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Legends, or Our Lives?

  • Member
    May 26, 2016

    One upside to having a fixed backstory is that character builds avoid all of the terrible backstories found in Skyrim CB. 

  • Member
    May 26, 2016

    True, 

  • Member
    May 28, 2016

    Honestly it's quite easy to work around anyway - you only have to look at some of Fudgemuppet's builds to see that

  • Member
    May 28, 2016
    • Which do you think is more important? Backstory, or in-game actions? Do you find yourself relying on one or the other more as you roleplay or create profiles?

    i think in game actions are more important, to shape the way you want to play it, not bethesda way of controlling the player.

    • Have you ever tried to work around the preset backstory? How did it work out? Do you have any tips for working around the Nora and Nate backstory?

    Just that my male character was a special operations unit focusing on rifles, stealth, and sidearms to get the job done. It went fine, backstories aren't something I'm that worried about.

    • What events do you think make good character-defining moments? Have you experienced any of these?

    • SPOILERS 

    • I think parts of the main quest, destroying other factions, and far harbor, what you do there.
  • Member
    May 28, 2016
    * Which do you think is more important? Backstory, or in-game actions? Do you find yourself relying on one or the other more as you roleplay or create profiles? I honestly used to put a huge amount of emphasis on the backstory before I played Fallout. However, now I think in game actions really matter a lot more because it puts you into the character more than keeping an encyclopedia of invisible backstory. I now feel like I play in the now more and a general backstory is enough to guide your initial travels through the Commonwealth but soon that will change. The best laid plans of mice and roleplayers often go awry. * Have you ever tried to work around the preset backstory? How did it work out? Do you have any tips for working around the Nora and Nate backstory?
 I think you can do a lot with the backstory even including their preset parts. Maybe you are a criminal that got drafted, worked military intelligence, a criminal psychiatrist that holds law degree, a professor of law/politics/etc, a local politician, a military lawyer, the list goes on. I think if you want to add more depth and creativity you certainly can. There isn't a huge timeline layout for you. Maybe your Nate and Nora are in their 50s and there were many many years of history before he went back to the military for X reason and she went back to school to finish that law degree while he was gone and Shaun himself was actually their adopted son! Be creative it can work! * What events do you think make good character-defining moments? Have you experienced any of these? Well I think it's important with the backstory aspects that none of the factions, groups, or interaction options existed before the vault. Everything is new to you. Even a hardened criminal character will have trouble adjusting. Adjustments make for emotional moments and emotional moments make for defining moments. The main quest is the big one here, your confrontations with the main characters most of all. I really like choose the freak out options with swearing and anger because that's just realistic! Moments of having to choose factions and even turn against friends can be highly defining and the aftermath might make for pivot points where your character can't continue that direction. Think of your character as yourself that is the greatest role play any one of us will ever have!
  • May 28, 2016
    • Which do you think is more important? Backstory, or in-game actions? Do you find yourself relying on one or the other more as you roleplay or create profiles?

    I feel like it's hard to say which is more important since both help each other. Backstory helps us understand the character's motivations for their actions, and certain actions can be given more gravity depending on the character's backstory. 

    So for example, working with Nate's backstory - it makes sense for him to join up with the Brotherhood. He's a military man and that kind of life is familiar to him. Maybe it's comfortable for him. So he joins up with the brotherhood, and that works. The character is congruent. But what if he doesn't? What if, despite his military background, he opts for the Railroad which is a loosely organized outfit that relies on guerrilla warfare rather than precise and deliberate tactics of the Brotherhood? 

    Ideology aside, that has a much bigger impact because it makes the player ask "why"? When a character does something different than their backstory might suggest they would do, it adds another fold to that character's personality, it elucidates their thoughts and their feelings, and the character develops further. 

    Imagine the backstory of a character being like a large empty island, and you - the player - are a land developer attempting to build a city. 

    On this large island, there are hills, mountains, valleys, craters, rock, grass, dirt, flora, fauna, etc. This is your character's backstory. The natural shape of the land is going to dictate what can be built on it, where, and how well. So if the base island is the backstory, then the city is your character's in-game actions. How the city is built over time - and how stable it is - is directly related to the ground it's built upon. Does that makes sense?

    • Have you ever tried to work around the preset backstory? How did it work out? Do you have any tips for working around the Nora and Nate backstory?

    A little bit, yes. This issue comes back to the dialogue, where much of it is based around Shaun. But...actions speak louder than words. Take a look at Fallout 3's, NV's, and even Skyrim's dialogue options - many leave a lot to be desired. I find myself thinking "I would never say that, I don't like any of these options". Which is why dialogue can be largely overlooked in favor of action. Actions speak louder than words! So say whatever dialogue you think is closest or ignore it completely and make up what your character would say in your head. Then, act accordingly. 

    • What events do you think make good character-defining moments? Have you experienced any of these?

    The big faction choices are the obvious defining moments. The Institution is a personal favorite of mine when playing with the pre-determined back stories because it forces the player into a really tough choice. Remain loyal to your son based on nothing more than the fact that he is your son (ignoring his character and his ideologies), or kill your son for your own convictions? That's heavy. The only other moment I can think of right now is the choice presented at the end of Human Error. I'm hesitant to give any details for spoiler reasons, but it involves the life of Roslyn Chambers. 

  • May 29, 2016

    "A cryolator killed my wife...now I only use Fiery 10mm pistols to spite my frozen nemisis..." 

  • May 29, 2016

    now I think in game actions really matter a lot more because it puts you into the character more than keeping an encyclopedia of invisible backstory. I now feel like I play in the now more and a general backstory is enough to guide your initial travels through the Commonwealth but soon that will change.

    I agree with this 100%. I still feel a little bit limited in that I feel required to pump out huge backstories, but I'm getting better at letting the playable character's actions do the heavier lifting. 


    I think you can do a lot with the backstory even including their preset parts. Maybe you are a criminal that got drafted, worked military intelligence, a criminal psychiatrist that holds law degree, a professor of law/politics/etc, a local politician, a military lawyer, the list goes on

    Lotta good concepts here. I have a few build ideas and one of these might have to make it in. 

    Even a hardened criminal character will have trouble adjusting. Adjustments make for emotional moments and emotional moments make for defining moments.

    This is really well-worded. I like the idea that no matter how tough or not tough your character was, there's always something that can kick their ass in the wasteland. Makes for a brave new world scenario where they're out of their element for the first time. 

  • May 29, 2016

    Lotta awesome stuff in this comment...now to sift through it all.

    Imagine the backstory of a character being like a large empty island, and you - the player - are a land developer attempting to build a city. 

    On this large island, there are hills, mountains, valleys, craters, rock, grass, dirt, flora, fauna, etc. This is your character's backstory. The natural shape of the land is going to dictate what can be built on it, where, and how well. So if the base island is the backstory, then the city is your character's in-game actions. How the city is built over time - and how stable it is - is directly related to the ground it's built upon.

    This is a really interesting analogy. As in, I can't even explain how much I love this analogy. If anyone asks me to explain roleplaying to them, I'll give them this from now on. I could even see this fleshed out even more, though it does have a clean perfection as is. 

     This issue comes back to the dialogue, where much of it is based around Shaun. But...actions speak louder than words

    This is it. This is where most of my problems with roleplaying come in. It's just so hard for me to ignore the dozens of lines about Shaun and how constantly distressed Nate sounds. I mean, your first line when you step out of the cryo pod is something along the lines of "whoever did this will pay". I guess I just need to try harder to ignore those things and let my own ideas flow...

    The Institution is a personal favorite of mine when playing with the pre-determined back stories because it forces the player into a really tough choice. Remain loyal to your son based on nothing more than the fact that he is your son (ignoring his character and his ideologies), or kill your son for your own convictions? That's heavy.

    This was pretty much the most distressingly fun part of the main quest. I LOVE the idea of choosing between the corruption of your son and the reality that you will have to kill him if you don't side with him. Now that is a character-defining moment. 

  • May 30, 2016

    This is a really interesting analogy. As in, I can't even explain how much I love this analogy. If anyone asks me to explain roleplaying to them, I'll give them this from now on. I could even see this fleshed out even more, though it does have a clean perfection as is. 

    :D Really, truly, flattered. 

    This is it. This is where most of my problems with roleplaying come in. It's just so hard for me to ignore the dozens of lines about Shaun and how constantly distressed Nate sounds. I mean, your first line when you step out of the cryo pod is something along the lines of "whoever did this will pay". I guess I just need to try harder to ignore those things and let my own ideas flow...

    Gah, yeah, this is admittedly pretty tough. Immersion still hurts a little when the emotion I'm trying my best to convey comes out of Nora's mouth completely wrong. Hm. Maybe...skip all dialogue? Ha, I really don't know unfortunately. I can just say "mods will fix it," but that just feels like giving up. It's fairly simple to do on PS4 though. Just set the controller down anywhere and the hyper-sensitive triggers with a distinct lack of trigger guards will fly through the dialogue. 

    I'm kinda salty about the PS4 controller. 

    This was pretty much the most distressingly fun part of the main quest. I LOVE the idea of choosing between the corruption of your son and the reality that you will have to kill him if you don't side with him. Now that is a character-defining moment. 

    Mhmm! It brings up a really interesting discussion about whether the parent owes Shaun anything at all. I sided with Shaun on my first playthrough. The whole time, I justified it with what felt like a misplaced sense of guilt. I knew I didn't agree with what I was doing, yet I did it.