#james ohlen
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𝒪𝓃𝑒 𝑜𝒻 𝓉𝒽𝑒 𝒷𝑒𝓈𝓉 𝐒𝐭𝐚𝐫 𝐖𝐚𝐫𝐬 𝑔𝒶𝓂𝑒𝓈 𝒸𝓇𝑒𝒶𝓉𝑒𝒹...
#BioWare#Dallas Dickinson#Darth Malak#Galactic Empire#James Ohlen#Korriban#May the Fourth be with You#Multiplayer Online#PC Game#PC Gamer#Sith Academy#Sith Empire#Sith Lord#Star Wars#Star Wars: Nights of the Old Republic (2003)#Linux#Mac OS X#Microsoft Windows#Nintendo Switch#PlayStation 5#XBOX#Console/PC Game#Star Wars: The Old Republic (2011)
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Exodus, the new game being led by BioWare veteran James Ohlen, finally reveals some gameplay, and boy it sure looks like Mass Effect
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David Gaider on Alistair, under a cut for length:
"Ah, Alistair. Depending on who you ask, he's the adorable woobie with the biggest heart or the irritating, over-used man-child. Yes, he is indeed all of those things. Good characters have flaws to go with their virtues. Ugly spots. That is literally their humanity. He was a bit of a bear to write, at the outset. James (Ohlen, the first creative director on DAO) had this idea he needed to be a grizzled Warden veteran - older, distrusting. Everyone hated him instantly. I call this the Carth Onasi Problem, and suggested to James that maybe I try something else. My observation says that the characters who are generally liked the most are the supportive ones. Enthusiastic. Funny? Sometimes, sure, but that's *not* required. I need to digress. See, at the time James had this (regrettable) period where he believed everything could be derived from a formula. He even sold this idea to the founders, Ray and Greg. Google 'BioWare formula'. Anyway, how this relates is because James thought the DAO cast needed a Minsc: a comedy character who would become super popular and, ideally, the icon of DA. "Isn't that Alistair?" you ask. "Arguable," I say, "but no." James had me to up a huge list of 'comedic archetypes' and I wrote some possible dialogue for each one. Then he had the team vote. The winning archetype? The Buffoon - like Homer Simpson or Peter Griffin. James was pleased. I was not. "The problem," I said, "is I don't find the Buffoon funny." 😅"
""But you're a professional." "Sure, I *can* write him... but comedy isn't science. I need to find him funny. If I write him, the only comedy I'll mine is where he makes fun of himself." James took that on board and then passed the character onto someone else. The result? Oghren. I rest my case. So back to the supportive character: that was my thought for a new Alistair. It was a special case, after all - the DAO PC was thrust into a terrible situation. They needed someone who had their back. A bud. A *likeable* bud. I was watching Buffy at the time, and my thoughts drifted towards Xander. Now, I know Joss Whedon is persona non grata these days, but this was 2006, OK? I was watching Buffy and thought, "man, Xander is such a wasted character" and considered how to fix him. Then I realized this might work for Alistair. Plus, I wanted to see if I could replicate the Whedon vocal patter. That was the new Alistair: a more useful and likeable yet equally dorky version of Xander. We had very strict rules in DA about language: no modern speech styles, colloquialisms, any words that came into use in our world after 1900 got severe side eye... but Alistair? Alistair got a blanket pass. Was it great that the lead writer's leading man got to break the rules? I guess not, but it's my opinion that you can break those kinds of rules - selectively, in small doses. Too much and you break the illusion. And it worked. Alistair was an instant hit. Not just with the team, but with the fans."
"Confession time? Yes, I knew Goldanna wasn't meant to be Alistair's mother. But neither was Fiona, originally. I think fans caught wind of some revisionism at work, and OK it's true. I had a more Arthurian idea for his birth but I stopped liking it... yet not soon enough to go back and make edits. Should I have just left it be, left Goldanna as his mother? Maybe. It was one of those writer things I just couldn't let go of and I probably could have used someone to sit me down and go "Gaider, please. Just stop." I still like Fiona, and where I took it. But I probably shouldn't have gone there. Casting Alistair was SUCH a chore. He required a weird mix of devilish charm, but with enough sincerity and adorkableness it didn't come off as smarmy. Every audition went full smarm... until Steve Valentine up and appeared out of nowhere. In the midst of a batch of audition files, there he was. We brought Steve in "just to try out", and he pulled it off. Even the "frog time" line, which (seriously) nobody else could. And when he got to the romantic lines, Steve's voice turned into pure butter without, again, sliding into "oh, he's slightly creepy". Both Caroline and I were sold. And he was so gloriously easy to write. It's a well I'd probably return to... a bit too often, maybe? Maric, then Anders in Awakening, and then Alistair kept popping up in future games and the comics because, yes, he was pretty much the breakout comedy character of DA. Which still makes me happy. 😁 CORRECTION: Goldanna was someone Alistair thought was his *sister*, and her mother his mother. Look, it was almost twenty years ago, OK? 😅 --- I actually had a whole scene written in DAI where Fiona tells him, but the requirements were so specific for them both to be in Skyhold and it seemed like it'd be relevant only to a small small sub-section of fans (and confusing to everyone else) so it was dropped. Rightfully so, I guess."
[source thread]
User: "The Buffy vibes were strong in DAO and I was very happy with that at the time. What I loved about DAO was the mix of dark themes entwined with bits of levity. That's how I like my angst. Dark, broody with a side of ha-has and y'all delivered in DAO for sure." David Gaider: "That's a me thing. I like going dark - really dark - and then pairing it with light, comedic moments. It provides peaks and valleys in the tone, and prevents either from becoming overwhelming. Hey if it worked for Shakespeare (alas, poor Yorrick), it can work for DA, right? 😉" [source]
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Ray Muzyka and Greg Zeschuk, co-founders of BioWare. Left simultaneously on September 18, 2012, officially ending the Classic BioWare era.
Casey Hudson, producer and director of KotOR and the original Mass Effect trilogy. Left in August 2014, but returned in July 2017 to lead the Anthem development and BioWare as a whole, then left again in December 2020.
David Gaider, designer on BG2, NWN, and KotOR, lead writer of the first three Dragon Age installments. Left in January 2016 to join Beamdog, before co-founding Summerfall Studios in 2019.
Aaryn Flynn, programmer on BG2, NWN, KotOR, JE, and DAO, studio head during the production of Dragon Age II, Inquisition, and Mass Effect 3. Left in July 2017 to join Improbable in September 2018.
Mike Laidlaw, lead writer on JE, creative director of the first three Dragon Age games. Left in October 2017 to join Ubisoft Quebec (for the record, this was around the time that Project Joplin, the original iteration of Dragon Age IV, was canceled), but left in January 2020 after his new project was canceled to co-found Yellow Brick Games.
Steven Gilmour, lead animator on BG1–2, NWN, KotOR, ME1, and DA1–3. Left in October 2017.
Drew Karpyshyn, designer on BG2 and NWN, lead writer on KotOR, JE, ME1–2, and SWTOR. Left in February 2012, returned in September 2015 to work on Anthem, left again in March 2018.
James Ohlen, writer/designer on BG1–2, lead designer on NWN, KotOR, JE, and DAO, and game director of SWTOR. Left in July 2018 to design D&D adventures with Karpyshyn and one more BW alumnus, Jesse Sky, and later joined Wizards of the Coast.
Jacques Lebrun, engine programmer and tech director on the Dragon Age series, left in September 2018 to join Improbable.
Fernando Melo, technical manager on JE and (online) producer on DA1–4, left in August 2019.
Mark Darrah, programmer on BG2, NWN, and JE, and executive producer of the Dragon Age series. Left in December 2020.
Matt Goldman, artist on BG1–2 and NWN, art director on JE and DA1–3, creative director of Dragon Age after Laidlaw's departure. Left in November 2021.
Mac Walters, designer on KotOR, writer on JE and ME1, lead writer on ME2 and ME3. Left in January 2023.
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really funny james ohlen was one day just like i need to make xan from baldurs gate lgbt as fuck
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Interesting interview from James Ohlen on some of the inspiration for BG2
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7/21 おはようございます。 Larry Young / Larry Young’s Fuel Al4051 等更新しました。
Nina Simone / Sings The Blues 740502 Johnny Eaton / Far Out Near In cl996 Eddie Condon / Jammin' at Condon's Cl616 John Coltrane / Village Vanguard Again as9124 Gigi Gryce Donald Byrd / Jazz Lab Jgm1059 Pello El Afrokan / Un Sabor Que Canta LD-412 Baron Von Ohlen Mary Ann Moss / The Baron CW3001 Donald Byrd And 125th Street NYC / Love Byrd 5e-531 Al Wilson / Searching For The Dolphins scs92006 Larry Young / Larry Young’s Fuel Al4051 Robert Ashley / Perfect Lives Vr4908 James Brown / Reality PD6039 Kashif / Kashif al8-8001 Philadelphia International All Stars / Let's Clean Up The Ghetto JZ34659 John Gibbs And The Unlimited Sound Of Steel Orchestra / Steel Funk m2325
~bamboo music~
530-0028 大阪市北区万歳町3-41 シロノビル104号
06-6363-2700
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Exodus, das kommende Weltraum-Rollenspiel (RPG) von Archetype Entertainment, steht kurz davor, das Genre mit seiner ambitionierten Erzählweise und Spielmechanik neu zu definieren. Archetype Entertainment wurde von Branchenveteranen wie James Ohlen, Chad Robertson und Chris King gegründet und bringt Erfahrungen aus ikonischen RPGs wie Baldur's Gate, Knights of the Old Republic (KOTOR) und Jade Empire mit. Angesichts eines solchen Erbes sind die Erwartungen an ihr neuestes Projekt hoch. Die Entstehung von Exodus Exodus wurde kürzlich angekündigt und hat in der Spielergemeinschaft für Furore gesorgt. Archetype Entertainment, unterstützt von Wizards of the Coast, entwickelt diesen heiß erwarteten Titel für PlayStation 5, Xbox Series X|S und PC. https://youtu.be/WAKAZNQuLqw Ein Hollywood-Star betritt das Spielfeld Um die Spannung zu steigern, schließt sich Matthew McConaughey in seiner ersten Videospielrolle dem Cast von Exodus an. McConaugheys Figur dient als Mentor, der die Spieler durch die Erzählung des Spiels führt und ihre Entscheidungen beeinflusst. Erzählung: Ein Sinfonie aus Entscheidungen und Konsequenzen Die Handlung des Spiels dreht sich um das Konzept der Wahl und ihrer Folgen und verspricht multiple Enden basierend auf den Entscheidungen der Spieler. Inspiriert von Werken wie Interstellar und Dune, ist die Geschichte im Omega Centauri-Sternhaufen angesiedelt, wo Menschen weit davon entfernt sind, die dominierende Spezies zu sein. Stimmen, die nachhallen Das Spiel bricht mit der Tradition eines schweigenden Protagonisten und bietet stattdessen eine voll vertonte Hauptfigur. Diese Entscheidung verstärkt die Immersion der Spieler und ermöglicht eine nuanciertere und ausdrucksvollere Erzählung. Erkundung und Freiheit Exodus ist so konzipiert, dass es nicht-linear ist und den Spielern die Freiheit bietet, sein riesiges Universum zu erkunden. Dieser Open-World-Ansatz wird durch eine vielfältige Auswahl an Begleitern ergänzt, die die Reise des Spielers bereichern. Wissenschaft trifft Fiktion Das Entwicklungsteam des Spiels arbeitet mit führenden Science-Fiction-Autoren und -Künstlern zusammen, um ein reichhaltiges und authentisches Erlebnis sicherzustellen. Dies beinhaltet einen starken Fokus auf wissenschaftliche Elemente wie die Zeitdilatation, ein Kernaspekt der Spielhandlung. Einflüsse und Inspirationen Exodus schöpft Inspiration aus verschiedenen Quellen, darunter frühere Werke des Entwicklungsteams und andere populäre Medien. Titel wie Horizon, Tomb Raider und The Last of Us hatten einen Einfluss auf die Entwicklung, insbesondere im Hinblick auf Rollenspielmechaniken, die auf Wahl und Konsequenz basieren. Fazit Exodus markiert einen mutigen Schritt in der Evolution der Sci-Fi-RPGs. Mit seiner prominenten Besetzung, tiefgründigen Erzählung und innovativer Spielweise steht es bereit, ein Meilenstein im Genre zu werden. Die Kombination aus der erfahrenen Expertise von Archetype Entertainment und frischen, ambitionierten Ideen verspricht ein Spielerlebnis, das noch Jahre lang bei den Fans nachhallen wird. Für weitere Einzelheiten zu Exodus, besuche GamesRadar.
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there's this anecdote that's been going around now that Baldur's Gate is a conversation topic again, specifically James Ohlen talking about how he realised they needed to rewrite BG2's cast to be more defined after seeing how strong the FF7 cast was
anyway, here's hoping that this is the moment that makes other large developers realise they need to trendchase roleplaying in their roleplaying games (if all other signs hadn't reached them)
BG3 sweeping isn't surprising at all. AAA companies retreated so hard from making actual rpgs to the point where a AA studio was able to dominate the conversation with relatively little competition
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Random question. I read that 'Pelledia' was originally considered as a name for Thedas before it was finalised. Is there any mention of why they considered it, like is it supposed to mean anything? I'm writing some fanfiction and considering using it as a call back but I am assuming they just thought it sounded nice? Any help is appreciated :) Also apologies if you aren't accepting Asks atm, I'm new to tumblr so admittedly I don't know the etiquette!
hello! ◕‿◕ welcome to tumblr and no worries at all, we have a toggle where we can set 'let people ask questions' to on/off and mine as u can see is currently on ^^ [here] is a post which contains a summary of some interesting factoids and insights pertaining to the development of Dragon Age from the book Bioware: Stories and Secrets from 25 Years of Game Development, it briefly mentions the Pelledia factoid. the full mention of this factoid from the book itself (in case the context/quote helps) reads:
"The name for the Dragon Age setting came about another way. “Thedas” was shorthand for “the Dragon Age setting” on the forums and internally, and the design team fully intended to name the continent something else in the final release. James [Ohlen] initially floated the name “Pelledia”. But the team figured there was no rush. “Thedas” would work well enough temporarily. Enter David Gaider’s first rule of naming: if a temp name has been around long enough and is not actively terrible or offensive, after six months, people won’t be able to think of it by any other name. That’s what happened with Thedas. The team had a big meeting to try and come up with a better name for the continent. But in the end, nothing sounded right except Thedas."
And yes!! there is a bit more info on this!! David Gaider did some dev commentary over a playthrough of Dragon Age on a Twitch stream a few years ago and in that commentary was a lot of different bits of insights and information. I think the original videos aren't available to watch anymore unfortunately, but at that time I took notes on them all and what was said (the following quote isn't a direct quote/word-to-word transcript, but it is notes on what was said):
"One of the original names for the setting, Peldia, was pronounced Pel-DEE-ah. This name came from a homebrewed world James Ohlen had made. He was keen to call it this, but David Gaider wasn’t keen on it and so in every document after that first one, he just referred to the setting as “TDAS” (The Dragon Age Setting) instead. When they spoke about the lore on the BioWare forums after the game was announced, they would often refer to it as “The Dragon Age Setting”. Someone on there abbreviated this to “Thedas” and the devs started using it. About three quarters of the way in they were like “Can we please just give this realm a name”, and at this point James was gone. They had a list of other names but nobody really liked any of them, and they’d been calling it Thedas for so long. Eventually, Sheryl Chee suggested “Can we just call it Thedas?” and it stuck."
as you can see in this I mis-spelled "Pelledia", and that "Pelledia" was the name of a homebrewed world that James had created himself at some point. :) that quote is from [this post here], and [here] is the link to the first post in that series, which itself contains the links to all of them.
(you might also be interested in this article and the maps and early worldbuilding of Thedas info that it contains. for example, who were/or were going to be the "Shaelan" race and the "Olvenene" race?? what was the apparent forest city of "FaeFran" etc?? :D there's also "far-away Noathen", some place where the first iteration of the DA themepark ride's story blurb mentions. hh, just in case that's of interest or you need more names to make callbacks with or something)
I hope this helps and best of luck with ur fanfic. ʕ •ᴥ•ʔ
#dragon age#bioware#mjs mailbag#video games#neonacally#long post#longpost#this is the Deepest Lore™.. i cud only find the answer to this in one of my own posts.. which is probably my fault tho for spelling#it wrong LOL
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I just want to add onto this because I have been rereading Minsc and Boo's Journal of Villainy and I came across Viconia's page. Now I want to clarify this book is not considered canon but is written by James Ohlen, the creative director for the Baldur's Gate games other than BG3, so you can kinda pick and choose what's true and what isn't, Larian certainly did.
That's the full page which I won't be writing fully out and I understand it's blurry.
So, in this version, Viconia is still worshipping Shar but Shar has ordered her to work with cults that worship the Elder Elemental Eye...HUH? Doesn't explain why and it certainly isn't mentioned in the game so it's just one of those things you just have to pretend you didn't read.
The reason I bring this up is for two reasons:
1) Her Brother
[Viconia first lost the Spider Queen's favour when she refused to sacrifice an infant. In a desperate attempt to appease Lolth, her own mother arranged for Viconia to be sacrificed herself. She was save by her devoted brother, Valas. For this crime, Valas was transformed into a drider.]
I purposefully didn't highlight 'an act she saw as pointless.' because once again, Viconia isn't a evil person deep down. She's a bit like Astarion, she's had years upon years of living in the brutal drow society that everything she does is for survival but deep down she's not an evil individual she just doesn't know better until meeting Gorion's Ward and goes through the happenings of the Baldur's Gate games.
Anyways, her brother, Valas, saved her from being sacrificed and was turned into a drider.
My theory/headcanon/AU is that Valas is Kar'niss.
This really builds off of @karniss-bg3 theory which you can have a look at for yourself here, he has theorised that Kar'niss name means 'productive gambler'. Now, I headcanon that when someone is transformed into a drider they loose all sense of self, including their name, which is somewhat true as we're told that Kar'niss mind is super fractured. Maybe driders are named after the crimes they committed or something along those lines? Because helping his sister escape from his mother and Lolth's wrath is a big gamble. Of course, Valas/Kar'niss would have known there was no escape for him but would his sacrifice be worth it allowing Viconia to escape or would it all be for nothing, he turned drider and Viconia sacrificed. Now, we know that Viconia survives and goes on to save multiple cities making Valas/Kar'niss a 'productive gambler'.
I'm aware I'm pulling at straws!
But I'd loved a scene in this AU, Shadowheart being Viconia's daughter, of Kar'niss in his fractured mind not outright but seeing Viconia in Shadowheart. Maybe making a nonsense comment of how he's seen her before and thank the gods she lived but not even he knows why he said that.
2) This feels more like Viconia
[Viconia travels the Underdark looking for fellow outcasts. SHe has put together a motely band including a pair of driders named Cackle and Backle and a deep spider that she has raised since she saved it from being eaten by its mother. She also rides an achaierai that lost the rest of its flock to a war band of dwarves.]
THIS IS SO CUTE!
I want this! I want to meet Cackle and Backle! I don't know why WotC so set on trying to make her appear as this unredeemable drow that doesn't care about anything and she is just evil because they also add stuff like this that just goes right against it! If anything, sounds like Viconia would be interested in the Society of Brilliance, a group that want to make the Underdark more inhabitable.
Instead of exploring Lenore De Hurst tower, we could've explored maybe Viconia's home? or Lenore is an alias and I can't remember if they say anything about Lenore not having responded in a while (I've assumed the woman died) but Blurg and Ommelum could say like they hadn't heard from her in 30 years. I say 30 because Shadowheart looks 10-13 years old in her flashback.
But we could've had hints throughout the tower/house of Lenore actually being Viconia that maybe you wouldn't realise right away. We could've met Cackle and Backle, the spider she raised and the achaierai! I'd rather that than that whole robot thing.
Viconia they will never make me hate you!!!
Rework of Viconia Devir
So, I had been working on two different ideas: How to rework Viconia where her whole story arc from the previous games doesn't get shat on and how to make the Tadpole Troupe more diverse.
I don't know why the thought came to me but it did: Shadowheart should've (or I think it would've been fun) been Viconia's daughter.
Please hear me out!
If you don't know, Viconia has literally the worse luck in the world it seems, like read her wiki page history I'm sure that's just then tip of the iceberg.
When travelling with Gorion's Ward she is a cleric of Shar, and if not romanced, after their adventures she goes to Waterdeep to run an enclave there, which Viconia in BG3 does tell us:
[Viconia DeVir: I had an enclave in Waterdeep, you know. Much grander than this. Shar ordered me to raze it, kill all who followed me - claim they betrayed me, when in fact I slew those who showed nothing but loyalty.]
I really think Viconia remaining with Shar sucks major balls. Literally, she goes on to be a hero in her own right in her epilogue:
[No longer with Protagonist, Viconia went on to found a cult dedicated to Shar in the city of Waterdeep. One of her followers betrayed her, however, prompting the slaughter of the whole tainted lot. Shar admonished Viconia strongly for this, but she was unrepentant and again wandered the Realms. Viconia was still formidable, and went on to prevent an attempt by the Knights of the Shield to take over Calimport, even worked with Drizzt Do'Urden to save the elven city of Suldanessalar from a Zhentarim plot. For this last act, the elves accepted her, and Queen Ellesime bestowed the highest honors of the Seldarine, an accolade never before given to one of her dark kind. Viconia reportedly bowed without emotion, and then left. Her fate remains unknown.]
Does that sound like someone who would continue to follow Shar?? My gal work with Drizzt Do'Urden! Saved at least two cities! Bestowed the highest award that no drow had ever received!?
Seriously, to me Viconia DeVir and Mother Superior are two completely different characters.
So, how does this work out for her to be Shadowheart's mother? I've got two alternatives that I could see the story using both at the same time, which they do with Gorion's Ward and Abdel Adrian.
Option 1: Viconia had a relationship with a human Selûnite
It could've been in Viconia's wanderings she save a town/village and a human took a keen liking to her. Either a fling or a genuine relationship, Viconia ends up pregnant and out shoots Jenevelle. You could still have it that her dad was a werewolf, but because he's human the years of torture on that torture disk thing caused him to perish.
(whatever that thing is)
Option 2: Shadowheart is the daughter of Viconia and Gorion's Ward
So, in Viconia's romanced ending she has a son with Gorion's Ward and fucking dies.
[Protagonist and Viconia continued adventuring long after leaving Tethyr. He became an important political figure, and she was his trusted counsel. Eventually Viconia bore Protagonist's child, which first served to strain their relationship. The birth, however, changed her, and she dedicated herself to raising the boy, teaching both the ways of the drow and of Protagonist's people. She marvelled at the understanding in his eyes, but unfortunately, didn't live to see him grow. Viconia was poisoned by a servant of Lolth, her last words whispered to her loving mate in private. Protagonist raised his son in secret, and tales vary on the result. Some say they waged a crusade against the drow, but all agree that the former child of Bhaal never forgot the love of his dark maiden.]
Obviously this isn't canon anymore, I guess? But, we've seen in the game Larian picks and chooses bits n pieces from the source material. I also don't like how Gorion's Ward isn't mentioned too much, I did hear that apparently Tav was meant to be a child of Gorion's Ward before it got scrapped and I do like the idea of descentants being part of the party.
If they had chosen this route of Shadowheart being Gorion's Ward and Viconia's child they could twist it in a few ways:
Viconia and Gorion's Ward did have a son but he was killed by Lolth servants rather than Viconia, making Shadowheart their second child.
Viconia and Gorion's Ward did have a son and they had Shadowheart as well but Gorion's Ward was killed by Lolth servants rather than Viconia, making the son still alive.
They never had a son, Lolth servant still kills Gorion's Ward
They never had a son, no Lolth servant kills anyone but Gorion's Ward still dies before we see Viconia again because people would not like a retconned CHARNAME we hate you abdel adrian fuck you
I think option 3 or 4 would make more sense game wise because you could still be vague on whether or not Shadowheart's other parent was Gorion's Ward, that way the player can decide based on who they romanced in their playthroughs. I do like option 2, either the brother could've spent all these years looking for his mother and sister and trying to save them or on the torture disk with his mother.
Also I don't think Viconia would become a Selûnite herself, honestly. I feel like two goddess' fucking you over would put you off worshipping another. However, I could see her wanting the best for her children, it says so in her epilogue she is a dedicated mother and I could imagine her wanting to set her child on the right path, some insecurity of poisoning her child's chance of a good life by being their mother.
I've said this in a post before but I genuinely didn't realise that Shadowheart's dad was a werewolf until I read it in a wiki article. I thought it was a manipulated memory and her dad (who we could switch out for Viconia) was illusion or replaced by a wolf to instil a fear in Shadowheart and make it seem like Mother Superior had saved her.
And, could you imagine the scene! You've defeated Mother Superior and her enclave, you got to where Shadowheart's parents are, with Minisc and Jaheira in your party, and hanging limp on the torture disk thing is the familiar face of Viconia DeVir.
Also Viconia's child being a target of Shar feels more possible than some random Selûnite couple. Honestly, you could take the whole Selûnite bit out. Could you imagine how pissed a god, especially one like Shar, would be if someone who had just killed a whole enclave of followers just shrugged of being scorned by you? Wouldn't you want to make them suffer for years? Make them remember what kind of god you are?
Anyways, here's half-drow Shadowheart!
(please excuse spelling mistakes and grammar I'm dyslexic)
#baldur's gate 3#bg3#dnd#shadowheart#viconia devir#daughter of darkness#baldur's gate#charname#gorion's ward#lolth sworn drow#shar#dnd drow#drow#lolth the spider queen#cleric#dungeons and dragons#cleric of shar#cleric of lolth#lolth#kar'niss#minsc and boo#underdark#drider#baldurs gate#cackle
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The UI design of Baldur’s Gate places a significant emphasis on the idea that the majority of context-specific actions the player can perform will be done through the buttons on the left, right, and bottom center of the screen. While characters and locations are displayed on screen in the game world as well, the game largely takes place through these buttons and the text on the screen- thus making it that much more important that any action the player takes must be entirely intentional.
#baldur's gate#bioware#black isle studios#interplay entertainment#ray muzyka#james ohlen#1998#tiny design#game design
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Odyssey of the Dragonlords a new 5e setting by former BioWare staffers
#james ohlen#dragon age#jade empire#Never Winter Nights#BioWare#Electronic Arts#Gods#titans#greeco roman#odyssey of the dragonlords#drivethrurpg#epic#tabletop gaming
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BioWare Veteran Moves From Digital RPGs to Actual Tabletop
Stepping away from the video game industry after 22 years veteran of BioWare and a lead designer of Baldur’s Gate, James Ohlen will be focusing on a new project that is just as exciting as any of his others.
Check it!
https://www.hardcoregamer.com/2018/07/14/bioware-veteran-moves-from-digital-rpgs-to-actual-tabletop/306162/
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Looks like Archetype Entertainment is about to announce some pretty big new hires in the coming weeks...
(That's the studio that James Ohlen started a couple years ago and announced Drew Karypshyn was on board but has been relatively quiet about their big open-world sci-fi RPG project.)
Bioware just announced it's canning another 50 employees, including Mary Kirby, and I'm just miserable about what that means for the state of the games and the future of the studio.
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