End of the U16 chain's quest dialogue is silly (spoiler)
So... we get a bunch of these pages...
and then, to keep them safe from badguys, we bring our collection of them to the badguy's stronghold? Where they have the rest of the set ready to use, and are just looking for ours?
And we just casually give them to someone who walks out the door and dies?
Then at the end we just give them to a random agent who pops up to give them to Elminster?
Why didn't we just give them to him in Eveningstar ourselves before starting the quest...
Or better yet, take them to Eberron or anywhere else in the game... o_O
My 8 int character didn't mind, but my more intelligent ones would've been expecting a twist to reveal the quest giver was an agent of theirs or something at least.
Did I miss something that makes it make more sense?
More choice in plot arcs: good vs evil
I would be delighted to see more events that shape your character on account of your choices rather than some preset path.
It doesn't seem that difficult but DDO seems to have allowed character customization to be extremely nonlinear--more so than any MMO (win)--and really narrowed the plot to a single thread that everyone follows (not much win).
In my mind, I think the best compromise would be to have a simple good vs. evil dichotomy the way that Baldur's Gate may have allowed; all the same content, but slightly differing character building and rewards.
It'd be extremely rewarding and diversifying for us to be able to have flexible alignments and it wouldn't require double the work. With some clever dialogue choices, they could do things to allow for more than one character motivation for doing something. Ex: good characters can choose to defeat Lolth because they want to thwart an evil goddess, or evil characters choose to defeat Lolth because they want to usurp her power. Neutral can choose either. The "motivation" factor either swings their alignment one way or another, or preserves it, and grants different loot and powers/abilities.
I'd find the game twice as fun or more if I could start building/roleplaying my characters through the lenses of their actions and outlooks rather than just playing all of them the same, rather than having my Sun-worshipping clerics or lich-transforming wizards all run through the same content with the same choices.