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Unread 10-18-2014, 01:53 PM   #1
The Artist Formerly Known as Hawk
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Originally Posted by Mauve Mage View Post
Current research suggests we pick characters that are either A) a version of the idealized self, who we'd choose to be if we were perfect or "better" in some way or other, or B) the opposite: a chance to act or exhibit traits we don't normally do, in a safe and consequence-free environment. It's the novelty of role-reversal: a chance to act in ways not normally characteristic to yourself or socially acceptable. A person who is normally very polite and non aggressive, for example, might be drawn to barbarians, fighters, etc simply for the novelty of acting in ways they wouldn't normally. It doesn't mean you're a bad person deep down, just like how dressing as a villain on Halloween doesn't mean you're secretly evil. It's just fun.


So the paladin is the idealized self, and the thief is the opposite.
I would concur with this. I remember playing Fallout 3, where I made it my mission to kill every killable npc in the world. I succeeded.

Then Skyrim came along. I rp'ed a character who would do literally anything to achieve immense magical/political power. Become a mage and learn ALL the spells? Check. Secretly become a werewolf? Check. Basically gain control of every guild, learn their secrets and gain all their unique powers? Check. Kill all the dragons and gain all their powers? Check. End the civil war and make the Empire strong enough to hold off the Aldmeri Dominion so that the two can fight it out, buying myself enough time so that I can eventually rise to power once the now weakened victor emerges? Check. Sell my soul to every demon lord/higher being, gaining their favour and special weapons and items, effectively becoming immortal because they'll ultimately end up fighting amongst themselves for the rights to my soul once I do die, making it impossible for me to pass on to the afterlife? Aaand we're done.


My next character was a theif who was almost literally invisible, despite not having an actual invisibility power, but was able to steal anything, including items from gods and Elder Scrolls from their secret underground caverns, long before the real Dragonborn would ever turn up to claim them. Because my theif was clearly not the real Dragonborn, so the entire hope for the future of the world was undone. Yes, my guy stole the hope for the world.
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Unread 10-19-2014, 12:47 AM   #2
Satan's Onion
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Huh. And here I like best playing, like, good thieves--the kind of characters who'll never steal a crust of bread from a beggar, but will happily empty the house of an aristocrat and give the beggars the proceeds. Like, the Thieves' Guild questline in Oblivion is my jam: it is, in no small way, about acting outside the law in order to punish abuses of authority. (It's also why, when I fire up Fallout: NV, I start singing to myself "I'm gonna get me a shotgun and kill all the Legion I see".) I guess I favor characters who are smart enough to separate the letter of the law from the spirit of the law, and brave enough to fight authority and stand outside accepted society to do something about it.
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Unread 10-19-2014, 01:20 AM   #3
Krylo
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When I play thief characters, it's usually because the mechanics of the game incentivize stealth/stealing SO MUCH that I can't help but do it.

I find this to be the case in most Bethsoft games. I mean, at low level Oblivion/Skyrim destruction magic is hardly usable, and in Oblivion melee is a bit shit as well, unless you pick a melee centered race, until you've built into it a bit. Meanwhile, in both games, you can just lawlsneakattack with impunity while the enemies keep forgetting you are there. In the recent Fallout games, as well, the game is infinitely easier if you sneak around a bit, even if your stealth skill isn't very good.

Given a true equality of play (or high enough level to ignore how good stealth is), however, I usually end up being the righteous fist of an avenging god. No hiding, no cowering, no retreating, no stealing (at least until all the owners are dead), and no survivors--but only when the killing is justified. Basically like SO's 'good thief,' but with a lot more charred corpses.

In most games I tend to end up with any morality counters all the way to good.

I don't enjoy crossing any kind of moral event horizons, and doing things that I wouldn't find justified. Even when I play an 'evil' character, I need to build up some kind of backstory and personality in my mind that allows me to justify--through the character's eyes--anything awful I'm doing, and those ones tend to have high morality marks in lots of games, too, because I still, for instance, wipe Paradise Falls off the map. Just for different reasons.
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