StingingVelvet: Usually RPGs are better at this stuff than other genres, but the notoriously rushed Dragon Age 2 was horrible at it. There was flavor dialog about being pro-mage or anti-mage, good or bad, lots of plot choices... but none of it mattered. Events play out the same no matter what, and you can't like turn people in or anything. Not surprising for a game where every cave is the same exact cave because EA gave them 10 months to make the dang thing, but still annoying.
A few of the companions can turn on you at the end depending on the one real choice you make, to be fair, but that's it.
Darvond: Hah. I recall how annoying the anti-mage faction was in Avernum 3. Except if you joined them, they'd actually voip your spells away with magic rings.Kind of amazing how a game made by
basically one guy does this better than something churned up by EA.
Reminds me of parts in some other games where your abilities are limited, though often that's part of either the main quest or some side quest, and not the focus of a side quest. With that said, I do find that those parts can often be annoying, particularly when it's spells that are forbidden, or when the restriction makes characters completely useless. Some JRPG examples:
* Dragon Quest 3 has a couple optional areas where magic doesn't work. (Well, one isn't *technically* optional, but when you are requried to go there, there are no longer any enemies.)
* Final Fantasy 4 has one mandatory dungeon where anyone equipped with anything metal is perpetually paralyzed. (This is especially annoying in the DS version where one character is now completely useless; the original had a couple ways to make him useful, but the DS version took both of them away.)
* Final Fantasy 6 has one optional dungeon where you can only use spells.
* There's a mandatory part of Dragon Quest 7 where you lose access to all your spells and abilities.
(There are, of course, WRPG examples of this as well, and even some non-RPGs that do this sort of thing.)