"Rules" of Roleplaying

Post » Tue Nov 29, 2011 1:13 pm

Hi guys, I just finished Morrowind, Tribunal and Bloodmoon for the first time (daedric armor with living divayth fyr is SWEET) and I'm ready for oblivion, but this time I'm going to try to roleplay, a LOT. But because I'm nit the best at making rules (better word would be guidelines) and sticking with them, I need some guidelines. These are some I have for myself:

  • No fast travel except for spells (Divine Intervention/recall)
  • Sleeping/eating/drinking mods
  • Light armor when on the roads, fur armor in Bruma
  • No godlike spells/enchantments
  • Dead is Dead
  • Only reloading when distracted/bugged/glitched
  • Potions may only have up to two effects
  • One potion when Novice alchemy, two when apprentice and so on.
  • No thieves guild, Dark Brotherhood or any immoral quest. Maybe the Shivering Isles when he has grown older...


I need a few more, like encumbrance. How much can a young healthy Imperial male carry, except for a shortsword, clothes and some gold?

Little list, if you're interested
Spoiler
Name: Arelar Magnus
Race: Imperial
Age: Young, around twenty (His uncle is the Nerevarine, and it would be strange if he was than a 30/40 year old man)
Class: Spellsword (The whole freakin' family is bound by oath to be spellswords, with the rare blunt weapon in some spots)

He is a jack of all trades, but he will focus on some skills more than on another. Instead of listing a bunch of major skills, I will tell you how I plan to use every skill:

Blade: Main attack weapon. 'nuff said.
Blunt: Ceremonial weapon. Arelar inherited a ebony mace from his uncle, made in Morrowind itself, which he uses to show of his wealth in town. Occasionally he will train with it.
Hand to Hand: Ignored. Arelar always had a steel shortsword under his clothes, just to be safe.
Armorer: Self-sufficient. There isn't always a smith in the wilderness when you arrived from a dungeon dive with your party. I'm the smith too.
Block: When he likes to go paladin-style, he will carry a shield when he wants, but most times he will take a shock weapon.
Heavy Armor: When he knows the resistance is heavy, he will dive in outfitted in the best armor he has available.
Athletics: To get somewhere fast, e.g. the camp.
Acrobatics: To get somewhere fast, and to avoid getting hit in combat.
Light Armor: For travelling and scouting. No way I'm going to run in my iron armor from Anvil to Cheydinhal.
Security: No need, alteration will do the trick
Sneak: Arelar is not a person who would use stealth, but he uses it sometimes when scouting a ruin or dungeon with his scout team, supplemented with low level chameleon and invisiblity
Marksman: To hit something from far away Arelar would use one of his spells, but he practices when hunting or for sport.
Mercantile: The rare moments he would sell anything, he will haggle. A lot.
Speechcraft: He is a shy person, he would rather bribe someone or use illusion magic to let someone believe Arelar is a nice guy.
Illusion: See Sneak and Speechcraft.
Alchemy: As the smith, he will also be the alchemist. Sometimes he uses the scout team to find ingredients for him, or he buys them in town.
Conjuration: Short-time Conjuration for distractions in battles for advantage or to flee, long-time Conjuration to protect the campsite at night from beasts.
Mysticism: Fast teleportation, Mark and Recall (mysticism 50), Mages Guild Teleports (Mysticism 75) and Divine Intervention (Mysticism 100).
Alteration: See security. Sometimes to lighten up the load or to create magical shielding, but those moments are rare.
Destruction: Major skill for combat. Will be practiced a lot.
Restoration: Combat by absorbing health/fatique/magicka, fortifying attributes to become stronger, faster, smarter or more agile.
Attributes: Strength and Willpower
Birthsign: Mage (Atronach would be my "real" birthsign, but I don't like the Atronach for OP-ness. :whistling:
And YES, I use the mod to enhance birthsigns and races. Otherwise it would be the atronach.


Does anyone have any suggestions for me, or if you'd like, just ask a question. I'm ready for anything.

PS. The only thing I still need is a reason why Arelar ended up in jail.
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Chase McAbee
 
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Joined: Sat Sep 08, 2007 5:59 am

Post » Tue Nov 29, 2011 8:23 am

It would help to know exactly what it is you intend to roleplay, or do you mean hardcoe? A little more character bio, and a little less of the "in between the lines".

Either way, a few more question out of curiosity;

1. Divine Intervention or recall? These are not available in OB. Is this a mod?
2. How would you define "immoral", imperative or constant? The reason I ask is that many quests in OB are a bit ambiguous, and I always find it best to not define rl morals with those of Nirn.


But yeah, I really doubt anyone here is all that great with sticking to their own rules when role playing. If it was the opposite, then New Years resolutions would actually work. Role playing like rl demands a little flexibility. :P
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IM NOT EASY
 
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Joined: Mon Aug 13, 2007 10:48 pm

Post » Tue Nov 29, 2011 12:42 am

1: Well, it is a mod. Don't know what it was, but it is a mod. I think it is LAME.
2: I don't like killing, only if I'm attacked I will kill. Otherwise, I let my companions do the dirty job or just cast a drain + damage fatigue spell so they will stay down. For example, I sided with Falco in Bloodmoon, helped some travellers along the way, the boring do-gooder. When he drinks skooma, though, he would turn into a killing machine.
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Jessie
 
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