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17 Posts

The Elder Scrolls V: Skyrim» Forums » Strategy

Subject: So can you be Lawful Good? rss

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Allen Vailliencourt
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I know a big part of Skyrim is the Thieve's Guild quests, pick pocketing, breaking and entering, etc.

Could you complete the game by being a total goody-2-shoes? So far my character has only unlocked things (went into a few houses at night and the people yelled at me so I left) and haven't stolen anything yet.

Just curious if anyone else has gone down that road...
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Charles the Dragon
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That part of the main quest where you're to go to Riften and speak with that shady character is a bit misleading. I am a good-natured Breton mage and I didn't want to steal anything so I simply ignored his directive to steal the thing out of the vendor's box. You get enough information from him to know where to start looking to find the old guy (can't think of his name right now).

I haven't gone much further past that yet but it seems that you have a choice still.
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Tristan Hall
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Be strong, paladin! Stick to your principles! Be good in the face of an overwhelming world full of evil rogues and ne'er-do-wells!!
But don't come running to me when you take an arrow to the cricket's ear... zombie
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Gnomish Mustard
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I found this question very thought provoking. I took the role of lawful good, only killing bad guys and only looting / stealing those who deserved it.

It can be done, but I do think it makes the road much longer and challenging.

In all my years of gaming this has been the most interesting discovery for me. That is, I can't play a bad guy when there is an alternative to play a good one. At times I can perform neutral actions, but that is very difficult. It's completely inexplicable to me.


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Allen Vailliencourt
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I'm the same way. Maybe it's a reflection of my real life morals/standards/conscience? Sometimes I play a bad guy in games but overwhelmingly I play the good role.

Then sometimes I'll save a game and then do a really bad thing like attack an NPC just to see what happens... devil
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Luke Stirling
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I play something akin to a flawed good. I think of my character as trying to be good, but I let him get in over his head quite often, and so he ends up choosing the least worst option in most cases. But every time I have travelled down a storyline with an ethically questionable component, the game has always signposted it for me from the beginning. In my experience so far (well over 50 hours) there are ample opportunities to steer well clear and take the more morally upright course through the game.
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Phil
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I play as bad as possible as long as the experience isn't dumbed down. In most games you don't get the same rewards when playing the bad char or don't even get a lot of quests. A lot of evil quest resolutions are of the type "kill him". That is a bit extreme in my taste. There should be a waaaaaaaaaaaaaaay more options to be evil. But in the end evil != sociopathic. But game developers don't get that very often.
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Charles the Dragon
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Harlekin wrote:
I play as bad as possible as long as the experience isn't dumbed down. In most games you don't get the same rewards when playing the bad char or don't even get a lot of quests. A lot of evil quest resolutions are of the type "kill him". That is a bit extreme in my taste. There should be a waaaaaaaaaaaaaaay more options to be evil. But in the end evil != sociopathic. But game developers don't get that very often.
I think that The Elder Scrolls games have done a fairly good job of letting people be evil while not taking anything away from the experience. Granted, being plain destructively evil will make the game difficult but, like you said, playing an evil character is not the same as being a sociopath.

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Phil
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I haven't found too many options to be evil, other than stealing some stuff. The quests in which you have a choice are few. One problem of such games is that the NPCs always know everything about your quest status. So it would really not fit into the game to lie to them ("Oh, well, yes, of course I killed all those giants. Reward please."). Besides the Brotherhood and the Thieves there aren't a lot of those quests with choices. And consequences are few. But as Molyneux (or however the name is written) once said: The consequence is the weight on your consiousness. Or im simpler terms: We had no idea how to implement that.

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Albert Jr. Cukingnan
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I suppose the player can always make it a point to be as much as a jerk as possible during dialog choices, or just wantonly murdering random townsfolk. But as Phil said, there usually isn't much of a choice.

As a whole, the consequences aren't really great and usually end up the same no matter which dialogue choice the player makes. You might wanna note though, that there are some quests that can be failed via dialogue choices leading to combat. But then again, its never really a big thing as most quest rewards aren't really noteworthy.

Of course if you really feel like being devious (or just want to be cautious playing a lawful good character), remember that you can check out your stat page and check your criminal record, as well as how many bunnies you've killed so far. Sadly, I have killed zero.
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Luke Stirling
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Sexy Boy wrote:
As a whole, the consequences aren't really great and usually end up the same no matter which dialogue choice the player makes. You might wanna note though, that there are some quests that can be failed via dialogue choices leading to combat. But then again, its never really a big thing as most quest rewards aren't really noteworthy.

I feel the lack of gameplay consequences is a major plus of the game for me. It makes the game at least a little more like role-playing. I feel like I get to decide on a case by case basis what my character would do in a given situation, rather than what would likely lead to the most good/evil points. The latter mechanic tends to railroad one down an "always good" or "always evil" path, because that where the bonuses lie. This leads to games like Mass Effect and KotOR being games with no real choice at all, as anything vaguely approaching a middle ground style of play gives you very few bonuses compared to sticking with one extreme or another.
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Albert Jr. Cukingnan
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paralipsis wrote:

I feel the lack of gameplay consequences is a major plus of the game for me. It makes the game at least a little more like role-playing. I feel like I get to decide on a case by case basis what my character would do in a given situation, rather than what would likely lead to the most good/evil points.


Aye, its definitely a plus if one puts it that way. It takes the worry out and assures balance more easily.

I guess I'm just disappointed that a good chunk of the dialogue selections elicit the same response from an NPC. If I wanted to insult a daedric prince, I would have loved to have the option of being cursed instead of getting a stern reproach and then a pat in the head as if nothing happened. Well, at least there's the civil war quests for all that they count.
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Sebastian Sohn
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Valien wrote:
I know a big part of Skyrim is the Thieve's Guild quests, ...


I play a lawful good sneaky conjurer/destruction mage. I just don't do the stealing quest offered in Riften and never ran into the Thieves guild. There are SO MANY quests and organizations, missing one organization's quest is no big deal. There are other guilds for fighters, bards, wizards and their associated quest.

To me Skyrim is like a buffet, it was not meant to finished. You eat what you like and then eat some more what you like but take break because you discover, there is more food coming. You can't possibly eat all this food so you pick what you like.
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  • Last edited Tue Jan 17, 2012 9:10 pm (Total Number of Edits: 1)
  • Posted Tue Jan 17, 2012 9:00 pm
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Charles the Dragon
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chaosbreaker wrote:
Valien wrote:
I know a big part of Skyrim is the Thieve's Guild quests, ...


I play a lawful good sneaky conjurer/destruction mage. I just don't do the stealing quest offered in Riften and never ran into the Thieves guild. There are SO MANY quests and organizations, missing one organization's quest is no big deal. There are other guilds for fighters, bards, wizards and their associated quest.

To me Skyrim is like a buffet, it was not meant to finished. You eat what you like and then eat some more what you like but take break because you discover, there is more food coming. You can't possibly eat all this food so you pick what you like.
And Skyrim doesn't charge you for two buffets just because you can't close the lid on the takeout box! arrrh
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Gnomish Mustard
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chaosbreaker wrote:

To me Skyrim is like a buffet, it was not meant to finished. You eat what you like and then eat some more what you like but take break because you discover, there is more food coming. You can't possibly eat all this food so you pick what you like.


Nice analogy! I like it very much.
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Phil
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Gnomish Mustard wrote:
chaosbreaker wrote:

To me Skyrim is like a buffet, it was not meant to finished. You eat what you like and then eat some more what you like but take break because you discover, there is more food coming. You can't possibly eat all this food so you pick what you like.


Nice analogy! I like it very much.
Hm, normally I eat until the restaurant throws me out.
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Luis Fernandez
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I´m an imperial mage knight (a class that i always play that is warrior with magic destruction/restoration) i try to be good and rightfull always but as many stated this lead you to lose a big part of the game.
 
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