Fast Jimmy wrote...
How does gold that can never be spent outside of weapons shops, respect
from NPCs who don't act hardly different at all regardless of your
actions or power, which boils down to having people do what you say
(which happens in nearly every game, regardless) matter? If the game
gave you a good avenue for using these things, then I could see the
appeal.
Don't know about you but I've spent my gold outside weapon shops and in backroom deals, such as with that dwarf smuggler in dust town. Also you're wrong about npcs not showing you any respect, after I humbled lloyd in redcliffe and took his business, he always spoke to me with the highest respect. But real respect and renown came after I actually did something worth respecting and settled in at court.
But if a player has no reason to make a deal with the devil (both figuratively and literally), then it becomes a flat choice. You can get an extra skill point by promising the soul of Connor to a demon? Oh, boy. A whole extra skill point. I can buy that from Bodahn for a few sovereigns.
The character in that scenerio gets what they want and the aid of connors red cliffe while simutaneously getting the smug satisfaction of daming the boy by turning him into an Abomination. I thought it was quite a rewarding deal.
Level gains, gold and equipment are terrible motivators to make decisions, for me. All they do, ultimately, is make combat easier, which can be done a lot easier by sliding the Diffiuclt bar down towards the Casual end. If the game didn't have difficulty settings or there wasn't level scaling, so that there was no way to defeat a particular enemy in combat without resorting to some sordid deals, then it would be a different story. As is, its just a choice to be evil, to have a character that twirls their mustache evily and say "Mwuahahahaa."
It's supposed to be a cake walk! That's the whole point of taking what you want from someone. If you have to turn it into a boss/elite level fight, it kind of defeats the motivation and purpose of the action. Usually evil characters are looking for quick rises to power, back stabbing nearly everyone along the way. If I have to work honestly for it, I may as just play the heroine.
Instead, if you were presented with a choice where you are offered a choice of doing something good and doing something you find reprehensible, but the game also clearly spells out that the bad choice has a strong chance of being for the greater good and the good choice can result in consequence (and the game then delivers on those ideas), then THAT is a good scenario. That's a story that examines what it means to be your character.
I don't understand. Why is it by default ok to do good things for the sake of helping someone else but sordid or intolerable to commit evil acts for the sake of helping yourself? An evil character shouldn't be forced to care about the
greater good unless it affects them directly or indirectly. Like I said, you're imposing a moral code of ethics on rp freedom.
Being an evil, mustache twirling villain of a character is just as flat and boring as being a "Heroic, Saves-The-Day!" type that can do no wrong. They are opposite sides of the same, dull litereary coin.
It depends really.