Players of Baldur’s Gate 3 have discovered that the game’s companions do not have as strong of a bond as they initially believed, evidenced by the harsh remarks they can exchange with each other at Camp.
Regardless of whether you choose a custom Tav or an Origin character such as the Dark Urge or Astarion, it is evident that the player is the one uniting this diverse group of adventurers.
Interestingly, the player’s avatar is not only a source of astonishment, but it also serves as the glue that holds the party together. This fact is evident from a Camp conversation that was shared on Reddit by one player.
In a recent Reddit post, a player shared a clip showcasing the tension and hostility among companions as non-avatar Gale tries to communicate with his party members, only to be abruptly and impolitely dismissed.
i never realized how venomous the other companions are byu/YvngThxnos inBaldursGate3
Although the game typically defaults to the avatar when interacting with others in Camp, each companion has a line for refusing to speak to anyone other than their leader if they are unable to communicate, silenced, or not present in Camp.
The interactions between the speaker and the characters vary in tone. Wyll, who seems friendly, mentions being tired of chatting but is open to talking with “the chief.”On the other hand, Lae’zel, who is hostile, addresses the speaker as a “pet”and demands that they bring their owner before causing any trouble.
The players were taken aback by the cold responses, and one remarked, “No wonder everyone gets upset when they’re told to stay at camp.”
“Another individual responded with, “Of course I’ll talk to you, buddy.”
One person also noted the strangeness of the comments on this post, as they believed that “the banter between the travelers was mostly pleasant and friendly.”
The situation was also seen as amusing by the same commenter, who stated, “I do find it kind of funny to imagine them all giving each other angry looks in camp while Tav remains unaware and continues chatting with them.”
This caused someone else to comment, “At times, it seems like you’re the only one holding the group together and preventing it from falling apart.”
From a game design perspective, these responses are logical. Since the player is the one driving the story, having every companion engage in discussions about important matters would require a significant amount of additional writing for every possible combination.
Despite this, the lines in Camp certainly suggest that the player is the sole barrier preventing the future saviors of Faerun from self-destruction.
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