VaranisArano wrote: »For me, it's probably the complexities of characters and cultures, specifically the conflicts that characters have within their own culture and with other cultures. The Elder Scrolls universe has become increasingly factional as the series has added more games, and that conflict makes for very rich roleplaying and storytelling opportunities.
Many or most of the above. What interests me most is how different it is from other fantasy worlds I'm familiar with even when on the surface there's a lot of similarities.
My first TES game was Morrowind and I've mentioned on here before that when I started I was so confused by all the NPCs asking me about whether I follow the Aedrea or the Tribunal or the Imperial Cult or if I agreed with the distinction between 'good' and 'bad' Daedra or what I thought of the Divines and it took me a long time to make sense of it all, but that's also one of the things which made the game so interesting to me. Just having a fantasy world with more than one pantheon was pretty unusual to me at the time. I know DnD has lots of different groups and races who only worship one specific god or group of gods, but it's accepted fact they all exist and interact, it's just people picking the one/s they want to focus on.
It's the same with the races and cultures. At first glance you've got your basic humans, wood elves, high elves, dark elves and 'beast' races. (Although I always found the khajiit and argonians more interesting, because I'd only seen one other game with cat and lizard people and they were quite different.) But the names and general appearance is about where the similarity ends and I find learning about the different cultures in Tamriel and their history really interesting.
I also like the frequent use of in-universe sources and the unreliable narrator concept so that a lot of stuff isn't clear and doesn't have just one interpretation. A lot of other franchises rely on the 'word of god' where the writer or developer will state how things are and that's it. Even if people within the story say differently you know they're wrong. Sometimes that makes sense - in DnD for example Dungeon Masters need to know how things actually work in order to create and run campaigns. But when you don't need that level of clarity I think it makes it more interesting to leave things open to interpretation and to need to consider the source when reading lore books and things.
emilyhyoyeon wrote: »VaranisArano wrote: »For me, it's probably the complexities of characters and cultures, specifically the conflicts that characters have within their own culture and with other cultures. The Elder Scrolls universe has become increasingly factional as the series has added more games, and that conflict makes for very rich roleplaying and storytelling opportunities.
This is exactly how I feel and my bias towards the TES world in particular amplifies my appreciation for what all that offers.
I voted for the race/culture option because it's what definitely increases the realness/authenticity/believability the most, for me at least, although I would argue it's also the objective best for that too.
orion_1981usub17_ESO wrote: »I feel a lot of these are interconnected.
Nightowl_74 wrote: »I've always been interested in the Daedric Princes and their followers. Elder Scrolls was the first game to offer my character anything but altruistic options when completing quests or let me play someone who wasn't a hero, and it was nearly all thanks to the Daedra. Their stories are invariably dark and often twisted; qualities that appeal to me as a fan of both the horror and psychological thriller genres. While I'm (generally - I occasionally make a character for rp) not concerned with morality in my interaction with npc's, only completing objectives, I very much enjoy having the idea put forth to contemplate - If I were role-playing this character, or writing it myself, how would she reconcile these actions?
I haven't completed all the quests in ESO but with the exception of the DB content, to me it has a more generic hero "good behavior = rewards" feeling. Sometimes I miss having to choose between the moral high ground or something shiny.
Overall, the Daedra appeal to my fascination with tales of madness, the macabre and the darker side of human nature.