Preface: Grim Dawn already has more interactions with consequences than most rpg’s and especially aprg’s out there. Specifically the visual changes that show that your actions result in in-game changes and make the world feel more lived in.
The one I always go back to is the Fabric quest as it instantly visually changes Devil’s Crossing from a ruin to a makeshift survivor’s home. Even fixing the water, just a colour change from poisonous green to clear water is something. More would be even better.
Trying to avoid writing an essay so I’ll do it in point form, but it’ll still be long, sorry.
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Returning the Mead to Mykola could have a follow up of some kind to rebuild the meadery, it could involve an iron bit donation, another item to get, or the mead could be enough, and just be an instant update (like the DC fabric quest), to get the meadery up and running.
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If you helped Maldurf he could be there getting hammered (could ask Mykola to cut him off XD)
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Helping the Meadery rebuild, lets you get a free drink like the free meals at other factions, maybe giving a 5% freeze res buff for a few minutes as this is quite a cold place…
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When you get revered with Homestead they talk about shipments of corn going to Devil’s Crossing, and we do get an update from Barnabas that it’s begun to arrive. How, is a different question as all the roads are destroyed or blocked unless you rebuild the bridge at Twin Falls.
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Would be great to either have that as a requirement or an additional quest where the shipment is stuck somewhere along the route, and needs your help, culminating in the bridge being repaired. And ending with an actual wagon near Barnabas, with the food store crates being unloaded and DC supply crates getting ready to be loaded for the return trip.
-The more ambitious of such potential additions that I don’t expect would be possible until GD2 is actually making something of the Malmouth Harbor and the shipping they keep referring to. Not that we need a fast travel option with the rift system. And as it ties to other possible locations, I don’t have any idea’s to make this one work beyond adding some npc’s to the harbour that are working on getting a ship repaired.
-The world map shows that Devil’s Crossing, Tyrant’s Hold, Lone Watch, New Harbor, Arkovian Docks, etc are right along the coast, there are some river systems running near the Coven’s Refuge and Barrowholm. Fort Ikon is quite cutoff but Homestead does have some potential options due east for a port outpost.
This actually leads to another far more ambitious idea, that’s for a new set of revered faction quests to create specific outposts in the world. I’ll put this in a details drop down list as it’s lengthy
Summary
(ultimately I don’t think it can be done in GD1, but the principal idea could be implemented in some way in GD2) The biggest hurdle with this is that it could seriously mess with spawn locations of field bosses and totems. There are work arounds, like making the outpost a doorway to the outpost, kind of like how Sorrow’s Bastion is just 2 guards and a doorway and everything of note is inside. Though my personal preference would be for an actual retaking of certain area’s like Steel Cap District’s rift. The location’s for these outposts being the biggest challenge of what makes logical sense for each faction and without, again, messing with the boss/totem spawn locations.
- Homestead needs more fields, and we could even get an update from Daila(post FG) if we could retake Thornsbury farm. Though Withering fields and Elmsworth both have no boss/totem spawns either. They are without a doubt the easiest.
- DC is tough, as the entire map towards Burrwhich is just so densely packed. It would either have to be a small outpost like some advance foraging party with just 2-3 guards and maybe 1-3 npc’s, probably in Mud Row near the East March bridge, or something towards Homestead that acts as a lore-friendly way of giving those trade caravans a safe midpoint. Maybe in the Rocky Coast, south of the shrine but north of the Detonation site. Or Twin Falls either where you find Helen Fletcher and Julius Cole, or south of them where the bridge is broken to Broken Hills. another option is an island outpost you get to by boat like Hargate’s Isle. Vague location, I know. Maybe the NPC’s could mention planned shipments to and from Malmouth (Post AoM)
- Black Legion is a tough one as they’re in multiple locations. I’ve always wondered where they’re getting all their gunpowder from since they’re so cannon and gun heavy. Tyrant’s Hold and Arkovian Docks would make the most lore logical sense, but difficult to do. An outpost encroaching on Darkvale, from the Asterkarn road side would also be an option.
- Malmouth likely doesn’t actually need one, as the Harbor quest literally does this already.
- Kymon, Death’s Vigil, Outcast, Barrowholm, Coven, and the FG factions I don’t really have idea’s for. Most either don’t seem to want to go past their specific location like Coven and Barrowholm, or give the sense that they don’t really actually do permanent settlements and are already just an outpost that’s made to last until their mission is completed before they move on and disperse.
- Kurn have some nearby options in Freyoll Valley and Voldur River, Ulo’s river has a few spots. And there exists a possible joint Kurn/Black Legion attempt to create new relations with an outpost in Frostveil Highlands.
- Of note, the core principle of these ideas is doing an action to help a faction in a location, and having a visual advancement for that faction in that location and maybe a dialogue or two from a few npc’s. I am definitely not suggesting any city builder/survival game, tiered upgrade system that’ll turn Homestead into a fortress… Or anything that will give major rewards or involves maintenance, this is just not that kind of game. But rebuilding a meadery, putting a wagon with Homestead supplies in DC, factions establishing outposts or camps with a couple of npc’s/guards. We already have such things, I’m asking for more.
I know some people would consider such details and additions a waste of time, but I’ve always felt Grim Dawn actually pays more attention to world building than most. And it really does show to those that don’t just speed click through all interactions. Heck it was only on my 3rd run through FoA that I learned I could return the weapon shipment to someone other than Joonast… and this entire post might have spawned from me missing an entire way to rebuild the meadery…
Thanks for reading.