On character concepts and more (SPOILERS after third post)
Cyeh
Member Posts: 11
Every time I play an RPG (and I do that a lot), I have a certain concept of who the protagonist is in mind: 'a ruthless villain', 'a true paladin', 'a dashing rogue', etc.. Yet I can't remember if even once it was a 'me'.
Why is that? Well, I guess all major RPGs put the main character in a set of circumstances where I wouldn't do anything even remotely like what the plot requires me to do. A great plague ravages the city and for some reason only young graduates from the local hero academy can save the day? Screw that, I'd grab a beer, my fishing rod and take a hike muy rapido. Hellish demons attack the village looking for some silverware and a hungover farmer boy does what? Right: pawn the silver, grab a beer, go fishing. To hell with the locals - I'm not much of a people's person anyway. A blight upon the land? Ok, one silver chalice of beer, please, and a one-way to Anderfels. No, thank you, I'll buy my tackle there. Not everyone is hero material.
Surprisingly, Mass Effect was way better in that aspect. Give me a stealth cruiser, an armed to the teeth crew, a sexy promotion and an even sexier Chief Williams - well, that's a world I might consider saving. Also, it didn't look all that hard at first: a little field testing here, some detective work there - it only turned ugly much later. Also, there's beer. And potential fishing WORLDS. Hell, sign me up!
What do we have in PS:T? You simply wake up in a state of complete 'WTF?!'. I admit, I drink. So the start of the adventure is all too familiar to me - that already makes it easier to become the dude on the other side of the screen. Then what does he do? He does exactly what I think anyone would do - he tries to figure out what the hell's going on. And the game allows you to do that in any fashion. Be good. Be evil. Be trustworthy. Be shady. Be naive. Be suspicious. The main goal is morally neutral. The roads toward it are different and quite well balanced. The narrative is well written - actually, PS:T is one of the very few titles where evil actions look exactly that - evil. Yes, BioWare, I'm talking about you and your MWAHAHA-villains and bullshit heroes. And absolutely moronic dialogues. Oh, here I go again..
Anyway, back to the subject. I've always wanted to play PS:T without any character idea ready, see where it takes me. Even tried once - it was brilliant, but I didn't have the time to complete the game, only got to the Wards. Still, I knew too much of the game, which in turn led to some power-gaming decisions, like starting wisdom, choice of weapons, order of visiting locations, etc. This time will be different.
So, rules for the next playthrough:
1. Starting attributes loosely based on how I see myself: base STR, 14 CON, 13 everything else.
2. No intentional power-gaming, unless makes perfect sense.
3. Class: thief. We want to know the truth. Thieving skills come handy. Also, IRL I don't cast spells. Not to my knowledge, anyway.
4. Weapons: fists and clubs. Either you punch them quick or you hit them hard. Good knifework requires a lot of skill and training. Yes, I know, but choosing knives wouldn't be my choice were I to wake up in similar circumstances. Knuckleduster in my back pocket and a tire iron in a backpack - that's how I would go. Axes and hammers - too heavy to carry around. Not to mention unavailable to thieves per game rules.
5. No telling people about immortality - pretty obvious.
6. Acting like I don't know about immortality before first 'death'.
7. No combat saves, which leads to point 8.
8. No reckless moves: no attacking abishai, no toying with dolls resembling powerful people, etc. Act seriously. Not sure about joining the disciples of Aoskar.
9. Saving before dialogues allowed - I'm not a native speaker, I might misunderstand something and accidentally screw up.
10. No max hp scumming on level-up.
Obviously, this approach will close a lot of doors, especially points 5 and 8, and lead to a quite different from the usual experience. Thoughts? Additions?
Why is that? Well, I guess all major RPGs put the main character in a set of circumstances where I wouldn't do anything even remotely like what the plot requires me to do. A great plague ravages the city and for some reason only young graduates from the local hero academy can save the day? Screw that, I'd grab a beer, my fishing rod and take a hike muy rapido. Hellish demons attack the village looking for some silverware and a hungover farmer boy does what? Right: pawn the silver, grab a beer, go fishing. To hell with the locals - I'm not much of a people's person anyway. A blight upon the land? Ok, one silver chalice of beer, please, and a one-way to Anderfels. No, thank you, I'll buy my tackle there. Not everyone is hero material.
Surprisingly, Mass Effect was way better in that aspect. Give me a stealth cruiser, an armed to the teeth crew, a sexy promotion and an even sexier Chief Williams - well, that's a world I might consider saving. Also, it didn't look all that hard at first: a little field testing here, some detective work there - it only turned ugly much later. Also, there's beer. And potential fishing WORLDS. Hell, sign me up!
What do we have in PS:T? You simply wake up in a state of complete 'WTF?!'. I admit, I drink. So the start of the adventure is all too familiar to me - that already makes it easier to become the dude on the other side of the screen. Then what does he do? He does exactly what I think anyone would do - he tries to figure out what the hell's going on. And the game allows you to do that in any fashion. Be good. Be evil. Be trustworthy. Be shady. Be naive. Be suspicious. The main goal is morally neutral. The roads toward it are different and quite well balanced. The narrative is well written - actually, PS:T is one of the very few titles where evil actions look exactly that - evil. Yes, BioWare, I'm talking about you and your MWAHAHA-villains and bullshit heroes. And absolutely moronic dialogues. Oh, here I go again..
Anyway, back to the subject. I've always wanted to play PS:T without any character idea ready, see where it takes me. Even tried once - it was brilliant, but I didn't have the time to complete the game, only got to the Wards. Still, I knew too much of the game, which in turn led to some power-gaming decisions, like starting wisdom, choice of weapons, order of visiting locations, etc. This time will be different.
So, rules for the next playthrough:
1. Starting attributes loosely based on how I see myself: base STR, 14 CON, 13 everything else.
2. No intentional power-gaming, unless makes perfect sense.
3. Class: thief. We want to know the truth. Thieving skills come handy. Also, IRL I don't cast spells. Not to my knowledge, anyway.
4. Weapons: fists and clubs. Either you punch them quick or you hit them hard. Good knifework requires a lot of skill and training. Yes, I know, but choosing knives wouldn't be my choice were I to wake up in similar circumstances. Knuckleduster in my back pocket and a tire iron in a backpack - that's how I would go. Axes and hammers - too heavy to carry around. Not to mention unavailable to thieves per game rules.
5. No telling people about immortality - pretty obvious.
6. Acting like I don't know about immortality before first 'death'.
7. No combat saves, which leads to point 8.
8. No reckless moves: no attacking abishai, no toying with dolls resembling powerful people, etc. Act seriously. Not sure about joining the disciples of Aoskar.
9. Saving before dialogues allowed - I'm not a native speaker, I might misunderstand something and accidentally screw up.
10. No max hp scumming on level-up.
Obviously, this approach will close a lot of doors, especially points 5 and 8, and lead to a quite different from the usual experience. Thoughts? Additions?
Post edited by Cyeh on
3
Comments
1. It feels much more comfortable to play not having to think about 'what would Jesus do' all the time. Usually I tend to doubt if I've chosen the right dialogue options for my chosen character concept, reload saves, then reload again - you get the idea. This time it feels much more natural. Good.
2. The game is a bit vague on who knows about TNO's condition and who doesn't. Deionarra basically explains everything to YOU the first time you meet her, but at which point do your COMPANIONS realise you're immortal? Because at some point it seems that it's common knowledge in your party, but there's no coming out, so to speak.
3. Cut page from the log book. Who cut it? Dhall to preserve your secret? Doesn't sound like him. Hmm.
4. Vaxis the disguised anarchist. Is there a legit way of finding out he's not a zombie? His description doesn't give any hints even after reading Penn's note. I remember I've had this problem every playthrough - you have to attempt to talk to him, which doesn't make any sense. So far no Vaxis for me.
5. Haven't talked to Soego. By the time I've talked to Deionarra I'd accidentally noticed the portal - when she explained to me what it was, I felt it was reasonable not to contact any more Dusties and just jump through.
6. A detail I've never paid attention to: the Dustmen's investigation into Pharod's affairs is mentioned very early in game - both in the cut page and in Penn's note. The importance of finding Pharod is emphasised right from the start too. This gives solid motivation to join the Dustmen - at least to find out what they know. Good.
Now to jsaving's comment:
7. Yes, improving WIS seems like a way to go. Also, DEX. Seems consistent with how a rogue would advance in his craft. I'm still on the fence about INT and CHA - don't see how a person could 'train' these qualities. Still, raising them a bit, say to 16 could be seen as recovering from trauma.
8. Weird, but I haven't thought about companions. First of all, Dhall advised against inviting any at all. And he seemed like a trustworthy guy. And the less people know - the better. Now, according to the game, Morte doesn't hear you and Deionarra having a chat. But he behaves as if he knows, so I'll treat him as a security risk and keep close. Especially after the tomb. Annah is required to proceed and I like her. I guess my TNO could have a crush on her. After that it gets difficult. Dak'kon? Well, he's useful and his loyalty is absolute, but you don't know that when you meet him.. I hope he presents me with a reason to take him aboard when I talk to him. Ignus? I very much like the character, but the guy's insane. And he burns. Should I keep him close for the same reason as Morte? I'd say I'll learn from him and then.. Well, he's got a short temper. Fall-From-Grace? Never liked her. No reason to take her aboard. I wonder if it would make sense to complete the Brothel quests if I have no intention of taking her with me. Hmm. And no upgrades to Morte. Or should I get rid of him after learning of his treachery? Or could I be persuaded to get rid of him by a certain book? Nice twist, but I'll have to sell someone to slavery first - and that doesn't sound like something I would do. Nordom obeys orders, so no reason not to take. Vhailor? He's awesome and his dialogues are fantastic, but usually my party is full by the time we meet. This time though.. I guess I could enlist him for the same reasons he was kept alive by previous incarnation. That gives me Annah, Nordom and Vhailor. And a lot of questions.
As to your last point, if I'm reading it right you would only have a small party. That's absolutely fine and it just struck me that I've never thought to have less than the full compliment of characters once 6 were available. Makes complete sense for your playthrough and wouldn't affect combat too much given this is PS:T so would work on any other run-through too. Personally I always have to go into the maze and get Nordom. That little muddled cube needs an immortal friend. Also never thought of kicking Morte out even when he reveals his secret. I suppose he is the Babu Frik to TNO's C3PO - the oldest friend that he's just met.
Giving me food for thought and I thank you for that ? keep it going
Gave a long thought about quickly going for Pharod or exploring. The tattoos said to find the journal first to get some info on yourself, but there are no useful journals around at that point. I compromised: found the exact location of Pharod, made sure, so to speak, that he's not on the run or something and then went on to gather information and learn some skills. After all, everything hints on this Pharod being a powerful and important person - one should be prepared before facing him.
Also, I sort of cheated and didn't switch to thief the very moment I could and waited for level 6. Shame on me. The rest goes according to plan. Still not sure about hiring companions though.
On a side note: the timeline of the game is a bit hard for me to grasp. I mean the whole business goes on at least for centuries: the tombs, the number of shadows, the ancient languages.. Yet the story hangs on the fact that you need to find a single normal mortal guy, whose name is tattooed on your back. Or did I get it all wrong? Sure, the Alley was burned not long ago. The tomb is also not particularly ancient. But how then did TNO grow so powerful, if it's just been some decades? And so many shadows.. Weird. Thoughts?
P.S. I've also died twice, so now I officially know I'm sort of immortal.
Oh, and I've joined the disciples of Aoskar - after all, by that time I knew nothing of Lady's power (haven't asked around much) but witnessed the power of Aoskar firsthand - he did banish the demon from the box just like that.
In the meantime, the lizards at the Smoldering Corpse who've recognised TNO specifically said that it's been 'many hundreds of years' since they'd last met.
The second line of questioning is much more interesting: you bluff him and ask about arrangements. This way you learn about why you always end up in the Mortuary relatively unmolested and learn that it was you who asked him to find the sphere. Now after that it would make sense to go after it since it was important to a previous incarnation, but you can't continue that line of dialogue after questioning! You can only take your leave, come back and proceed with option one. I would grudgingly accept it, but now it absolutely doesn't make any sense to give the sphere back to Pharod, since it was you who needed it in the first place.
Thoughts?
I still don't like how a perfectly reasonable conversation tree was abandoned.
I guess I'll go play Divinity - haven't yet.
P.S. If anyone's still interested: you can spot Vaxis legally if you try Stories-Bones-Tell on him.
P.P.S. And I've sold the f-ing skull into slavery. Was going to give it another chance, but when random shopkeepers start telling me he's a lying bastard - no way.
Lol'ing that you've actually sold Morte into slavery - something I've never tried. And I quite enjoyed the brothel and festhall segments. They were a definite change of pace but lots of rich conversation to have with the various residents and experiences through the sensory stones. Can see that your playthrough wouldn't really suit this kind of sidequest indulgence though.
Thanks for sharing what you'd done so far.
If you're on twitter and will be sharing your Divinity exploits hit me up @gamey_jamie
And the damned thing with becoming chaotic evil really was a letdown. I'd agree to become NE after selling Morte, but CE after Catacombs? WTF? It's about just as silly as executing orcs for their raids being one of the worst single chaotic and evil acts in the whole NWN 2 campaign. Only joining the King of Shadows was worse, IIRC. Anyway, it defeats the whole point of trying to act natural if the game interprets your actions unfairly. Maybe I'll start something entirely different like super-lawful STR-INT-CON-CHA fighter with a huge hammer, but then again: for the first time I tried the Many-As-One way and it was so logical. If the game thinks it's CE - it will spoil me all the fun of a lawful playthrough. I guess I'll have to search for some alignment guide to see what's what in the game files.
Anyway, I'll take a brake and think what to play next. Being a royal lizard in DOS 2 sounds like fun, but I'm not sold yet. Maybe the patches for BG or NWN come out..