Good Vs. Evil, Law Vs. Chaos, Neutrality

Post » Tue Feb 26, 2013 3:24 am

is it just me or are these concepts non-existent in skyrim? i find that my "goodly" characters are often asked to do less than noble deeds and my "evil" characters cannot get ahead without doing something nice for someone, what gives? and for that matter, there is pretty much nothing for a "neutral" character to do, most dialogue and quest options are pretty black and white, either you are a super friendly nice guy, or an evil [censored]. the only option for neutral characters is usually to just not do the quest

would anyone else like to see a more defined role for good, evil, or neutral characters?
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stevie critchley
 
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Post » Tue Feb 26, 2013 1:28 am

Yeah
I would like some sort of morality system to represent your character.
And maybe you could choose your alignment at the start of the game or just develop it as the game goes on.
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Kira! :)))
 
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Post » Tue Feb 26, 2013 6:00 am

There are two alignments in Skyrim: Good and Psycho. Neutral is when you skip quests.
I would totally want more fleshed out morality for Skyrim.
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carly mcdonough
 
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Post » Tue Feb 26, 2013 7:58 am

Nobody is "good" or "evil" all the time. I like that hard-coded moralities aren't present in Skyrim. You always have a choice, as it should be.
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Laura Wilson
 
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Post » Tue Feb 26, 2013 10:05 am

Can't say I every liked these kind of ideas. People do what they want and few can ever be labeled as strictly good/evil/neutral. On that note I think being a neutral character is very simple, just worry about yourself. Had a hunter once that played by that rule. Hunted animals for money, would do a bounty if need a bit more but was just someone worried about taking care of themselves and not the woes of others.
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Nathan Barker
 
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Post » Tue Feb 26, 2013 7:30 am

I would love dialogue options like those in Knights of the Old Republic for the dark side. I laughed many a game. Yes. I agree with you. Especially if the world changed based on your activities... and those changes were reflected in dialogue choices.
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Bigze Stacks
 
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Post » Tue Feb 26, 2013 1:40 pm

Morality is in your head, not in the game.

If you don't like something, walk away from it.
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Jennifer May
 
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Post » Mon Feb 25, 2013 11:49 pm

Nobody is "good" or "evil" all the time. I like that hard-coded moralities aren't present in Skyrim. You always have a choice, as it should be.

i dont think anything should be coded in to affect what choices we can make, id just kind of like to see more of a reaction from people based on my alignment and also some more dialogue options for those of us that like to RP. only having one dialogue option in a quest that says "ya sure id love to help you" when in fact the only reason im "helping" is to get gold or loot or whatever. BG2 covered it pretty well, every quest had a good, evil, and neutral dialogue.. your decision wouldn't always affect the outcome of the quest but it would the reward for it. such as, a good character would say "no keep the money, i just want to be a good dude!' an evil one would say "thats it? this is all you give me for saving your town? i demand more or ill burn this village to the ground!" mainly i just think some added dialogue would be good for the people that like to RP, this is an RPG afterall, and it gets dull sometimes to always see the same dialogue no matter if i am a murderous killer or a holy paladin


Can't say I every liked these kind of ideas. People do what they want and few can ever be labeled as strictly good/evil/neutral. On that note I think being a neutral character is very simple, just worry about yourself. Had a hunter once that played by that rule. Hunted animals for money, would do a bounty if need a bit more but was just someone worried about taking care of themselves and not the woes of others.

in most fantasy settings the concepts of good, evil, law and chaos are rules of the land that have as much of an impact on their world as the laws physics do to ours, there are in fact "wholly good" and "wholly evil" characters, take a paladin for instance, a paladin can *only* be a paladin if they adhere strictly to the forces of law and good, there is no grey area, if a paladin commits an evil act for whatever reason they lose their connection to the divines and become a "fallen paladin" there are no exceptions, there is no "for the greater good" excuse. a paladin cant lie, cheat, steal, or murder. period. if they do, they cease to be a paladin
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jeremey wisor
 
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Post » Mon Feb 25, 2013 10:03 pm

in most fantasy settings the concepts of good, evil, law and chaos are rules of the land that have as much of an impact on their world as the laws physics do to ours, there are in fact "wholly good" and "wholly evil" characters, take a paladin for instance, a paladin can *only* be a paladin if they adhere strictly to the forces of law and good, there is no grey area, if a paladin commits an evil act for whatever reason they lose their connection to the divines and become a "fallen paladin" there are no exceptions, there is no "for the greater good" excuse. a paladin cant lie, cheat, steal, or murder. period. if they do, they cease to be a paladin

I am fully aware of that. Thought it was a silly idea then. Take your paladin, a person that had been doing so much good in their life that the gods gave them divine powers to help them in their quest more then likely wouldn't even think about doing otherwise. They would just continue doing good because that is what they do, now with more shimmer. My argument is more againist the label then the options.

A good, or at least more caring person would either try to purge the corruption from Riften or just avoid it not wanting to do anything that might advance that corruption. The person would also have a few reasons to push them to this, my character has a family and he doesn't what his kids exposed to what Riften has to offer so they live far away from it and he rarely visits the place.

I can understand how those that wish to stick to the old, very old, ideas of role playing and character design would want things changed, I for what am glad that things are moving way/ evolving passed that stuff. Makes you feel better I also dislike the idea that (insert race) only makes sense if the are played (insert play style).
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Richard
 
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Post » Tue Feb 26, 2013 12:47 am

in most fantasy settings the concepts of good, evil, law and chaos are rules of the land that have as much of an impact on their world as the laws physics do to ours, there are in fact "wholly good" and "wholly evil" characters, take a paladin for instance, a paladin can *only* be a paladin if they adhere strictly to the forces of law and good, there is no grey area, if a paladin commits an evil act for whatever reason they lose their connection to the divines and become a "fallen paladin" there are no exceptions, there is no "for the greater good" excuse. a paladin cant lie, cheat, steal, or murder. period. if they do, they cease to be a paladin

I am fully aware of that. Thought it was a silly idea then. Take your paladin, a person that had been doing so much good in their life that the gods gave them divine powers to help them in their quest more then likely wouldn't even think about doing otherwise. They would just continue doing good because that is what they do, now with more shimmer. My argument is more againist the label then the options.

A good, or at least more caring person would either try to purge the corruption from Riften or just avoid it not wanting to do anything that might advance that corruption. The person would also have a few reasons to push them to this, my character has a family and he doesn't what his kids exposed to what Riften has to offer so they live far away from it and he rarely visits the place.

I can understand how those that wish to stick to the old, very old, ideas of role playing and character design would want things changed, I for what am glad that things are moving way/ evolving passed that stuff. Makes you feel better I also dislike the idea that (insert race) only makes sense if the are played (insert play style).
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Christine
 
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