A Challenge to breathe new life in to the game...

Post » Sat Jun 09, 2012 10:39 am

Like many others I come to this forum to try and find new ways to breathe new life in to this game. I wanted to take a moment and explain a new way that I started playing that has been both a challenge and breathed new life in to the game.

Rules:

1. No crafting. The only exception is you can use the workbech and the grindstone to improve your gear.
2. No magical/enchanted gear. The only exception is that enchanted rings and necklaces are allowed. Lets just say, if youre a roleplayer you can justify this by saying you you have an "allergy" to magic, or you just see it as a dishonorable advantage.
3. Along the lines of #2, no casting spells. Shouts are ok.
4. No stealth, ever. Stealth is seen as dishonorable to your character.
5. Must play on expert or master.
6. You can gear out your companion with anything found in the game. You might end up releying on your companion a bit more than in the past.

Playing around these rules has provided a great new challenge and a better appreciation for things you find. The sense of adventure has returned to my game. This might open up for some interesting roleplay ideas around these rules. Anyway I hope this helps someone else as much as it has me. Im open for suggestions on how I can tweak these rules.
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Sian Ennis
 
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Post » Sat Jun 09, 2012 6:19 am

For the most hardcoe:

Play while your friend shouts 'DON'T MESS UP' constantly.
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Mr.Broom30
 
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Post » Sat Jun 09, 2012 3:39 am

1. No crafting. The only exception is you can use the workbech and the grindstone to improve your gear.
2. No magical/enchanted gear. The only exception is that enchanted rings and necklaces are allowed. Lets just say, if youre a roleplayer you can justify this by saying you you have an "allergy" to magic, or you just see it as a dishonorable advantage.
3. Along the lines of #2, no casting spells. Shouts are ok.
4. No stealth, ever. Stealth is seen as dishonorable to your character.
5. Must play on expert or master.
6. You can gear out your companion with anything found in the game. You might end up releying on your companion a bit more than in the past.

Eliminate #6 and you can eliminate a few other rules. Companions make the game WAY too easy, even on Master. Depending on the archtype you want to play, your rules won't fit. I play with many restrictions, but all based around the class I currently play.

My stealth archer (Smuggler) was banned from using any type of magic whatsoever. I would not perk up the armor tree, and keep him wearing light armor with a very low skill. This way, if I was seen and engaged I would die, period. It gave me incentive to stay in the shadows and retreat when enemies closed in on my location.

My current character, Cleric (D&D style), plays with tons of restrictions:
  • No bladed weapons-- 1h maces only
  • Sticks to chaotic good alignment
  • Alteration and Restoration magic only
  • Prioritizes quests at temples
  • Prioritizes perks and abilities that enhance vs. undead
  • Destroys undead, necromancers, witches, and bandits on sight
  • Avoids killing when possible (other than ^)
  • Will complete any quest for any deity/God, regardless of the alignment
  • Other than ^, will not complete any blatantly evil quest
  • Will NOT steal anything from tombs unless it's a treasure chest
  • Will NOT steal anything from various alters in Skyrim
  • Attempts to eat 2x/day and sleep 1x per 36 hours
  • Will NOT buy crafting mats from vendors- only use what I can get via hunting, gathering, and mining
  • Only perking up Alchemy and 2 points in smithing (just to improve magical items)
  • Alchemy-- no poisons. Created poisons are destroyed, not sold or used.
Edit: I do agree with what you're saying though-- restrictions make the game a lot more challenging and a LOT more enjoyable.
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Penny Flame
 
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