera knew in her heart that it couldn't justify such evil.

As chapter three progressed to the point where Kylera and Llarien were journeying through the snow, however, she began to guess what the final choice would actually be.  After all, if she did lie to herself, then the past, which she had experienced, would never actually have happened.  Surely that would sunder past and future even more than the elements were already out of sync.  Surely it would speed the world ever-closer to destruction, intensifying the awfulness of the Century of Sorrow (making it endless?) or even destroying the world in a clash of paradox.  In fact, then, lying would be sparing Fate's "child" at the cost of all the real children who died in the Century of Sorrow!  Or would it...?  Already, before Evenorn's notes and memories confirmed the choice she would have to make, she began to consider it deeply.

The Century of Sorrow had already occurred.  Nothing could undo it.  Even if there was some way to go back into the past and actually make it so that the Century of Sorrow had not happened, this would either annihilate the people who had fought and suffered through that awful time, who deserved to see a light at the end of the tunnel rather than having their guttering candles snuffed out, or create some alternative universe in which a new "offshot" of creation would not suffer the Century...  But these new poeple never would have been in danger of suffering if she didn't do this, because they never would have existed if she hadn't created the alternative universe by her choice.  And, of course, this still wouldn't help or reward the people who had suffered in her own universe.  To Kylera, every moment of courage that these poor people had summoned in the face of despair, every life surrendered so that others could live, had a profound dignity that deserved to be honoured.  When people chose the good in the face of horrendous evil, it was the noblest kind of freedom in existence.  She did not want to wipe that out.  On the contrary, she wanted to give them a reason to have hoped, to end the Century of Sorrow and open the door to a better life for them.  She knew that it would be a poor reward for what they had suffered, since it would take a long time for the world to heal.  Even healed, it would still have many of the imperfections that it had before this disaster, so mortals would be getting no more than they already had.  Still, it was better than nothing, than no reward at all.  Ending the Century of Sorrow would, undeniably, be a good thing.

On the other hand, one question still puzzled her logically: how did the future self who had lied to her obtain the Scepter of Lor?  Surely it could not only be that she had received it in the past from her future self.  Did there not have to be a "first" universe where the future self obtained it in some other way and then sent it back in time?  She wondered: could the giving and receiving of the Scepter, rather than being a single loop in a single universe, actually be a spiral, starting in one universe and, in the future Prophet's moment of choice, creating a new universe and passing the Scepter on to it?  How many such universes might there be?  How many times had her future self chosen to save her own world, which would continue to exist and heal in the aftermath of the Century, at the cost of creating a new one specifically to suffer a new Century?  

What if this cycle of torment would continue forever, unless interrupted?  Of course, if she chose to follow fate and lie then she, personally could only be directly responsible for the suffering in the single new world she created by her choice, not in any future ones that her new future selves might create.  But precisely that logic could enable the choice to be continued forever, with the Century of Sorrow being the horrid birth pangs of every new universe to enter creation!  It would be as if she condemned every child to be the product of rape, every mother to be raped to give birth.  Indeed, if her dreams of Fate as a mother had any truth to them, that would be exactly what she was doing to Fate.  And while she knew that *some* women who gave birth after came to love and care for their children, she also knew that this could not justify the original choice of rape, could not make it right.  Furthermore, if this was really happening, then every universe created by this process was etched in the same lines of fate.  In these endless cloned universes, everything would simply be duplicated, nothing ever changed.  In the analogy of birth, it would be as if every woman gave birth to a clone who would always (freely?) behave the same way.  This cycle creating endless "new" universes did not even have the benefit of real newness, real alternative lives and possibilitites, to recommend it.  Of course, in every identical universe, the choices that people would make (not knowing of predestination) would still certainly have dignity.  But why bring those people into existence only to make them suffer, fight and die again?  Why force them into an eternal cycle of identical pain just to eventually produce some identical good?  It could not be justified.  If this cycle was really happening, Kylera had to stop it.  

The truth was, however, that she didn't know for certain that this was the case.  Maybe it really was possible to have a stable time loop involving the Scepter of Lor in a single universe.  She didn't understand how, but many things had always eluded her mental grasp when it came to prophecy, and those principles had gone on to operate in the absence of her understanding, grinding lives between their gears.  If lying to her past self would only solve a time paradox in the single universe that would ever exist and allow people who had suffered to heal and move on, then she had to lie.  

This was the point on which her moral choice seemed to turn, yet logic seemed to break down here.  She could see no way of knowing the truth, of whether lying would save a single world or just be another chain in an eternal link of repeated suffering, of whether telling the truth would prevent the Century of Sorrow in another universe or only destroy this one.

Kylera took a step back from her confusion about time and prophecy.  She could see no way to be sure of the consequences of her actions.  Perhaps, though, she could gain certainty about the moral quality of her choice.  As previously noted, she did not believe that evil actions could be justified by a good effect or result.  However, in the current situation, it seemed like there would be some evil on either side, no matter what she did.  In such cases, her duty was to do the lesser evil, not to achieve the greater good.  For the sake of "greater goods," atrocities had been committed all through history.  Indeed, she maintained, if Uther Palandras (and, for that matter, many others she encountered along the way) had not chosen what was seen as the greater good, then either the Century of Sorrow would not have unfolded, or, if it still did, then at least the halflings of Norenshire (and others) would not have been killed along the way (even if they probably would have died later in the Century).  She had to choose differently.  But what would actually be the lesser evil?

What, Kylera asked, would be the actual moral quality of lying to her past self?  For a start, the simple fact that it would be a lie would make it wrong at a certain level.  Lies deny the truth to people - and, without truth, we cannot make informed choices.  Indeed, Kylera had been stumbling along, making wrong choices, precisely because she did not know enough to choose otherwise!  However, it can be argued that, when it is clear that someone intends to do evil, one is not obliged to give them the truth that would help them to achieve their evil ends.  The classic example is hiding someone in your house who is chased by a would-be murderer.  When the villain comes along asking if their intended victim is in your house, you would lie and say they are elsewhere, to protect a life.  The response to this is that it is actually irresponsible to send the murderous person away, because they could kill some stranger who looks like their intended victim.  In fact, you have a moral obligation to try to stop them from carrying out a murder, no matter who they might kill: you should disarm them and arrest them, or maybe try to dissuade them.  The counter-response, however, is that they may be stronger or smarter than you.  Just because you want to do the right thing does not mean that you are the best at combat or persuasion!  If they subdue or kill you, it may well seem to them that you fought them because you were probably hiding their intended victim in your house, in which case they'll enter, kill the person, and all will have been in vain.  The person you meant to protect would be dead, and maybe so would you.  So the overall answer is that a lie is generally not permitted, except in cases where it is to protect people from those who would do them harm (who, from a certain perspective, are not entitled to this particular truth), whom you do not believe you can stop in some better way.

How would this apply to the choice about lying to Kylera's past self?  For a start, she wouldn't be lying to someone who had intentions of hurting anyone.  In a situation where someone has no bad intentions but may still cause harm, the onus is to explain the situation better to them, not to lie.  To lie to them in such a way as to prevent them doing the good that they want, and instead force them into causing evil, is reprehensible.  Morally speaking, then, telling the truth to her past self is good, and lying is evil.  However, any attempt to actually tell the truth, to explain the situation better, would seem to destroy creation.  At best, it would also cause the creation of a new universe that did not suffer the Century of Sorrow.  Without considering foreseeable consequences and just focusing for a moment on the inherent moral quality of the choice, it is not evil vs. evil...  It is good vs. evil.  It is good to tell the truth to a sincere person who intends no harm and will not commit harm unless you lie to them.  It is evil to lie to such a person.

Now, though, she had to consider the foreseeable consequences of telling the truth (not of lying, at least not yet, for that takes second place due to being evil).  Part of Kylera's moral code draws a distinction between whether a good (or morally-neutral) action causes a bad effect directly or indirectly.  In a situation where one action causes two effects, a good one and a bad one, the bad one can only be justified if it was caused *independently* of the good effect.  One must ask if, somehow, the bad effect was prevented through some unseen factor, whether the good effect would also have happened.  (The classic example is the choice of whether or not to divert your carriage, which seems about to hit five people, to a different path, where there is one person.  It does not seem remotely likely that the five people would get clear in time, nor that the one person would.  If, however, through some feat of athleticism far beyond what one would expect of a normal person, the one individual managed to jump out of the way of your diverted carriage, then the other five people would still be saved.  Of course, the same would be true if you didn't divert and, though a seemingly-even-less-likely feat, the five people jumped away.  But you have to decide based on minimising what seems to be the likely bad result and, in this case, it is allowed because the bad result doesn't depend directly on the good one.)  The good effect in Kylera's situation would be giving the truth to a sincere, well-meaning person, and thus not tricking her into causing the Century of Sorrow.  (In all honestly, the responsibility for causing the Century does not lie with the Prophet of the past, who has every reason to believe she's doing the right thing, but with the Prophet of the future, who knows what the consequences of destroying the Pentaract will be and still tells her.)  The bad effect would be failing to resolve the paradox between the past and future and thus not remaking the Penteract, failing to end the Century of Sorrow.  At a basic level, it seems that two negatives would cancel each other out: there would not (1) be a failure (2) to end the Century of Sorrow.  In the absence of the bad effect, the Century of Sorrow ends.  Can the good effect, preventing the Century of Sorrow, still happen?  From one point of view, it would seem so: "no Century of Sorrow" is compatible with "no Century of Sorrow"!  But, from another, it does not seem so.  The absence of the bad effect does not mean no Century of Sorrow.  It means that the Century of Sorrow ends.  But this can't happen until it was started in the first place, so they are incompatible; one depends on the other.  However, crucially, the good effect does not depend on the bad effect.  The bad effect depends on the good effect.  If something happens to prevent the good effect, then the bad effect will also not happen.  In moral system Kylera is using, this is actually fine.

There are other tests in this moral system, however.  Importantly, the good effect has to be at least as great as the bad effect.  Ideally, it is much greater.  If the bad effect is greater, then the action that causes the effects is not allowed.  While this might seem like a fancy way of justifying evil for the sake of the greater good, which Kylera won't do, the actual action here, telling the truth, is not evil.  It is a good action whose foreseeable consequences we still have a duty to evaluate.  

The good effect is not tricking someone into causing the Century of Sorrow, which is morally equivalent to not causing it oneself (since tricking an ignorant person is just using a tool).  The bad effect is not ending the Century of Sorrow.  It's already clear that Kylera can't exactly be sure how these two are compatible - how can something which has never started fail to be ended? - but she's not looking at the causal link between these two events now.  She's only asking if the bad effect is greater than the good effect.  If the Century of Sorrow is not started (good effect), then all the suffering she has witnessed in her dreams, and much more besides, is prevented.  (Again, she won't object for now that she knows it did happen and that past can't be changed.)  She has seen people fight desperately against the living dead only to add to their numbers when, eventually, they fall.  She has seen an undead mother gnaw at the bones of her own child.  For a hundred years, it only happened rarely that the hope people nurtured actually bore fruit.  Usually, it was cruelly crushed.  For all that to be prevented would be a great good.  

On the other hand, if the Century of Sorrow is not stopped (the bad effect), then, for all that remains of history, nothing will get better.  Kylera doesn't know how long that history will last.  It could be that destruction is immediate, the world annihilating itself in a single moment of cataclysm as time and causality fall apart.  On the other hand, given how much of the world has survived in spite of the sundering that occurred when Kylera originally broke the Penteract - given how long it has taken to reach its current state, in which people are alive in spite of everything - can such swift destruction be certain?  Maybe the end of the world will take a whole millennium, during which, as long as some people still live, those who have already survived the Century of Sorrow will continue to suffer.  Maybe it will even take countless ages.  Maybe, after everyone has become an undead monster, their shambling remains will only cease moving when they are frozen in ice that engulfs the world forever?  What about conscious undead, like the paladin by the tower?  Was his soul really there, or just the shadow of memories?  To what extent is there a significant moral difference?  On the other hand, maybe that is not a real worry.  Theledessan and the soulless elves said that the undead were drawn to souls.  If any souls (or phenomena like souls enough to draw the undead) are left in the world, they will not last long against the tide.  When even they have departed and no true living remain in the world, perhaps will simply lose all purpose and stop.  While Kylera cannot be sure, the success of what remains of Rithsilvane seems to point towards the truth of that.  

On balance, Kylera is looking at either everyone dying immediately or everyone dying as the final fight against the undead is shown to have always been hopeless.  Is that worse or better than the Century or Sorrow?  Fewer people are left to experience it.  It could be argued, however, that while the people who came before them still had a little hope, these final people would gradually have their tiny bit of remaining hope taken away until there was absolutely nothing.  On that basis, one could argue that, even though a smaller number of people would be suffering, what they are being made to suffer is worse.  However, Kylera's experience was that, even in the Century of Sorrow, many people completely lost hope.  They didn't want to lose hope, but they couldn't help it.  Aleksar Tagarian comes to mind.  Of course, some people didn't give up hope.  However, given that the number of people who lived and died through the Century seems to be much larger than the number of people surviving, if half or even a quarter of the former experienced enough horror to lose hope then that's still more than all the people left in the world.

It could also be argued that the survivors of the Century of Sorrow are more deserving of mercy, because of what they've suffered, compared to people who live before the Century of Sorrow and, dependent on Kylera's choices, might never experience it.  Are they not more entitled to be spared *further* suffering than others are to be spared the *same* suffering?  

Another argument: wouldn't failing to let the survivors live prevent all the children they would go on to have from ever existing?  The future generations of their healed world are the uncounted unborn of prophecy.  However, until a person exists, they can have no rights.  While the universe may be poorer if they never come into existence, the rights of people who already exist cannot be diminished or discarded for their sake.

Another criterion is that there has to be no other way to achieve the good effect.  This seems to be the case, insofar as Kylera can know. 

The issue has been raised that perhaps, in the moment of not lying, the Prophet's choice would allow freedom to enter the world, and thus all that had been achieved would, retroactively, have been free, at the cost of the world ending at that point and no future being possible.  Kylera did not lend any credence to this conceit.  She believed that everyone really was free all along.  People's actions did not always have the intended result, whether they were prophets or not, but that did not make them unfree.  It only meant that they had imperfect understanding.  

Kylera tried not to hate anyone, but her feelings about the Herezars came close to loathing.  She could understand why the Herezars wanted freedom as captives of the Illithids, but she also knew that they enslaved many while ruling their own empire, so they were hypocrites.  As far as they were concerned, slavery was fine as long as it wasn't happening to them!  The hypocrisy was even greater considering that they wanted lives of others in the future to pay the price to answer their question about fate, even though many future people seemed none-too-bothered about fate.  And, finally, in spite of their supposed hatred of fate, the Herezars fated the Century of Sorrow, casting a blight over the future that its people would want desperately to escape.

In spite of everything that has happened, Kylera does not believe that everyone is constrained by the chains of fate.  She thinks that, even if events are preordained, they are still freely chosen.  If something else had been chosen, then something else would have been preordained.  She thinks that any belief to the contrary is just an illusion created by the ability to see the future.

The true problem is the interaction of freedom and prophecy.  If there was some third option at the end (which, of course, there couldn't be, because it would be better than the other two and thus not a hard, dramatically interesting choice), then she would want it to be that prophecy could be eliminated from the future of her world, that the gods would not allow any people in the future to be given this gift/burden.  If that meant sacrificing her life as the last prophet, it is a price she would pay gladly.  Of course, this could only happen if it had been fated - but, if Kylera had found a way to ask this of a god and it could be done, then it *would* have been fated.

Ultimately, she chose to explain everything to her past self.  She couldn't know for sure what the outcome would be.  She could only choose not to take an evil action in that moment.

If the option had been available, she would have given her past self the choice of what to do.  She felt it likely that her past self would choose not to go along with Fate, but she couldn't be sure.  The past self *might* take the option of still starting the Century of Sorrow for the sake of preserving the overall existence of the universe.  It would be completely up to the past self.  In this way - if this had been an option - Kylera would have contradicted the Herezars' claim that there was only one free choice in the universe.  There would have been her free choice re. what to tell her past self and her past self's free choice re. what to do.

And that's that.  Thanks for an amazing module that touched me emotionally and intellectually. '<img'>
               
               

               


                     Modifié par Estelindis, 16 janvier 2014 - 10:43 .