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<blockquote data-quote="Deuce Traveler" data-source="post: 6643835" data-attributes="member: 34958"><p>Arena had spells you could design, and magic based off of a spell point system that could be restored upon rest. Arena also had a spell that allowed you to pass through walls, but that was ditched in Daggerfall. Racial tensions are also brought to the fore here, as playing one race might get you liked in your home region but ostracized in another. Also, the Khajit won't look like cat people until later. Argonians also look human in this game.</p><p></p><p>Daggerfall focused on guilds and factions, with a generic fighters guild, mages guild, and thieves guild; with different guilds giving different advantages as you climb the ranks such as the Fighters Guild providing a free place to rest, Knighthoods giving a house, and the Mages guild providing quick teleportation to other locales. It also had an assassins guild, numerous knighthoods, and numerous temples to various gods. You also could gain or lose faction points with different groups such as the various noble families, and groups working in the shadows against the emperor. Oh, and you could become a werewolf or vampire. You could also make your own magic items and weapons. The levitate spell is really useful in this game and in Morrowind.</p><p></p><p>Morrowind (the best in my opinion) featured slightly different guilds and factions. The greatest thing about Morrowind is the alien landscape and architecture that you encounter from village to village and city to city. Different regions have different armors, so you might find a lot of suits of armor built from giant insect exoskeletons in one location, and a more Roman legionaire type armor in another. Also, this is the first game where the enemy's equipment matches what you find on his inventory when he's killed. The lore is outstanding, and really gives a lot of depth to a region of Tamriel, from its people to its gods, to whatever happened to the dwarves. One of the expansions focuses on werewolves and it is pretty awesome in that regard.</p><p></p><p>Unmodded Oblivion is the worst in the series, in my opinion, as it reduced much of the player options from the previous games, and also had a very vanilla Western European look. Still, it did a few things that can be translated into a tabletop CRPG well. First, the vampires you meet now have well defined factions of their own and some quests that flesh them out some. Second, the Daedra are given more attention and the lore built up here is quite interesting. More so than actually travelling the Oblivion gates themselves after closing the first gate. Third, the Assassins Guild (Dark Brotherhood) quest lines are better than any of the others in this game and would give some fun ideas for the DM to run his evil PC protagonists or NPC antagonists.</p><p></p><p>Skyrim introduces dragons into play, gives the non-class ability of dragon shouts to the player, and also brings a whole lot of new lore.</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 6643835, member: 34958"] Arena had spells you could design, and magic based off of a spell point system that could be restored upon rest. Arena also had a spell that allowed you to pass through walls, but that was ditched in Daggerfall. Racial tensions are also brought to the fore here, as playing one race might get you liked in your home region but ostracized in another. Also, the Khajit won't look like cat people until later. Argonians also look human in this game. Daggerfall focused on guilds and factions, with a generic fighters guild, mages guild, and thieves guild; with different guilds giving different advantages as you climb the ranks such as the Fighters Guild providing a free place to rest, Knighthoods giving a house, and the Mages guild providing quick teleportation to other locales. It also had an assassins guild, numerous knighthoods, and numerous temples to various gods. You also could gain or lose faction points with different groups such as the various noble families, and groups working in the shadows against the emperor. Oh, and you could become a werewolf or vampire. You could also make your own magic items and weapons. The levitate spell is really useful in this game and in Morrowind. Morrowind (the best in my opinion) featured slightly different guilds and factions. The greatest thing about Morrowind is the alien landscape and architecture that you encounter from village to village and city to city. Different regions have different armors, so you might find a lot of suits of armor built from giant insect exoskeletons in one location, and a more Roman legionaire type armor in another. Also, this is the first game where the enemy's equipment matches what you find on his inventory when he's killed. The lore is outstanding, and really gives a lot of depth to a region of Tamriel, from its people to its gods, to whatever happened to the dwarves. One of the expansions focuses on werewolves and it is pretty awesome in that regard. Unmodded Oblivion is the worst in the series, in my opinion, as it reduced much of the player options from the previous games, and also had a very vanilla Western European look. Still, it did a few things that can be translated into a tabletop CRPG well. First, the vampires you meet now have well defined factions of their own and some quests that flesh them out some. Second, the Daedra are given more attention and the lore built up here is quite interesting. More so than actually travelling the Oblivion gates themselves after closing the first gate. Third, the Assassins Guild (Dark Brotherhood) quest lines are better than any of the others in this game and would give some fun ideas for the DM to run his evil PC protagonists or NPC antagonists. Skyrim introduces dragons into play, gives the non-class ability of dragon shouts to the player, and also brings a whole lot of new lore. [/QUOTE]
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