Summary

  • Baldur's Gate 3 offers players countless choices that actually matter, ensuring a unique experience each playthrough.

Baldur's Gate 3 is redefining what it means to be a roleplaying game, as it goes above and beyond to present players with innumerable choices and ensures that their decisions indeed matter. Everything a player does, every choice they make — even those made in character creation — impacts the game somehow, guaranteeing a new experience with every playthrough. Some decisions, however, carry much more weight and prove irreversible once made, such as those critical choices players can make in the beginning part of the game.

RELATED: Baldur's Gate 3: The Best Race For Every Class

Baldur's Gate 3 begins its story with Act 1, an eventful introduction that establishes the plot, immerses players in the world, and acts as a tutorial. This part sees the humble yet destiny-tied beginnings of the character and their party that will define who they are and the path they will follow. As such, Act 1 presents players with some of the most important choices in Baldur's Gate 3, actions that will forever change the progression and outcome of the story. So, it will behoove players to know these vital decisions and how they can affect them.

5 Take Or Leave (Or Kill) Companions

Baldur's Gate 3 Companion Choice

Baldur's Gate 3 introduces several companions to players in Act 1: Astarion, Gale, Karlach, Lae'Zel, Shadowheart, and Wyll. These six distinct individuals can join players on their journey to uncover the mystery behind the mind flayer tadpoles in their heads and the larger plot behind them. However, despite the game encouraging them to forge alliances, players can choose to take or leave whichever companion they want — they may even kill select companions should they desire, a cruel option but an option nonetheless.

While taking or leaving particular companions seems a trivial choice, initially, it is one paramount to the story's outcome. Unlike companions that appear in later acts, the six that players meet in Act 1 are involved heavily in the story, and their presence alone makes the difference in what players experience and the options available to them. Entire portions of the narrative, select quests, and dialogue interactions depend on whether particular companions are present, so players should consider who they take or leave (or kill) more carefully.

4 Help Or Kick Out The Refugees

Baldur's Gate 3 Refugees Choice

The first crucial decision players encounter in Act 1 involves a group of tiefling refugees from Elturel who are taking shelter in the druid settlement known as the Emerald Grove. The de facto leader of the druids, Kagha, wants the refugees to leave despite the dangers beyond the Emerald Grove. The head of the tiefling refugees, Zevlor, refuses to vacate until it is safe for him and his people. Both authority figures will beseech players for their aid, charging them with the choice of helping or kicking out the hapless tiefling refugees.

RELATED: Baldur's Gate 3: How To Expose Kagha

The fate of the refugees has long-term implications for the plot, as they can reappear later in the story, depending on the specifics of a player's choice. There are various ways to help or kick out the refugees; some involve more peaceful means, while others are more hostile and can result in the death of the refugees or the druids. The player's actions in this decision can lock out particular companions, prevent entire quest lines, and deny them certain rewards or information. Players should give much thought to this choice.

3 Save Or Destroy The Emerald Grove