There was a big boom and it didn't go well for us. And nothing was out of bounds.įor instance: our captive goblin sung through the night so we doused him in oil, set him on fire and threw him down a secret-entrance-well to ignite any traps below.
Vincke was in control, pausing each scenario while he set the scene and heard what we wanted to do. Nothing was scripted - that's a crucial point. He used a selection of map drawings, multiple-choice vignettes, forced dice rolls, and of course the game's entire toolbox of areas, enemies and mechanics to bring to life a very familiar campaign. My team of three sat around a table while Swen Vincke, studio founder and creative director, led us through a campaign. Larian demonstrated the Game Master mode to me in London recently (it's not in the Early Access build but will soon be in closed beta - it may not be publicly available until the game's launch).
Finally the Game Master mode for Divinity: Original Sin 2 has been revealed - and it may be the best example of one person controlling an adventure, outside of a pen and paper game, I've seen.