The most liberating thing I ever did in computer role-playing games was during a playthrough of Neverwinter I said that I would choose the dialogue or action that I would realistically do no matter what the game says about the consequences or the karmic effects.
This is resulted in more than one NPC going “how the hell did you see straight through our con”
Priest: “My son, I’m looking for an amulet of”
Me: “Don’t care, don’t have time, not my problem. Adventurer not charity case”
Priest: “We don’t have much money, but I can offer you s–”
Me: “I said --no–”
You miss out on experience and rewards but the true reward is the fact that you don’t have a quest log full of side quests that you don’t actually want to do
The most liberating thing I ever did in computer role-playing games was during a playthrough of Neverwinter I said that I would choose the dialogue or action that I would realistically do no matter what the game says about the consequences or the karmic effects.
This is resulted in more than one NPC going “how the hell did you see straight through our con”
Priest: “My son, I’m looking for an amulet of”
Me: “Don’t care, don’t have time, not my problem. Adventurer not charity case”
Priest: “We don’t have much money, but I can offer you s–”
Me: “I said --no–”
You miss out on experience and rewards but the true reward is the fact that you don’t have a quest log full of side quests that you don’t actually want to do
Living with purpose is its own reward.
Saying yes just to collect the mission is a horrible habit that devs has spent 30 years training us to do.