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The Copper Coronet, post-Salvanas (SPOILERS)
Posted: Thu Jul 10, 2008 7:51 am
by fable
Most of us have probably allowed Salvanas to speak with all the female members of our parties, thanks to his haplessly idiotic pickup lines. We also know that this is the one action that drives Edwina over the brink, causing the death of Salvanas, and angering the CC management. My question is this: has anybody pursued this line further (instead of reloading), to see what happens if you quickly leave the CC and return, later? Does the owner (either of them) and his folks ever calm down? Or does he still think it makes sense to take you on for the sake of a pseudo-medieval lounge lizard?
Posted: Thu Jul 10, 2008 9:51 am
by Silvanerian
Hmm...haven't tried it, but generally speaking, if someone goes hostile on you, it's impossible to reverse them back to the neutral blue. At least, I have never heard of a way to do this, so if Bernard and everyone at the CC have gone against you, I think you'll have to live with that unfortunately..
Posted: Sat Jul 19, 2008 5:41 am
by CoM_Solaufein
Silvanerian is correct. Once they go hostile, they'll stay that way. Wonderful thing those scripts. Makes it near impossible to play psychotic evil. The whole town would be hsotile and impossible to complete quests.
Posted: Sat Jul 19, 2008 7:22 am
by fable
CoM_Solaufein wrote:Silvanerian is correct. Once they go hostile, they'll stay that way. Wonderful thing those scripts. Makes it near impossible to play psychotic evil. The whole town would be hsotile and impossible to complete quests.
Except that the game's response--or more correctly, the AD&D response, in the area of ethics--is laughably unnuanced. Take Salvanas: why should we assume that you'd have to be evil to kill him? There are many societies where a person like Salvanas would instead be 1) taken by the constabulary, judged, and killed, 2) found by the males of the family unit he had offended, and immediately killed, 3) killed, causing some initial anger from the business where it occurred, until everybody was properly paid off and the matter, forgotten; 4), killed, leading to a temporary banishment from the place that would be lifted a few months later when the matter was forgotten. A poor mini-culture like that of the Slums would be more likely to see 3) and 4) than 1) or 2), but even 2) would be possible. And I could easily see that slime Lehtinen going for 3), all other things being equal. Mind you, I didn't really expect this sophistication from BG2, but it would have been nice to observe. It does occur in the laissez faire atmosphere of Sigil, in PS:T, and an approximation of the non-Salic, "private grievance" Nordic system is employed in King of Dragon Pass.
If the developers really wanted to keep the kiddies from taking out their frustration on game characters, however, a far more effective deterrent would have been an instant appearance by the local constabulary and an automated fine. Losing gold hurts in BG2. Losing access to the CC, once you've taken care of all the quests that originate or occur there, doesn't, not if you're a moody kid who has discovered rebellion for the first time in history and thinks death is kewl.
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Posted: Sat Jul 19, 2008 10:00 am
by galraen
Pretty much agree on that Fable, except it really is the 'DM' that's at fault not AD&D in general IMO. If the CC wasn't the only pub in the Slums (unless you have the Cheesers of Mystra mod) then maybe there'd be some logic to the reaction. That's assuming the CCs revenue was heavily reliant on Salvanas pulling in the 'punters'.
Even then one would think that Hendak would be likely to come to some sort of understanding with his rescuer who gave him ownership of the tavern in the first place. As you point out, if Lehtinen was still the Maitre D then money would solve everything, he might be a little miffed you didn't fight it out in the arena so he could make even more money from the spectacle though.
Posted: Sat Jul 19, 2008 10:21 am
by Klorox
They stay hostile. It amusingly happened in a no-reloads game I was playing.
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