It's no secret that the approach to story telling and quest design in Fruma is a massive shift in both quality and design from everything Wynn had to offer before. The impressive immersion, immaculate boss design, and character writing is unlike anything before it. And experiencing it for the first time is genuinely one of the best gaming experiences I've had in 2026.
I generally really enjoying 100%ing games, which remains true for even weirder games to 100% such as mmorpgs like Wynn. I even 100%'d 2 classes as I awaited Fruma, as well as have done all quests for a third time on a 3rd class. I mention all of this as a bit of insight into my perspective and experience into the replayability of the rest of Wynn.
The only thing I actively disliked doing on a repeat playthrough was proffing. That was, until the Fruma expansion. The main reason this post is about Fruma and not about proffing is for a simple reason. Proffing is clearly not designed to be done on too casual of a playthrough, on every class, or to even be enjoyable. Its explicit purpose in the game is to offer more optimization for those willing to grind for it, and another endgame activity.
The Fruma storyline stands in contrast, is of immense quality and importance to the game experience. and the player is massively, MASSIVELY incentivized to go through it, even on repeat playthroughs. As it offers lots of fun content, great rewards, and a hefty amount of xp, which is harder to come by naturally in such endgame levels.
The problem is that because a massive part of the enjoyment of Fruma is exploring the story, speaking to characters, and understanding their place and relation to the world, once the player has done so, it leaves a large amount of the quest structure increasingly hollow.
This cannot be fixed by simply changing the textbox speed or even adding a skip cutscene button. As the problem on a repeat playthrough goes deeper than that. in my next message I'll try to justify why I think that:

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