Related snippet from one of my other comments:
HOWEVER: one thing that irks me in DAII is the assumption 'diplomatic' is 'good' and 'aggressive' is 'bad'.
I would consider a manipulative weasel, a sycophant, sly and cunning, to be 'diplomatic'. But if he is doing it for his own goals, he is not 'good'.
I liked the idea of playing a character who was blunt, didn't bear around words, hated playing mind games. But the assumption was automatically that he was a heartless ***hole.
I know it is an unrealistic expection, perhaps, but I would like for MORALITY to be tracked SEPARATELY from personality.
So how about it? Did it annoy you to see your blunt Hawke become an unfeeling monster without direction? To see your potentially manipulative character go around patting orphans? For your sarcastic Hawke to have no concept of timing or when it is appropriate?
When playing DAII, I... okay, I like the personality system, really. But it was too cut and dried. It assumed personality and morality were the same thing. As a result, no 'Hawke' felt 'real' if they were taking the same options all the time.
One Hawke might normally be snarky, but I would take the diplomatic route if I was dealing with some traumatised, or the aggressive route if things just got srsbsns (take 'the kidnapping' the final act of DAII for example).
One Hawke might normally be blunt, but I would take the diplomatic route of "no, I'm afraid that's not possible" just because I didn't want to say something like "no. Also, YAY PUPPY MURDER" or something that could be considered 'evil'. Alternatively, taking the snarky option to show he is not intimidated rather than bristling at every 'threat'.
A blunt Hawke may not necessarily revel in death, but see it as a necessary means to an end.
A diplomatic Hawke may see killing as an emotional release dealing with trying to navigate the political pressures, or perhaps they take a firm stance on anyone that oppose law and ord--
--okay, now I'm just thinking this. You know that old nine-square chestnut, the Alignment Chart? Y'know, Lawful Good, Lawful Evil, Chaotic Neutral, so on? Here.
Hawke is past being recovered in that manner, but perhaps it would be nice if DA3 handled it this way. Youer personality is more likely tied to your LAWFULNESS (Diplomatic - lawful, Humourous - neutral or chaotic, Blunt - chaotic or neutral - not sure of order of the last) whereas your MORALITY should be tracked separately (Good, Neutral, Evil). Build a reputation for being cruel or kind, rather than something based on how popular you are at parties!
That sycophant I meantioned, sly and cunning? Lawful Evil.
The blunt character that isn't an unfeeling ass? Potentially Chaotic Good.
TL;DR
Personality and Morality are seperate states. (Blunt not always evil, diplomatic/manipulative not always good)
Please track them separately rather than assuming such.
____________________________________________
[EDIT 1]: BONUS THOUGHT. Which of you guys played a mage? Which of you then talked to Carver? When he blames you for Bethany's demise, you have six potential lines of dialogue. You have your three personalities (depending on how the conversation went thus far) and then you have two options: exposing his pettiness, or spitting the blame on him. Practically an example of good and evil separate within personalities!
When they have auto-dialogue, have that affected as is relative. Track how often a character shows mercy (even better: to whom. All mages? Only mages uninvolved with demons? Only templars?) versus how many times they leave someone to die, or blackmail, or whatever 'evil' things. Then when it comes to dialogue that shows 'evil' - a callous diregard for someone's suffering perhaps - have that relfected.
Take Grace in DAII for example, and turning her in:
DIPLO, GOOD: I'm sorry Grace. But this is bigger than both of us. I have to turn you in.
DIPLO, EVIL: You cannot run from justice, apostate. You will come with me.
SNARK, GOOD: Just a little murder? Don't think so. You'll have to come with me.
SNARK, EVIL: Oh, sweep all this mess and murder under the rug? Wouldn't that be a fine idea? I don't think so.
BLUNT, GOOD: I am taking you in. That is the right of it.
BLUNT, EVIL: You don't DESERVE my mercy.
Helping her escape:
DIPLO, GOOD: I cannot take you to inevitable suffering. I will do what I can.
DIPLO, EVIL: They are not fufilling their roles as protectors. Until they meet their role, neither should you.
SNARK, GOOD: Well, I quite like the idea of being part of a dashing escape plan!
SNARK, EVIL: Those idiots couldn't find their ass with both hands. I can make sure they don't find yours either.
BLUNT, GOOD: They're monsters. They don't get to have you.
BLUNT, EVIL: Nothing like a little chaos in the ranks!
Modifié par Karsciyin, 20 septembre 2012 - 11:42 .





Retour en haut







