Perhaps you're familiar with Pathfinder. It's a well-known property in the realms of analogue role-playing games, and now it's made the leap across to a digital format with the Kingmaker suffix. It's being developed by Owlcat Games and published by Deep Silver. Right, that's the basics out of the way.
To begin with, as is often the way with these things, we get to create our hero, either based on a couple of pre-defined models or entirely after our own whims. We pick gender, looks, race, speciality, weapon, and finally the attributes that will set us apart from the masses. Once this is done we pick a name (in our case the more or less punny "Lockliar") and set out on our journey. Straight out of the gate Owlcat needs to be commended for the ample assistance given to us during the character creation process.
An RPG whose tabletop original has taken inspiration from Dungeons & Dragons does imply that it's going to be a complicated affair. Therefore the detailed descriptions that constantly pop up are much appreciated. If you want more of a challenge you can, of course, turn these tips off.
Why the game is called Kingmaker is made clear early on. You've been summoned, along with the rest of the population to a palace where a lady called Jamadi Aldori demands our attention. Time has come to expand the kingdom by conquering what she refers to as the Stolen Lands. This area is, to begin with, controlled by an evil fellow called the Stag Lord, and we're sent on our way by Aldori. The one who manages to take on Stag and his underlings (no one has been able to do so in the past) earns the title of regent of, let's call it a "province" in Golarian (the Pathfinder universe).
Right from the get-go, we're joined by a fiery girl named Linzi (who has author ambitions and sees you as the hero in the biography she aims to write), and a very annoying fellow called Tartuccio, who is extremely self-centred. This takes us to one of the key features - companions. While companions are something we're well used to, these ones come with proper background stories and the idea is that as players we need to consider this, whether it ends up in sympathy, loyalty, love, irritation, distancing, or hatred.
Truth be told the developers have pulled this off really well. Particularly if one of your crew meets an untimely death. During one night, we've decided to make camp on what was clearly a haunted area, we were surprised by a magical, hovering skull. A battle ensued, and as the hovering skull was immensely powerful, one of our heroes fell. With his last breath, he utters "avenge me!", and it hit us so hard we had to reload an earlier save.