Playing SoB for the first time, we' ve noticed a major difference between it and RtL. In RtL, every location is 1-6 trails away from Tamalir. In addition, heroes in Tamalir may opt to go to Greyhaven, or to 2-3 other dungeons. On the contrary, in SoB, it seemed like the only option was to enter the dungeon which was next to the starting city (can't remember the name), then go to the island and finally visit Orris.What is more, it may be extremely difficult to reach some cities, as they are really far away. So my point is: has SoB been made that way aiming to guide the heroes when they make their first steps in early copper, or is it just a game error? Has any of you noticed something similar to what I mentioned above?
SOB: do heroes really have a choice?
It may not necessarily be the case with some other aspects of the game, but I think the beginning of Sea of Blood has been very well thought out.
The starting situation for the heroes is bleak. They are stuck in a city with a temple rating of 1, so they can only heal with potions (that's why, if you have Alchemist as one of your starting skills, take it if possible! It should net you at least 60 potions for free over the course of the game, which is huge in itself, but on top of that heroes play on a map where lots of temples have crappy ratings so that you need healing potions in this campaign way more than in RtL), and the closest city to go to (because of course you don't want to stay in a city with a temple rating of 1 for long) is a city where the OL gets a Conquest every time you put your feet in it!
So immediately the heroes notice they are in deep sh.t, and they have to come up with a plan to put themselves in a better position without losing too much time/Conquest. I like that idea.