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Example? Most of the sequential questing is necessary for the complex narrative of a tabletop campaign.
Rescuing hostages from the Moonrise Towers. It warns you against entering before you find the bad guy's immortality, which sends you to save the Nightsong. If you do that, all the hostages die/disappear and you fail the rescue missions for no reason. The Iron Hand dwarves then won't show up in Act 3, locking you out of that content.
That doesn't sound right to me. My first playthrough was blind. Me and a buddy ran straight to Nightsong in chapter 2 and got a flag that warned us to check the rest. We managed to save the prisoners and then go do the nightsong.
same here, did entire playthrough with no guides and never ran into something like this. Was just very thorough on each map, like any rpg I play.
Only complaint I have is the underwater prison in act 3, that one I save scummed. The game makes it seem like Gortash is gonna blow it up in a instant, but you have enough time to dock and do your thing. That is not clear at all, and if you try to go back a second time, then it is instant.