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Jim Mander's avatar

One of the reasons I never streamed Morrowind back when I did streams was because it's one of those games where one in three people remotely interested are also convinced they are the sole arbiters of the 'correct' way to play, ie they will never shut up about where the Sword of White Woe is, how you can divert your flight into Caldera or take a long hike to get to a merchant that doesn't haggle you down, and will just get endlessly frustrated at witnessing 'suboptimal' play as though they're watching you ignore the solution in a puzzle game. Shut the fuck up. I know where the Sword of White Woe is. If I cared I'd have gotten it already.

When it comes to gameplay mechanics informing roleplaying, I think one of my favorite tricks was in the [free to play] 2023 RPG Moonring, which has open-ended character development with a lot of meaningfully different stat focuses, but also skills directly enabled by specific gods, and committing to one in particular is how you finally 'embrace' a 'build,' letting you cast their skills cheaply, and giving you a boon that ties into their skills and stat preferences... but only so long as you remain 'faithful' to their cause. And each god also considers a particular action 'sinful,' and doing it TOO much results in them purging you from their fellowship, after which the skills of theirs you've unlocked cost TWICE as much as normal to channel, and you have to find some way to appease them to return to the status quo.

I think this system does a bunch of stuff just right for encouraging role-playing without being completely oppressive. The sins, for example, are mostly stuff you would just kind of do without thinking about in an RPG - one really hates it if you attack anything that isn't already aggressive, meaning not only can you not murder passive animals for resources, but you can't even get the drop on something dangerous for a stealth kill or extra damage. Another hates ALCHEMY, meaning your entire potion stockpile is on a strict 'break glass in case of emergency' basis. But the slight leeway in sinning means you can still consider those things an option if every other one is exhausted, and THAT, in turn, means that one of the worst aspects of RPGs in general, the gradual buildup of choice paralysis, gets addressed, because no matter which god you devote yourself to, you're pushing yourself, mechanically and diegetically, into certain actions, while simultaneously avoiding others. I think a LOT of RPGs, especially open-ended ones, could use some system like that.

DamienClem's avatar

Currently playing underrail. I discovered it with great pleasure and no warnings... i play a lazy Jack of all trade who likes to stay independant, and yes the game punishes me ! I can do everything really bad. But I like that i still can overcome adversity with a bit of cunnîng and a few grenades. So I made my character évolve around that, while struggling to keep a certain moral line in a world that really wants to expose his inner organs. I love that the game let my character adapt rather than force me to min/max and forget about rp.

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