Elder Scrolls Online: Such a beautiful game. |
Should I play to win?
-ish. It's assumed
that you will succeed in your endeavours but the definitions of win / lose and
success / failure are vague and subjective so more like an RP-heavy Pathfinder
game than typical World of Darkness.
Player Characters are:
expected to interact with each other as a group alongside
the NPCs, taking an interest in each other as much as the NPCs, and generally
working together unless there's a pressing reason for a major conflict that
should have been worked into the tale beforehand during character generation.
The GM's role is:
The GM preps a series of scenarios, using the map and other
resources from the game world as a backdrop and additional filler, and
highlighting different quests as they come up, while remaining flexible to
player choices and decisions with regards to the how / what / when / why and
even if they will get involved (bearing in mind that players shouldn't unfairly
ignore a plot without good in-character justification).
The players' roles are…
…to engage with the game world and each other, making
meaningful decisions and occasionally bashing down the door to take down
monsters dungeon-style - basically a fantasy world adventurer simulation - play
the world, play the personality, play the social environment, but also cut down
the monsters and take the loot.
Doing the smartest thing for your character's survival…
…is generally what the average person would do and therefore
fits well into the simulationist adventurer scenarios though sometimes themes
of self-sacrifice and martyrdom may arise -- it's really up to you how you
handle that.
The GM's role to the rules is…
…to invent sub-systems as they come up but once the house
rules are agreed upon, they should be reliable without modification unless
serious errors become apparent.
After many sessions of play, during one session, a player
decides to have her character side with an enemy. This is…
…where the character becomes an ST-guided PC (somewhat
independent NPC) and will only last until the other PCs find out and do
something about it. It should therefore
be quite rarely done and only for the most meaningful and powerful of reasons.
A fistfight breaks out in a bar! The details of where everything is - tables,
chairs, where everyone is standing is something that…
…is important though generally there won't be anything but
the most rudimentary and quickly drawn maps and miniatures (and then only
sometimes). Clever players can gain dice
bonuses or inflict dice penalties for using the terrain to their advantage - such modifiers will be determined on an ad
hoc basis but will generally reflect the World of Darkness rules. This may be tied into a quick and easy merit
sub-system but that remains to be seen.
In order to really have fun with this game, the rulebook is
something that…
…is spread over so many different books and inside my own
head that I wouldn't really bother with it beyond what you already know about
the World of Darkness mechanics. Even
character creation will happen in-game.
Please try to remember the rules as they come up, though. Most of them are quite simple.
Further details:
You don't need to know the Elder Scrolls universe. If you would like to discover it in-game,
your character's death can be caused via severe head trauma leading to total
amnesia. You will begin the game as one
of the major races of the Aldmeri Dominion, i.e. a Khaijit (catperson), Altmer
(high elf) or Bosmer (wood elf) unless the concepts of the second tier (easily
workable but non-core groups) really flare your imagination. These include Orsimer (wood orc variety),
Maomer (sea elf - think pirates rather than mermaids as they can't breathe
underwater), and Argonian (lizard people, generally refugees).
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