Part of the issue is not aknowledging the player agenda. There are times in an RPG (those who take the player agenda into account, and not have an arbitrary player-character agenda imposed upon you), in which you have no option to go through a certain path, but that doesn't prevent the game to take into account that the player can have a different agenda. For instance, you HAVE to go through the Temple of Trials. But yet, the game doesn't assume that you do want to do it. It doesn'T use your character mouth to say things that are the opposite of your intention. It takes into account the fact that you might want to cheat your way into the trial by convincing Klint to let you go (for whatever excuse). It takes into account the fact that you might want to kill Klint (the guy tells you that it requires two people to move away the thing that block the path to the village). It takes into account the fact that you might not be a coward or a monster, but still consider that thing silly. Ultimately, you still do the Temple of Trials thing, but the game acknowledge your agenda by taking into account the fact that you might have different intent. Here, the game assumes i have an intent that i don't have, which break the immersion, by dissociating my intent, with some arbitrary intend of the player character. When Lystra sees me talks with Benicio, it makes sense that she would be pissed off and that i find myself unable to convince her that my intends are different, but it would make sense that i would have the option to try, instead of having a maniac evil laugh of a AAA diabolical moron. Once again, it doesn't mean the rest of the game is bad. I am just explaining some of the reason that questline missed the mark for me. If you are happy with how it turned out, it is your right. Doesn't mean my reaction has no basis.