5 personality flaws skyrim can make you cope with

I haven’t yet perform a single factor in Skyrim within the proper order. I am constantly turning up with a dude’s castle that I have never witnessed before, simply to give a mystical item that I’d psychologically scratched off as garbage hrs ago, after which sit and pay attention to the storyline be retroactively described in my experience:

King: Wanderer! Thank the gods you’ve come! The prediction told us that the mighty warrior would arise, worth wielding Fjalnir, the God-axe, and slaying the evil Demon Prince Synraith. We feel you to definitely be that warrior. What say you, traveler? Are you going to accept this?

Me: Yea, verily I shall accept thine task and vanq- wait, Synraith? Fiery dude inside a floating city? Cape made from screeching souls? Ahhh, shit. I already wiped out that guy.

King: You … already slew the Demon Prince, the Knife at nighttime, the Void in the centre of Men, whose identity you didn’t learn until at the moment?

Me: Yup. I saw that castle floating up on the horizon, and that i desired to determine if I possibly could jump in the rocks to go into the rear way. It required lots of reloads, however i finally were able to visit in there.

King: You "jumped on up" in to the Abyssal Palace?

Me: Yeeeep, yep yep yep. Just squat-leaped on inside and looted the area. I Then wiped out that Sydney guy-

King: Synraith, Demon Prince from the Abyss.

Me: -yeah him. I ganked that guy. Mostly just to find out if I possibly could. Plus he appeared as if a dick.

King: Indeed, the Foulest from the Foul was "a dick." However, you vanquished him without the assistance of sacred Fjalnir, the God-axe?

Me: Totally. It had not been a factor. I simply hid on the top of the bookshelf where he could not achieve me and shot him with arrows. I Then anxiously waited until he didn’t remember I had been shooting him, and made it happen all again to obtain the sneak damage bonus. Required some time, but he died the same.

King: Forsooth! Thine heroic deeds are … well, that sounds type of fucked up, really. I never thought I’d shame He Who Devours. So you’ve there is no need in our sacred totem weapon?

Me: What, the gold dealy, using the shiny bits? Nah, I already stole that from the display situation four hrs ago, before I understood whom you were. I gave it to Sven, but he Quantum Hopped from the game with this shit.

King: Huh. So. I suppose … the bards will … sing of the tale now?

Me: Ok last one? Sweet, let us listen to it.

Bard: The hero included eyes aflame / his tasks already done / the land was saved the same / but ’tis a shitty song.

Me: Word.

You can purchase Robert’s book, Everything will Kill Everyone: The Terrifyingly Real Ways the planet Wants You Dead, or follow him on Twitter, Google and facebook+. Or you might do none of individuals things, because you are presently playing Skyrim until your vision bleed, stopping only for more info about Skyrim before coming back to Skyrim.

For additional of Brockway’s gaming escapades, take a look at When Game Titles Really Go To Town Your Mind and 5 Ways ‘Arkham City’ Proves I am Under Capable of be Batman.

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Be a Better Player – Character Backstories


Video COMMENTS:

ratter88: Drawing a character can be really helpful. For example, I was thinking of playing an alchemist, but I really couldn't figure out what kind of character I wanted him to be. So I started to sketch him out, and as I was drawing this kind of armored apron thing that I realized he needed some kind of emblem to put on it, and as a placeholder, I put a plus sign. Then it clicked, I wanted to play a battlefield medic! From that, planning out a backstory all of a sudden got easier. Another rime, I was designing a barbarian, and as I was sketching him out, I ended up with a hawknosed, belligerent-looking fellow who looked far too skinny to be a proper barbarian, so he turned out to e a rather improper barbarian.

Evilriku13: Gyarados, Hydro Lord of the Sea? I see what u did there/understood that reference ;)

Andrés Prochnik: A Backstory is a great guide for choosing elements that will have significance in-game: equip, skills, feats, spells, etc. \n\nI also give 4 free skill points to the characters for 1 (and only 1) of the following if used for character development\n- Profession \n- Perform\n- Craft\n\nFor example, one of our players was a shinobi (ninja modified with houserules). In his backstory he learned about plants working with an old man in a lost village, so he got Profession (Herbalist). Eventhough the most common use the player gives to this is to determine wether or not a plant can be turned into a toxin, he also used it to find healing plants to treat an ally and identifying plant type creatures in the woods.

MPythonGirl: Some DM's make questionaires, which works fairly well, especially if they need a specific thing for a campaign. Things generally on it:\nWhy are you adventuring/What is your goal for the future?\nWhat do you do for fun?\nWhat is your greatest fear?\nWhy did you become your class?\nAre your parents alive, and if what is your relationship?\nIs there anyone else important?

Vinipooper br: All of my characters' backstories are generated by The Elder Scrolls Daggerfall.

SangoProductions213: I tend to focus on particular aspects of the character to get the background. Similarly, I tend to make my backstories somewhat generic, not mentioning specific names or places, because the groups I run with expect characters to all be ready by the time they hit the table. Related to that, they also tend to be far back in the story, as said DMs tend to run a game with some sort of story, but either don't tell it to us pre-game, or or don't inform us of where we are going to be starting.\nIf I'm going to tell a story based on the stats, then I look at the highs and lows. He's got a high charisma, and low wisdom? He had a history of getting his way, through either honey-laced words of kindness, or a whip-like lash of the tongue, caring little for what others thought should happen, or would be fair.\nIf I start with the class idea, then I see what points of the classes are contrasting, and tie them into a story. Barb/Monk, one is furious and chaotic, the other is focused, and careful. The story is that of betrayal – his own betrayal. Overtaken by the beast, he lashed out at his masters for the last time. He could never go back after what happened, but he vowed to gain control – no, mastery, of the beast that tugged at the edges of his mind.\nI tend to keep my backstories to 1 to 2 paragraphs at longest, as it's easier to pull the personality from the character for both the player and DM. But I like the  idea of the bullet point thing. It's certainly not going to look as good compared to others who give full backstories, but it could be easier for the DM to decipher.

Wingspand1: I try not to make a back story cause my DM always says no even if it makes sense. He just says that my character is more like some town guard even if I wanted to be something like a pig farmer.

TheEndKing: The longer backstories have another purpose, too. What you do, is you give the DM the cliffnotes version, then during games, you sprinkle in bits and pieces of the longer one when roleplaying or monologuing. Makes shit feel more alive, and if the DM is a good one(or if your backstory doesn't suck), he'll be intrigued.

Mart Leuvering: I always find it important to work in some impossible future goals. These should coincide with the aim of the campaign, in order to "glue" my character to the party. However, I try to add in a condition, in order to allow for character growth.Examples:1. Campaign: Bunch of adventurers who don't know each other are stranded in an unknown land, put there by some Teleport spell by unknown bad guy. Selfish goal: Learn the teleport spell myself and teleport home. Growth goal: Defeat bad guy, learn mass Teleport and get everybody home safe.2. Campaign: King has yearly contest in which the winner gets a wish. This year, the contest is to search the land for Crystals, which you can earn by solving problems for villages. Contestants are split into teams (party).Selfish goal: Win tournament, ask King for a boat and crew, and search for mermaid who saved my character from drowning (don't ask, long story).Growth goal: Learn what the others want, and win tournament not for selfish reasons, but for the greater good, along with alignment change from True Neutral to Neutral Good.Also, I try to add in a creative element, to try and push myself to do something different.1. One character was a Wizard and a tailor, so I made a Spellbook disguised as a tailor's clothing design book.2. For my Bard character, I wrote lyrics to a song, telling the tale of some of the exploits of my party.

TheLordOfBugs: I typically start off with a super vanilla backstory for a few sessions to help me really feel out the setting, then add some stuff to it. Some events might inspire additions, or even flat out retcons.\n\nMy first ever character was Basil Squire, a rich human snob who was often condescending towards non-humans, but flat out hated dragons and kobolds. At some point, a shady dealer offered him a potion, though she never said what the potion did. Naturally, Basil turned down, but I was left wondering 'wouldn't it be hilarious if it turned him into a kobold?' After thinking about it after the session, I thought 'wait, what if Basil was a kobold in a human disguise all this time, hiding his true form out of self-loathing?' After running it by the GM between sessions, he approved, and plenty of other ideas sprang from it, such as Basil's actual name being 'Tarkus' (less human sounding, and obligatory prog rock reference), his desire to drive off the resident dragon from his tribe, and his brother, Khatru, who could potentially be a backup should Basil die.