I currently manage two distinct playthroughs for Avowed, as I’m deeply invested in the role-playing aspects of RPGs and find myself brimming with creative ideas that I can’t ignore. Similarly, I have four unfinished playthroughs for Baldur’s Gate 3, each unique in its own way.
In one of my role-plays, I’m a thoughtful, deliberate sorcerer. Mature, compassionate, content with his circumstances, and striving for harmony in all things. On another occasion, I can be quite arrogant. I strictly enforce the Aedyrean Empire’s rules with a firm hand – or more precisely, a golden pistol and magical tome – and I often make snide comments towards anyone passing by, trying to use as much sarcasm as possible. Both experiences are enjoyable, but recreating the latter in any other game is extremely challenging.
Sarcasm Is The Easy Way Out
In most Role-Playing Games (RPGs) today, you often have the opportunity to play as a witty, sarcastic character. Typically, there are three types of dialogue options available: polite, rude, and sarcastic. Some games also offer an intelligent or skill/background-specific option based on your character’s attributes and background story.
I understand your point. It’s entertaining to confront a formidable foe with a snarky or challenging remark. At times, it can become too Whedon-esque for my preference, but generally, it adds an enjoyable twist to the storyline, even if not always something I would personally opt for in other role-playing game scenarios. My character, who’s a bit of a rude inquisitor type, will go for these situations, but I typically don’t use this approach in other RPG playthroughs.
Typically, you’re faced with two options: either offering something kind or delivering something unkind. For instance, a young street beggar comes up to you asking for change. You could act like a generous benefactor by giving them your coins, or you could behave unkindly by pushing them away, spitting on them, and performing an unsavory gesture towards them. Avowed allows you the option of saying nothing at all.
You Say It Best When You Say Nothing At All
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[Nod solemnly.]
[Stare quizzically.]
[Remain politely silent.]
In this game, Avowed showcases the art of letting Non-Player Characters (NPCs) carry most of the conversation. My old, wise wizard character remains silent, listening intently to people’s issues without ever expressing judgment or showing any signs of emotion. I maintain a composed and neutral demeanor, avoiding revealing my biases, jumping to conclusions too quickly, and making sarcastic remarks.
It’s mentioned that you can let the time run out on dialogue options in Lost Records: Bloom & Rage to remain quiet. Kudos to Lost Records: Bloom & Rage for this feature!
By adopting the role of a patient character in my games, I’ve discovered a new approach that has proven quite fulfilling. This method encourages me to listen more attentively to others and genuinely consider their viewpoints. The experience has been extremely enriching.
In my gaming experience, I’ve learned that characters in side quests often have hidden intentions. It could be that they are stealing bread as a desperate measure to feed their family. Or perhaps they committed an act out of jealousy, like killing a spouse who was unfaithful. Sometimes, the seemingly benevolent baron asking for help may actually be abusive towards his wife and daughter. In many cases, there’s a deeper story behind these side quests that isn’t immediately apparent.
In my approach to side quests, I’ve found it beneficial to consider both perspectives. Often, I discover that the apparent aggressor harbors prejudice towards lizardfolk or bears a grudge against children, but sometimes there’s an unexpected twist. Much like a seasoned detective, I ensure to collect all relevant information before reaching a conclusion.
In Disco Elysium, however, what typically applies does not hold true – Harry du Bois serves as the exception validating the rule. This is due to the fact that regardless of your roleplaying style, Harry is never a competent detective.
As a passionate gamer, I’ve found myself in situations where I’m rushed into making decisions before I’m ready, or feel compelled to show empathy towards the seemingly guilty party to avoid conflict. With Avowed, I can remain silent, and that’s precisely what I need – it suits my wise Aedyrean wizard character perfectly, and it’s just what I’ve been searching for in a game.
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2025-02-27 23:05