Toss a coin to your Latin Translator
Oh Greed-Filled Tarek 
(Now it’s in my head again. Oh, what have you done?
)
You’re not the first to say so. I do understand where you’re coming from, and I suppose I could implement a kind of countdown system where you can only ask a certain x amount of questions.
Maybe the MC gets increasingly nervous and keeps glancing at the entrance. A cold prickling in the back of your neck that tells you to go. Or maybe the woman herself just gets fed up and closes her mouth. Tells you to leave, intruder.
But at the same time… I feel like roleplaying is a 50/50 work between the writer and the reader themselves. It’s why I haven’t locked the Sinful/Pious choices yet. I write the options, and it’s up to the reader to keep their character more or less consistent. The same here applies to the Devil’s Bridge.
If you don’t want to talk any longer… you can stop at any time. I always try to have the option to leave during non-essential conversations. Or at least to move on to the next section.
So if the conversation with the mysterious woman feels like it’s dragging, your MC can simply bow and go. For the players who don’t feel that way, they have more dialogue and information to explore.
It is lazy. You are in perceived danger just by being near the monument, true. But at the same time, it’s not an immediate danger. It’s like you’re somewhere you’re not supposed to, but you don’t hear footsteps approaching. It’s simply in the very air itself.
There is another way. If you try to bring her to Justice, she tells you her name is Beka. But, I’m sure her name is mentioned in paths where she doesn’t tell you. I thought I had caught all of those. 
Thank you, I’ll have to go through all the Beka conversation variables and sort it out. It’s on my list.
Good point. I’ve just changed the fist choice depending on if you immediately pick it or if you pick it after. Hopefully, it’ll make more sense.
I do agree that Hadrian’s conversation, in particular, flows better if it wasn’t choice-based. It’s probably tied to how I write my first draft - I just pick one choice and keep going. It’s later that I write all the other choices and tie them all together. But, this is the same as my point with the Devil section.
If I’m to streamline the conversation, it would essentially force the player to read it in its entirety. And it can be quite a big conversation. It would also remove choice on what to ask. So while I completely understand your point, from a game point of view, I don’t think it flowing better overcomes the downsides of making it linear.
This is a game, after all, and as much as I try, not all dialogue comes to be as natural as if it was traditional fiction. Some parts can be a little awkward, because I can’t write whole different conversation trees, after all. I need the streams to eventually come together. I hope it’s something the readers understand.
This is fixed! Hopefully, it should work now. Thank you for pointing it out, however!
I have… no idea what that bug might be
I’m just glad it wasn’t a game-breaking one.
Well, for a while, you and me both
. I’ll admit that, prior to this new chapter, I had no idea how to use Finesse outside of combat. I think I got the hang of it now though. Say if you disagree with someone, you can tell them bluntly. “You are an idiot.” Or you can try to be more subtle. “I would try it this way instead.”
I’ll use finesse like that in dialogue choices. But, to be honest, the personality stats aren’t very important. I don’t like to punish people for not playing “the right way”. They’re mostly there for flavor text - some characters might say some things differently depending on if you’re more cynical or genuine - and for the reader to have a track system.
The only stats I use for checks are the Combat, Wit, Influence, Lore and the Pious/Sinful scale.
So, I wouldn’t worry too much.
Oh, not at all! You were exactly the opposite. Thank you for taking the time to write such a long review and helping me improve my game. It was a pleasure to read.
Thank you so much, copo meio vazio
. I’ve added a black background version!
If it all goes according to plan, you should get info on the MC’s backstory at the start of Chapter 6. Not all backstory, but you do get to have something in front of the Origin stat.