In other RPGs, I've always played a goodie-two-shoes character, who gives to beggars, tries to make everyone happy, and to resolve every petty grievance or mild dispute, no matter how minor. When I did make a conscious decision to play less of a Paladin-like character, they ended up being even more one-dimensional; their "evil" simply being expressed by talking tough, making threats, and demanding more money for every job. In my defence, a lot of this was due not to my poor RP-ing skills, but to the design of the games themselves; it's pretty hard to RP a genuinely nuanced character when you simply *have* to complete do-gooder quests to complete the storyline, with your only "choice" being how you phrase your acceptance ("of course, I'd love to help"/"hmph, there's better be something in it for me!"). It's very hard to convincingly roleplay a homicidal maniac or surly loner, since that will rapidly deprive you of quest opportunities! Of course, there are some games that offer genuine moral choices beyond "Pet/Kick the Dog", but for the most part, you're railroaded into being a hero, anti- or not.
I swear, I googled "Anti-hero" and that's what came up...
This time around, presented with the latest offering from Bethesda, the kings of open-ended gameplay, I decided I actually wanted to put the RP into RPG and give my character some individuality. I wanted to really engage with playing the game; not just as a challenge to be overcome, but as a story, and a world, in which to be vicariously immersed. To that end, I decided to make a character very different from myself; the more similar they are to me, the less experience I get of considering how the events depicted would actually affect a real person experiencing them.
So, race will be a key factor. I knew from the small amount I'd already played that the player would have the opportunity to join the separatist movement (the Stormcloaks), and presumably there would also be the chance to assist the Imperial Legion in subduing the colonies. Since I'm going for a radically different character to myself, I decided to make my character (who by this point I'd named Alyssa) excessively racist - having suspicion and distrust of non-Nordic people, and massive distaste for non-human races.
Looking for a little background and motivation for this trait, I decided that, somewhere in her backstory, there'd been some massive trauma related to the Aldmeri Dominion - maybe a patrol had torched her village, or killed her family, or something similar. Yep, it's clichéd, but I'm not exactly an author! This immediately led on to another character trait that could provide excellent RP - self-sufficiency and defensiveness. Leading on from her suspicious nature, I decided that Alyssa would be wary of being perceived as weak or vulnerable, but fiercely loyal to those who have shown their worth. This has informed some excellent examples of characterisation in my early play - at one point, I actually turned down a minor quest to recover some loot from a wronged merchant, because I'd already allied myself with the Thieves' Guild who had cheated him. There would have been no repercussions of my taking the quest line - but, despite losing the opportunity for a bit of easy gold, I felt much more satisfied in knowing that I was playing a character, rather than simply grinding through quests.
This character choice also made an obvious choice of class. Alyssa struck me as someone who would want to be in control of the situation at all times, and to always have the upper hand on everyone - what better class than a rogue, who can sneak in the shadows, pick up on choice titbits of information, and, when the time comes, strike from a powerful position and then retreat into the night?
Right, it's getting late, and I've probably already given armchair psychiatrists far more than they can handle all in one go. Next post will deal with my early game, and any interesting experiences in the game, as well as a bit of a review of the game itself (spoiler alert: I really like it).
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