I don't think Baldur's Gate supports the reading that CHARNAME is a frightened callow youth running and hiding from those seeking to kill him. You run from Sarevok in the initial encounter because you are ordered to by Gorion. You find yourself alone come the dawn, but the running and hiding (from Sarevok), without exception, ends there.
From then on it's a case of pursuing the armoured fiend, finding out who he is and trying to kill him. The PC charges headlong, knowingly into trouble and does not shirk from a single fight. You might say the trip into Nashkel mine is purely investigative, but thereafter it's case of wading into the heart of CHARNAME's enemies and slaughtering them. Finding Tranzig and forcing him to tell you where the bandits are located is not something someone on the run does. For that matter, nor is charging into the Iron Throne HQ or chasing, yes chasing Sarevok through the old city.
Ultimately having a 'base' (although what the request is for is, I would say much less than that), doesn't really impinge on anything. In fact seeing as CHARNAME spends half the game trying to find out more about his enemies (so he can find them and kill them), having a location which is attached to his name would be a useful device for drawing them out. If we run with the 'bit of land in Nashkel' theme, having an assassin waiting for you, could be an excellent encounter.
Dude, you have a bounty on your head. It's not a question of fear, but of be killed while sleep, for example. For each major act on the game the next bounty hunter has a bounty letter with a greater reward in it.
About the Charname actions, he never make an open entry on the begin, i don't remember any place where the plot force you to make an open attack, the bandit camp is supposed to be done in guile. Tranzig is an alone mage caught out of guard... the game is very solid in his plots.
I don't believe that BG has an objective of staibility, as the main plot is to discover who killed Gorion, who/what you are, why ppl hunt you and what the recent events on the coast has to do with you. If the devs want to imput some kind of stronghold i will not feel bad, this is not good or bad for me, i just think the game is better without it.
I like "lair" idea. Place to teleport to and store your stuff at least. But character wise all classes want this a mage wants his "tower". Thief his hideout and warrior his keep lets say or something along those lines. But in BG our charcter is o the run basically all the time and some permanent stronghold makes more sense in BG2.
Anyone remember Durlags tower? I always wanted that for myself, with pissed off wyverns and basilisks in my basement, and insane nymphs in the attic. I mean, by the time you can clean Durlags Tower out, a wyvern to your character is what a fly is to you in real life.
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From then on it's a case of pursuing the armoured fiend, finding out who he is and trying to kill him. The PC charges headlong, knowingly into trouble and does not shirk from a single fight. You might say the trip into Nashkel mine is purely investigative, but thereafter it's case of wading into the heart of CHARNAME's enemies and slaughtering them. Finding Tranzig and forcing him to tell you where the bandits are located is not something someone on the run does. For that matter, nor is charging into the Iron Throne HQ or chasing, yes chasing Sarevok through the old city.
Ultimately having a 'base' (although what the request is for is, I would say much less than that), doesn't really impinge on anything. In fact seeing as CHARNAME spends half the game trying to find out more about his enemies (so he can find them and kill them), having a location which is attached to his name would be a useful device for drawing them out. If we run with the 'bit of land in Nashkel' theme, having an assassin waiting for you, could be an excellent encounter.
About the Charname actions, he never make an open entry on the begin, i don't remember any place where the plot force you to make an open attack, the bandit camp is supposed to be done in guile. Tranzig is an alone mage caught out of guard... the game is very solid in his plots.
I don't believe that BG has an objective of staibility, as the main plot is to discover who killed Gorion, who/what you are, why ppl hunt you and what the recent events on the coast has to do with you. If the devs want to imput some kind of stronghold i will not feel bad, this is not good or bad for me, i just think the game is better without it.
I always wanted that for myself, with pissed off wyverns and basilisks in my basement, and insane nymphs in the attic. I mean, by the time you can clean Durlags Tower out, a wyvern to your character is what a fly is to you in real life.