is a game that's all about choices and consequences, but with some clever play, it's not always necessary to actually face those repercussions. The roleplaying freedom of tends to foster a lot of thinking outside the box, a trait it shares with its inspiration. Although the constraints of the video game format don't always let this go quite as far as a dungeon master might allow in, they can also allow for some tricks that definitely wouldn't fly in tabletop play.
Consequences in tend to hit especially hard when it comes to the game's companion characters, who aren't always willing to put up with everything that the player character might do. Although all of them can make their way to at least somewhat happy endings, it's possible to lose them as party members or accidentally steer them down dark paths by making the wrong decisions. Juggling approval and nudging companions in the right direction isn't all that hard, but for those who find this reasonable approach constricting, there happens to be another way to go about things.
Choosing not to ascend and stay a Vampire Spawn as Astarion is the morally good ending for him in Baldur’s Gate 3, but it comes at a cost.
The trick to avoiding some tricky scenarios with party members lies in killing them before dealing with the problems, a merciless approach that has surprisingly few repercussions of its own. Resurrection is easy in, and as touchy as they can be about other issues, party members don't seem to hold any grudges when the player character kills them and brings them back. It's not exactly moral, but some of the best applications of the trick are better suited for evil parties anyway.
Perhaps no one has showcased as much commitment to this strategy as General-N0nsense, who reveals in a Reddit post how they undertook an especially long gambit with the concept. One of the most basic applications of killing and reviving a party member is commonly put to use in Act 1, where a threatening scene with Astarion can be
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