One thing I disliked about Oblivion was dungeon looting--venturing into a dungeon, killing everything, picking up several hundred pounds of crap, and hauling it back to town to sell. It was at once incongruous with the narrative and tempting in the same way that skooma is to a junkie--it offered immediate satisfaction but diluted and trivialised the experience in the long-run. When dungeon looting, I was just playing with numbers rather than role-playing in the fiction. What might have been important, character-moulding, decisions, such as what to take and leave behind, were rarely an issue, since I could usually have it all. In other words, there were few or no trade-offs, and it's our trade-offs that define our character!
Back when I was playing Fallout 3, I had similar frustrations. My solution was to develop what I called a 'user-enforced mod': a set of self-imposed rules to make Fallout 3 a more interesting experience. My goal was not realism as such, but to introduce more difficult trade-offs into game mechanics that were, so it seemed to me, so slack as to be practically broken. I posted a thread on these forums that garnered quite a bit of attention. Thankfully, someone http://www.gamesas.com/user-enforced-mod-t34905.html, so you can check it out if you're interested. The thread was posted back when New Vegas was still in development, and Obsidian soon announced a 'hardcoe mode' for console players as though in response.
I had hoped that Bethesda would see fit to include something like a 'hardcoe mode' in Skyrim, but no. Indeed, almost all the same frustrations I had with Oblivion and Fallout 3 remained. However, Bethesda seemed keen on effectively 'modding' their own game through patches and DLC, so I decided to wait awhile. Creating such hardcoe modes seemed popular among PC players, and it has been a frequent request by console players, so I've held out some hope that Bethesda would yet grant my wish.
Now, I'm tired of waiting, tired of avoiding spoilers, and tired of seeing my copy of Skyrim gather dust. I decided to search online to see if anyone had enumerated a set of rules for Skyrim like my 'user-enforced' mod did for Fallout 3. Among the results, I discovered an article, http://j-u-i-c-e.hubpages.com/hub/roleplaying-skyrim. It has some good suggestions, but what really caught my attention was the idea of writing my own journal. It seemed quite absurd and over-the-top, though it would obviously be a great way of getting into character and immersing myself in the fiction.
Writing such a journal would also be relatively easy for me. I sunk hundreds of hours into Oblivion and so am quite familiar with the Elder Scrolls universe. However, I had explored relatively little of Skyrim. I hadn't been to Falkreath, Riften, Dawnstar, Winterhold, and had only fleetingly visited Windhelm and Solitude, to name but a few locations. I had also intentionally avoided general information to avoid any and all spoilers. Just like my character, I would truly be encountering Skyrim, or at least most of it, with fresh eyes--their discoveries would coincide with my discoveries, their ignorance would reflect mine, and so forth. So I decided to do the ridiculous and write a journal, in-character, of my adventures in Skyrim.
I will update this thread with entries in that journal. Hopefully, it is both readable and interesting to members of this forum. Making it public might also spur me on to continue writing entries (even if I probably do have better things to occupy my time with). My character is an imperial female called Adriana. I have tried to give her a distinct personality.
I have also been tinkering with different rule-sets like my 'user-enforced' mod for Fallout 3. I'll save the specifics for another thread, but the most important rule concerns game saves and death. Some people like to play so-called 'death is death', meaning that if they die, then they have to start all over again (excepting deaths caused by bugs, of course). This seems overly harsh and not particularly fun, but there is certainly a case to be made that it's too easy to "cheat" in Skyrim by constantly saving and reloading whenever anything goes slightly wrong.
My solution to this problem is to use sleep as a kind of checkpoint system. That is, every time my character sleeps I make a new save which you might call a 'checkpoint' save. While I can create new saves whenever I want, if I die, then I must return to my last 'checkpoint', normally at the beginning of the same day. This means that I may lose a significant amount of progress if I die, but it's not nearly as punishing as a 'death is death' scenario. To make a 'checkpoint' save, I must eat at least two items of food shortly before sleeping and sleep at least 6 hours. I cannot make another 'checkpoint' save for at least 12 hours.
To get an idea of how this works, recall the typewriter and ribbon system from the old Resident Evil games. In this case, however, I need to find a bed rather than a typewriter and at least two items of food rather than an ink ribbon. Of course, unlike the old Resident Evil games, I can also save any other time should I wish to stop playing or run into any technical issues. The 'checkpoint' saves merely act as return points in the case of my character's death (excepting deaths caused by bugs, of course).
Also, a couple of notes. I am not using the in-game map or journal (except in special circumstances). I have also turned off the entire HUD. I would prefer to just turn off the crosshair and compass, but only the crosshair can be turned off independently. I want to make it easy to get lost!
