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<blockquote data-quote="GMMichael" data-source="post: 6640932" data-attributes="member: 6685730"><p>No, this isn't about the "official" Elder Scrolls RPG, although I'm not sure there is one, nor why there is not yet one.</p><p></p><p>I'm looking for ways for myself and others to customize our home games to make them feel more like the awesome titles from Bethesda Softworks. Me, I'm a veteran of Oblivion and Skyrim, but I haven't had the pleasure of playing Elder Scrolls Online, nor even the predecessor of Oblivion, which I think was called Morrowind.</p><p></p><p>An example of what I'm looking for might be the lockpicking systems. In Oblivion, you'd see a cross-section of the lock and use your picks to tap each tumbler upward, and hit a button to lock it in place. In Skyrim, you just see the outside of the lock, and use your picks to try rotating the locks from certain angles. In both games, the limit to how much lockpicking you could do was the number of lockpicks you had, because if you took a misstep, you'd break a pick.</p><p></p><p>Another feature was character loadout - you'd fill your character's loadout by choosing pieces to put in each slot: head, chest, legs, boots, shield, weapon...Skyrim allowed the use of two weapons...</p><p></p><p>What are other features that make the Elder Scrolls feel like Elder Scrolls? What am I missing in Morrowind and ESO?</p><p></p><p>Here begins The List (for an Elder Scrolls campaign):</p><p></p><ul> <li data-xf-list-type="ul">PCs begin as captives. This could be a great running joke, like D&D characters who begin in a tavern. </li> <li data-xf-list-type="ul">Along with some human and elf varieties, characters can be orcs, Khajiit (catfolk), and Argonians (lizardfolk) </li> <li data-xf-list-type="ul">Open world: while there's a main quest, PCs can find side quests literally wherever they go.</li> <li data-xf-list-type="ul">Crafting: whether it's smithing, magic, or alchemy, Elder Scrolls characters can make and improve goods.</li> <li data-xf-list-type="ul">NPC attitudes: serving, attacking, or chatting up an NPC will change its opinion of you. So will your faction.</li> <li data-xf-list-type="ul">Factions: these include organizations, houses, and others. Characters gain standing in these, and factions affect how other characters view them.</li> <li data-xf-list-type="ul">Skill improvement: characters improve skills by using them. Improve the right skills, gain a level.</li> <li data-xf-list-type="ul">Main Quest: each PC gets a main quest. Bonus points if these intersect a bit...</li> <li data-xf-list-type="ul">Combat complexity: fighting in Elder Scrolls is more than Hit or Miss. This was originally imparted by the fact of TES being a real-time first-person game, but there's no reason why the TRPG can't have complexity as well. Some features: staggers, stamina/fatigue, weapon range, blocking, armor encumbrance.</li> <li data-xf-list-type="ul">Birthsigns: not all of a character's features come from race and class. Some come from outside sources as well.</li> <li data-xf-list-type="ul">Leveled loot: it turns out that scaling bad guys is not as universal as scaling loot in TES. Several Thieves' Guild eyes just lit up. </li> </ul></blockquote><p></p>
[QUOTE="GMMichael, post: 6640932, member: 6685730"] No, this isn't about the "official" Elder Scrolls RPG, although I'm not sure there is one, nor why there is not yet one. I'm looking for ways for myself and others to customize our home games to make them feel more like the awesome titles from Bethesda Softworks. Me, I'm a veteran of Oblivion and Skyrim, but I haven't had the pleasure of playing Elder Scrolls Online, nor even the predecessor of Oblivion, which I think was called Morrowind. An example of what I'm looking for might be the lockpicking systems. In Oblivion, you'd see a cross-section of the lock and use your picks to tap each tumbler upward, and hit a button to lock it in place. In Skyrim, you just see the outside of the lock, and use your picks to try rotating the locks from certain angles. In both games, the limit to how much lockpicking you could do was the number of lockpicks you had, because if you took a misstep, you'd break a pick. Another feature was character loadout - you'd fill your character's loadout by choosing pieces to put in each slot: head, chest, legs, boots, shield, weapon...Skyrim allowed the use of two weapons... What are other features that make the Elder Scrolls feel like Elder Scrolls? What am I missing in Morrowind and ESO? Here begins The List (for an Elder Scrolls campaign): [LIST] [*]PCs begin as captives. This could be a great running joke, like D&D characters who begin in a tavern. [*]Along with some human and elf varieties, characters can be orcs, Khajiit (catfolk), and Argonians (lizardfolk) [*]Open world: while there's a main quest, PCs can find side quests literally wherever they go. [*]Crafting: whether it's smithing, magic, or alchemy, Elder Scrolls characters can make and improve goods. [*]NPC attitudes: serving, attacking, or chatting up an NPC will change its opinion of you. So will your faction. [*]Factions: these include organizations, houses, and others. Characters gain standing in these, and factions affect how other characters view them. [*]Skill improvement: characters improve skills by using them. Improve the right skills, gain a level. [*]Main Quest: each PC gets a main quest. Bonus points if these intersect a bit... [*]Combat complexity: fighting in Elder Scrolls is more than Hit or Miss. This was originally imparted by the fact of TES being a real-time first-person game, but there's no reason why the TRPG can't have complexity as well. Some features: staggers, stamina/fatigue, weapon range, blocking, armor encumbrance. [*]Birthsigns: not all of a character's features come from race and class. Some come from outside sources as well. [*]Leveled loot: it turns out that scaling bad guys is not as universal as scaling loot in TES. Several Thieves' Guild eyes just lit up. [/LIST] [/QUOTE]
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