Morrowind Play through Generator. (With dice)

Post » Fri Dec 12, 2014 6:11 pm

I could use your help on tuning this up a bit. I found a great way to get an authentic Morrowind Experience, every time you play. I have always been a fresh character favorist in most of my RPG history. But in Morrowind I basically always played the same dragnet style, Thief Mage Fighter. Today I came up with a way to allow a tremendous shift, in concentrated play style.

4 dice.
2 regular 1-6 dice
2 dice with symbols: Red King - Green Queen - Blue Jack - 1 spade - 9 clubs - 10 diamonds.

(I don't know what game the symbol dice are for, it is from a chess/checkers/backgammon/xx combo set)
--------------------------------------
1. Select Race -
Roll 1 numbered di, count from the first race, into every other, by the number rolled.
Roll 2 dice, counting straight to target selection.
----------------------
2. Select Class -
Roll 2 dice count down to target
Roll 1 die count down to target
Roll 2 Dice count down to selection.
-----------------------------------
3. Select Path - (I need assistance here)
Roll 1 number die
Roll 2 symbol die, as many times as that number

Record Combinations

1. 2.

3. 4.

5. 6.

Read the fate of your selection.

=========================================

Red King - Power/Command/Obligation
Green Queen - Favor / Personality/Peace
Blue Jack - Neutral/Discipline/Freedom

1 Spade - Death/Oath

9 Clubs - Adventurer

10 Diamonds - Money
------------------------------------------
4. Sign
Roll 1 die - Count every other from first
Roll 2 dice - Count straight to selection
Sign can be as straight forward as its power/ability, as influential as tipping your fate or a slight of motivation, while playing your character.

(as sign is defined in "The Firmament" after creation.)

------------------------------------

This is the part I am really struggling with, in terms of committing my character.

Red King - Power/Command/Obligation
Green Queen - Favor / Personality/Peace
Blue Jack - Neutral/Discipline/Freedom

1 Spade - Death/Oath

9 Clubs - Adventurer

10 Diamonds - Money

When I look at the symbols on paper, I tend to slot machine the different basis' of what it means.
I could use someone to toss me some structure concepts with what is being dealt with.

I did 3 quick attempts at this, heres what I got.

1. High Elf - Sorcerer - 1. Queen/Adventurer 2. King/King 3. Queen/Adventurer - Thief

2. High Elf - Monk - 1. Queen/Adventurer 2. Adventurer/Money 3. Jack/Spade 4. Adventurer/Money 5. Spade/Money 6. Spade/Money - Serpent

3. Dark Elf - Knight - 1. Queen/Adventurer 2. Adventurer/Money 3. King/Money 4. Spade/Queen 5. Jack/Jack - Atronach

SO.

1. I played it like he sticks to the path of adventuring, under conditions of kings being at war, and he carries on through the conflict. So.. sort of a neutral dealing with the worlds turmoil to his own tune. Emphasizing Queen as conditions of Goodness, and Adventurer, as conditions of play style, and King as a priority of obligation.

2. The monk was basically a straight up rat fink. (lol). He trained himself, to the purities of being a monk, to kick your ass and take your cash. Queen/Adventurer was basically swallowed, by all the money and spade.

3. The knight - Is basically a sword for higher, with an attainment value of a Kings Champion. He will run his duties to the Empire, while earning his worth, in the various outlets around Morrowind.

My problem is when I am looking at the symbols, trying to define my character as I play, I shift between the literal image, and the assigned virtue/definition.

If someone could throw me some definitions for various combinations, I would appreciate it. Or a shift to the way to produce the "fate" of the "being".

Initially I was going to do it like,

King/King = War

Queen/King = Peace

Jack/Jack =Devilish

Spade = Killer

Clubs = Adventurer

Diamonds = Greed

but then I added the roll multiplier, so I could spin some diversity to his path.

That's about it, what I am going to be going with. I am doing it, as one death, and done. For now. Staying committed to that, I lost the fun of the Monk and the Sorcerer, right off the bat to foolishness :D, now I am stuck with the boring Knight, and I come seeking your considerations.

I hope you can enjoy.,

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neen
 
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Post » Fri Dec 12, 2014 5:55 pm

Play type updates

4. Breton - WitchHunter - 1. adv./adv. 2. favor/kill 3. kill/command 4. adven/kill 5. command/money 6. queen/money - lover

So for this guy. I basically made him hired under royal command to do what it takes for his mission. I had him running around off the boat, confiscating whatever essential goods he needed. He popped open a book of Corpse Preparation, and had to make his way towards the Ashlands. (where he fell off the Airship, and died) So he could investigate the witch practices of morrowind, in their most common area. he failed. =x

5. (Now things get fun). Orc - Thief - 1. Money/Money 2. Power/Favor 3. Power/Money 4. Power/Freedom. - Snake

So this orc. right. he thinks hes going to be the most majestic thief there is. so as soon as he grabs his papers of identification. He runs into the world grabbing up EVERY.. SINGLE... object.. there is.. when he broke into the imperial warehouse at seyda neen, he took everything and on his way out he bumped into a guard. so he high tailed it to the guar traveler, to pelagiad. Where he became shop assistant at the trader. Then he got caught selling his stolen drinks from the tavern keeper, so he high tailed it to balmora. where incidentially, 1 of 2 things, some random aggressor came and wooped my ass, and disguise kits , maybe dont work?

6. then I rolled an Orc Knight again that had the favor of death and queenx2 so I had him go out to the waters outside the census beaureau, and die with the paperwork for Casius Cosades.

His mission was success.

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Chloe Yarnall
 
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Post » Fri Dec 12, 2014 3:51 pm

Hmmm... Sounds like it could be interesting, but I don't think I understand your abbreviations or your shorthand. I don't understand what "Power/Favor 3," etc. mean. Can you flesh it out?

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lacy lake
 
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Post » Fri Dec 12, 2014 5:25 pm

Yeah, I was about to ask the same sort of thing.

Also, I wonder if the http://morrowind.inventivegamer.com/tools/chargen-random/ would be of help in this.

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Stephanie Valentine
 
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Post » Fri Dec 12, 2014 6:54 pm

Red King - Power/Command/Obligation
Green Queen - Favor / Personality/Peace
Blue Jack - Neutral/Discipline/Freedom

1 Spade - Death/Oath

9 Clubs - Adventurer

10 Diamonds - Money

2 dice are regular 1-6 numbers

2 dice are symbols, as listed above. I assigned them generic meanings, and I could use some help, articulating their meaning.

King = Power/Command (maybe empire duties)

Queen = Favor (stick to the path, abide by the people) (work your presence around each region)

Jack = freedom/mischief (become your own master, house games)

Spade = killer/strict

Clubs = adventurer, taking chances

Diamonds = Greed/Money drive

so before you pick a sign, you roll one numbered die to see how many times you roll the symbols. Then you sort of connect the dots, or play favor of the strongest figure, through the symbols rolled,

Orc necro sign atronarch rolled...

1.queen/queen

2. Spade/Queen

3. Adventurer/Adventurer

4. Queen/Jack

5. Adventurer/Money

See so its pretty straight forward, that dudes going to be out i nthe wilds, getting his corpse skills on, and then you know, maybe one day, reap his powers on the greater people.

High Elf Witch Hunter got sign steed

1. Jack/Queen

2. Jack/Spade

3. Adventurer/Queen

4. Spade/Adventurer

5.Money/Queen

So this guy is pretty much low to the earth, keeping his discipline of skill against evil, taking to the towns only his necesarry exchange, for waht hes accomplishing around their lands, keeping their peace.

Imperial Spellsword sign lover

1. Jack/Spade

2. King/Adventurer

3. Queen/Money

4. Queen/Money

5. Jack/Adventurer

6. Queen/Adventurer

This guy I happened to had made an old face with old hair, and he rolled those traits, as an imperial, so i set him as a veteran agent of the realm. The king had lost his son to the troubles of the realm, so he tasked me, to reclaim my favor, and ensure the future for his queens worth, the lands worth, and all his son was supposed to pursue. I put him straight to Caius, to live a strict course of, clearing up the main quest, with Imperial Discipline.

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Cartoon
 
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Post » Fri Dec 12, 2014 10:34 am

I am doing this completely anolog. I am letting the "DICE" roll determine my future.

I just need help reigning in the meaning of the symbols. Aside from that it has been a very remarkable experience. Aside from the fact I keep dieing in balmora, to some modded thug, chasing me down.

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Alisha Clarke
 
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Post » Fri Dec 12, 2014 6:05 pm

Maybe I'm dense, but I still don't understand your symbols. I.E. what king, spades, jack mean. Especially when you have them in pairs like this, "queen/queen." I think I need complete sentences describing the symbol and its meaning.

Also, creating a way to randomly generate characters does sound interesting, but not if you die between the opening village and Balmora all the time. I don't get the appeal in not exploring the world.

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anna ley
 
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Post » Fri Dec 12, 2014 8:49 am

I think he's using a special set of dice with pictures on them, from a board game.

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Sakura Haruno
 
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Post » Fri Dec 12, 2014 6:14 pm

I explained it in the first post. The dice are from a combination board set, Chess/Checkers/Backgammon?/some other game?.

2 dice with the same symbols on them, the symbols are... queen king, jack, spade, club, diamond. explained in the first post.

I assigned each one, a generic meaning to its symbol, as repeatedly posted.

King represents empowerment, obligation, directive, command.

Queen represents peace or integration, of your character to the heart of the people.

Jack represents an entitlement or mischievous or freedom allowance (I called it neutral originally)

Spade influences strict discipline oath or death

Clubs represent a rugged/adventurous or "chance" type attitude. (As immense as traveling the lands/tombs out in the wild, or applying it as a trait, to your decision making. i.e looting/thieving/brawling)

Money pretty much flat out means greed or wealth determination.

so you roll the numbered dice, it lands 3.

You roll TWO symbol dice, THREE TIMES.

Roll 1 : Queen / Jack

Roll 2 : King / King

Roll 3 : Adventurer / Money

so how I have been interpreting it, this character would go something like :

Imperial Cult service, Being of the people, by his freedom. The kings = war, so the first roll thrives, towards the second roll, but then he still has some inherent desire to pursue more than that, so he could then join, the blades, and fix the trouble? maybe the imperial, and take the glory in a rougher way.

That is where:

a) personal preference comes in, how do you want to run out of Seyda Neen

B) adapt it by what Race and what Class you got. He either is who he is already, under that fate, or will pursue that fate, on leaving Seyda Neen.

c) Let the Birth Sign influence it - The Lover would tilt him towards the blades, where as the serpent, would turn him against the people.

I have only been dieing, because I am playing, Dead is Dead, and I have been running an avalanche process. There is no reason to think, that you can't sustain a default generated class and sign combination, just because it was decided by dice rolls. I am sure if you do this as I said it, and play 1 or 2 characters dedicated. You will find it really enthralling.

I have made 13 different attempts at this since I created it last night. I dare say its been a hell of a time.

maybe 45 percent I am glad the character died, 55 percent, I wish the character hadn't of died.

But I am staying committed, to the fate cast, of the dice system. The error is entirely on my part.

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Cedric Pearson
 
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Post » Fri Dec 12, 2014 7:41 pm

You could assign the symbols, to the number values, on the regular dice.

1.King

2.Spade

3.Queen

4. Jack

5.Clubs

6. Money

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Josh Trembly
 
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Post » Fri Dec 12, 2014 7:42 pm

I think it's great to come up with personal playing styles that are fun for us. :)

I would go up a wall if I tried to inject random dice-throws into my game-play, but that's just me. I played a lot of D&D type games that were all dice-based, and it was all right, but one of the things about TES that I love is that player-character action and skill count for more than random chance. My characters come alive for me in Elder Scrolls games, in a way that doesn't happen with other games.

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Bek Rideout
 
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Post » Sat Dec 13, 2014 12:25 am

Yeah it was pretty legit to open up my play theme. I do only do the dice rolls up through race selection - class selection - (personal concept fate selection) - sign selection (motivating or merging fate roll)

Its cool too, when the name you pick at random, fits into the role of the character.

Sceraw - Redguard - Warrior

Rolled: Death/Adventurer Death/Money Queen/Jack

So I hopped into the Airship I have in Seyda Neen, and just happened to land at Ebonheart where the Dukes Fugitive is. I am playing this guy like a Marauder/Pirate. Going to be an adventure.

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April D. F
 
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