
Originally Posted by
Brinne
The WoL absolutely has a baseline personality, within which the player is given a lot of room to work further. No matter what you do, the WoL is going to be quiet, passive, and kind-hearted. They will love adventure. They're pretty humble. If you do the DRK quests, your character gets defined further - a good person who wants to do good, but is also struggling deeply with both internal resentment and guilt.
Similarly, the devs have actually talked about flirting with letting the WoL have stronger, more defined reactions to characters and situations ever since the feedback they got from having the WoL respond to Haurchefant's death was mostly positive. Generally, I think it's paid off. Reservations about the MSQ as a whole aside, I actually really enjoyed seeing my WoL more engaged in the action of scenes at the end of Ultima Thule. But for another example, WoL will always be sad and practically pine for Emet-Selch in Elpis and beyond. Even players who hate Emet-Selch will reach for him in anguish as they leave Ktisis. (It rules.)
And honestly, I actually really like this most of the time. I like the feeling of "collaboration" where the game gives me some building blocks in terms of my character and then I shape the particulars, and I like that my character has the capacity to surprise me in their reactions so my imagination gets going in terms of incorporating that into my understanding of them. The WoL is such a central figure in the plot that there has to be a baseline when talking about them and their relationships.
Yes, there are times when I find the "passive" aspect frustrating in that I disagree with their approach - as far back as ARR, playing nice with Merlwyb had me gritting my teeth a little. But, uh, hey, it's consistent, I guess. Venat is the closest thing to a dealbreaker in that regard, as usual. But I don't have a problem seeing the WoL as a flawed person in some regards.