Part 43: Bonus Chapter - The Trial III: I Throw Myself Upon The Mercy Of The Court (And Miss)
I've shown you how to win the trial, with a margin to spare. Now I'll show you how to fail horribly.(Though I'm not sure if it counts as a bonus update if it's longer than most of the other updates in the LP).
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Our first step is to establish minimum parameters for starting the trial. Least effort put in -> smallest gain resulting.
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Nevalle won't let us go to trial without having spoken to Haeromos in Port Llast and finding at least one piece of evidence.
I don't see why - it's not as if the evidence really played an important part in the trial anyway. Still, what Nevalle wants, Nevalle gets.
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We speak with Haeromos in Port Llast for (literally) a few seconds...
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...and pick up the Quartermaster's log from Ember. It doesn't have to be this clue, it could be any clue - but this is the easiest to find.
Actually, as a completionist, I can't imagine why anyone would start the trial without having completed every sidequest in Ember, having spoken to every person in Port Llast. If you don't get all seven pieces of evidence, you may as well not bother getting any evidence at all!
But I digress.
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We also tell Nya to go stuff herself when she asks for our help. She can pack up her store for one day and go do her business in Ember, can't she?
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Finally, we don't confront Elgun about his tale-telling (though we do find out he's lying from Malin and Haljal).
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Now we can start the trial.
* * *
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Our first opportunity to mess things up is when Torio first takes a jab at us.
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That didn't go down too well.
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We're going all the way with this anti-social gimmick.
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Poor Sand. He's been handed one hell of a case, and we're sabotaging his efforts at every turn.
The trial's a massive set-piece and it's an impressive one. There's a lot of dialogue, lots of options and variables, lots of ways to run through it all. In a lot of ways it's one of the centrepieces of the campaign.
It's really cool and I don't think I can properly explain it in words - though I suppose that's what this update is for. It's quite a brave quest as well - many games, many developers are afraid to let five minutes go by without a swordfight or gun battles or a chase; but ever since the beginning of Act 2 we've barely had any fights at all. In fact, the only unavoidable fights are the Vigil ambush (compulsory) and the Glowstone spiders (optional, but you either fight them or don't). The majority of the quest has been walking and talking, nothing more.
Really, you can compare it to Act 1 and see the complete difference in design. In Act 1, if you're not fighting someone, something's gone wrong; not all that dissimilar to most other games. In Act 2, though, you're immediately hit with a large, overarching quest that doesn't involve combat in any degree - instead it's about dialogue and roleplaying. And all your fancy builds and magic swords and arcane spells are so much dust in the wake of Torio's scheming. Put your dice away; this isn't going to be solved without putting your brain in gear.
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Our utter failure to investigate Ember properly does not go unnoticed.
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I said before that the trial is very long, but even two separate updates don't convey how long it is.
The trial's conversation file consists of fifteen individual parts. Fifteen. An intro, the evidence, a final verdict, and twelve different witnesses, complete with cross-examinations.
All right, so you won't get all fifteen parts in a playthrough. Some are mutually exclusive. Others only appear if you're a Shadow Thief (Watchmen don't get any special content). Even so, you'll still get nine or ten or so, and that's a lot of words. Yet the dialogue somehow manages to be consistently entertaining and/or humourous.
Let's look at our first optional content: Elgun.
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Heh. Back to our old tricks again, Calliope?
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Uh oh. That didn't go so well! Well, that's another point lost.
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Elgun's testimony isn't helping our case. This is what we get for not exposing him earlier.
Almost every witness for the prosecution will lower your standing with the court by two points through their testimony, and it's unavoidable. You can, however, potentially make up the points through careful dialogue selection - or lose even more if you're clumsy.
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Great. Our turn.
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The usual suspects make an appearance, but we won't be taking them. Why use skills to solve this encounter when we can just use brute force instead?
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Asking questions the 'normal' way results in a lot of moments like this; the witness says something shocking, the crowd murmurs and gasps, we lose a point. I've omitted most of the crowd reactions from the trial, but feel free to insert your own mutterings whenever someone says something dramatic.
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Another one. This isn't doing us any favours.
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Aha! Talking to Malin (or being a Druid or Ranger) has its payoff after all.
This is one of the few occasions class plays a role in the trial (beyond Rogues and Bards having a significant advantage, that is). Many commentators have already pointed out that Paladins should get off scot-free, since they would have noticeably and obviously Fallen for committing an act of slaughter. Still, I don't know how aware the people of the Realms are of D&D rules; Torio could always just argue that the PC isn't a Paladin at all and Sand is faking his powers or whatever. It's not hugely important, since the real focus is the courtroom drama, not a 'whodunit'.
Huh? Oh yeah, I was going to say that Clerics get a few options too: when Torio mocks the evidence, for example, you can say that her words offend you and the gods and she should shut the hell up, which is nice.
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Ah, is Torio getting nervous? Time to press the advantage.
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Well, that was dumb of us.
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Torio steps in hastily to cover for her witness. I think we can call her bluff, though.
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There's actually quite a few opportunities to make up the points lost by Elgun's initial testimony, enough to make it a tempting prospect to not do his quest in Port Llast and just expose him for a fraud in the trial. But you'd still have to talk to Malin and Haljal, and you'd have to be careful to avoid the more idiotic questions ("Could you again confirm for the court that it was I who killed all those people, please?").
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We'll finish off with a Bluff.
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A good thing nobody bothers with perjury in the Forgotten Realms, Elgun.
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This is the other optional witness for the prosecution. Obviously, as we've seen, helping Nya makes her a witness for the defence.
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We were extremely rude to her in Port Llast. I see no reason to stop now.
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Good god
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Ahahahaha, that's quite good.
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Unlike Elgun, Nya is one big pitfall for the player. She isn't lying and she's not being manipulated; if you wanted to come out of this smelling like roses, you should've done some more digging around in Ember.
In other words, you aren't getting any points back from her.
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It's actually a good example of the bias in RPGs against evil characters. We've seen that all the stereotypical, callous Evil answers just make things worse for us in the trial. And, of course, the Evil option in Nya's sidequest is to refuse to help her, which not only makes the trial harder but also denies us valuable XP and a magic item.
Partly it's because heroic fantasy is about helping others, and mostly it's because it's easier to write NPC interactions as "Will you help me? Y/N", but it's still horribly prevalent throughout most RPGs. Obsidian's fairly good about it, but there are some developers (Bioware) that really love to punish evil players.
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You know, this update reminds me of "Goon in a well".
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Like I asked you to.
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Okay, well... the skill check worked for Elgun. We can try on Nya too, right?
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Oops. Now she's crying.
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'Nuff said.
The best thing about this trial (in fact, this whole section of the game) is all the different options available to the player. As we've seen, so much of it depends on what you did in Port Llast: did you help Nya, did you confront Elgun... but also who you sided with in the Docks War, how you solved the Reylene encounter...
It's nice to have multiple solutions to a quest (in fact, that ought to be the standard in all games). But it's another thing altogether to have those solutions remembered and recalled later on in the game, to have an impact beyond the initial choice. That's impressive.
Trials in general seem to be really good parts of RPGs. One of the best was a sidequest in the NWN1 OC, surprisingly. Unlike most of the game, you had multiple options to bribe, intimidate, bluff or schmooze the jury, the witnesses and the defendant. It was a great quest, tightly-designed, and totally out-of-place in a dungeon-crawling hack'n'slash. And one of my fondest memories is getting convicted of kidnapping the princess in Chrono Trigger because I ate some guy's sandwich.
It's probably because trials require lots of effort and lots of writing. You can't just throw some lizardmen at it and call it a day.
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Next unseen content is on Alaine.
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We didn't speak to Alaine in Port Llast so this is coming out of left field for Bizarro-Calliope.
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Oh no! Shandra doesn't like us!
We only needed 5 Influence to pass this check, and we couldn't even get that.
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You can't avoid losing some points from Alaine's testimony, but you can avoid losing all of them. That's not what we're here for, though!
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If you don't have enough Influence with Shandra and didn't talk to her in Port Llast, the only way to not haemorrage points with every question is not to ask questions at all.
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Some of the options allow you to recoup points.
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We pick up a point here - but you're plain out of luck if you have more than 14 Strength. It's not all bad after all!
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Maybe it is bad, then. If only we'd spoken to Alaine earlier...
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Nice.
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Oh, Sand, you have no idea.
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We know the answer to this already, we saw it in the Quartermaster's logbook. But we can't say it without the Intelligence check, and only when cross-examining Alaine.
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I always thought that was pretty damning evidence, but it seems nobody really cares that Luskan knew Ember was going to be destroyed.
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Torio calls on Shandra Jerro...
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...and we fail Influence. Blergh.
Afterwards, she calls on us.
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We don't have to play her game - and there are good options for it, using Diplomacy and Perform and whatnot. But that's not how we're doing things.
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Refusing to answer at all makes us look shifty and loses us more points.
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Not long to go now. We didn't find Marcus or help Nya, so Callum and Shandra are the only witnesses for the defence. There's actually a section where you call Alaine to the stand for a second time, to undo some of the damage she did, but I think we've covered her pretty much fully.
So we're on Callum and Torio's just revealed that Sand was a Hosttower mage.
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I'm so glad Sand took skill ranks in Bluff.
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Finally, we move on to Shandra.
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Well, that was a wash. You can see how the trial can go quickly from an episode of Law & Order to an absolute trainwreck, based on a few skills and sidequests.
So maybe we want to skip the trial? I mean, it's a long sequence and if you don't have the skills to fend off Torio, there's not a lot you can do to stop getting steamrolled by her.
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The best way is to let Sand handle it for you. The trial immediately skips ahead to the end, with all points acquired retained.
* * *
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Hear Sand deliver this line
Almost worth skipping the trial just for that.
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Denouncing the trial isn't as funny, and nets you an extra negative point for contempt of court. But I suppose if you're roleplaying...
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And there you go. Trial failed. Mission accomplished (?).
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It doesn't change the outcome of the trial, though: just reverses it.
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It's a shame, I suppose, that in the end the game railroads you to the same outcome. However it couldn't really just let you fail the trial and be executed, especially since a Fighter with no skill ranks would find it almost impossible to get an innocent verdict, nevermind the bonus and the epithet feat.
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A final note: half the reason these updates have been so long is because of how much attention has gone into scripting the trial sequence. All of the cutscene cameras are custom-placed, characters have animations and facial expressions, there are reaction shots and other clever tricks (like just then: Lorne's interruption comes from off-screen, so you don't know that he's been hiding in the audience). There's a final total of seven hundred different voice-acted lines, which doesn't include the various player responses.
It's very cool and I just wanted you all to know that.
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