Sheriff_Fatman
Liturgist
- Joined
- Sep 4, 2002
- Messages
- 120
Can someone please explain to me where the enjoyability of playing a thief type character comes from? To me, the thief skills and classes are cliched, dull, and only included for a cheap and easy bit of diversity for the vendor. How is they can keep putting in the same tired, boring skills, and people lap it up?
What thievery means for the player
As a player, having thief skills mean you get to make skill checks in blatantly obvious situations and apply other skills indiscriminately, with never a need to use your own judgement, intelligence or imagination. The net result of it all? More money and items.
Blatantly obvious skills:
Indiscriminate skills:
Trap setting is the only vaguely interesting skill for thieves, and it's a contrivance. Carrying little trpa kits around and dropping them at a moment's notice? A whole retail industry set up to support our friendly neighbourhood thieves' (who outnumber honest folk about 2:1) trap needs? BAH!
So why would you do all this? Following signposts or randomly performing checks is just dull.
Is it any different for othe skill areas? Yes. For combat skills, the player chooses types of combat to pursue, then chooses weaponry and armour within those. Okay, once the setup is done, combat is applied without thinking, but at least there is variety in the forms is takes (various flavours of ranged and HtH). Magic/technology are obviously even better, since you get to choose which lines of research to pursue AND there is some variety in its application.
The fruit of all this ability checking is equally dull. Games have to be balanced, so important doors and chests cannot be made accessible only to thieves. This de-values your skills immediately. The only areas and chests your thievry will get you into are extra, non-game-balance-effecting item acquistion areas. Even those will often have alternate, non-thief points of entry, since games builders rarely want to see their hard work restricted to a small subset of players.
So, how the hell do you thief playing lowlife scum manage to enjoy your zero brain lives?
What it means for the game
Justifying the thieves' roll requires specific support in the game world.
Doors and chests have to be locked, even though it adds nothing to the gameplay for other players. NPCs inexplicably lock various parts of their houses and don't (a) keep the key on their person or (b) keep the key anywhere else.
Traps have to be carefully sprinkled throughout the world. Small bands of low intelligence humaniods, who dwell in caves, use sticks for weapons and wear rags they find, are forced to developer (a) the ability to set traps detectable only be trained thieves (b) circumnavigate these traps all the time in their daily lives, just in case a party of adventurers arrives on a day trip. Paranoid, reclusive Wizards, whose skills you would imagine to be more along arcane lines suddenly develop either (a) trap setting skills (b) enough faith in humanity to hire a self-confessed thief to manage their Evil Lair Security Systemâ„¢.
Extra items have to be placed on people, in chests, in houses, etc., just so a thief character can feel a small sense of achievement at breakingin and pinching it. The items have to be carefully selected to be (a) worth pinching and (b) not have an effect on game balance.
The net result of all these things is that someone, somewhere in a games manufacturer's Evil Lair is spending time putting all this nonsense into the game just to justify the thieves' role, and that players are presented with the unpalatable options of (a) get yourself some lockpicking skills, even if you don't want them or (b) resign yourself to a background sense of dissatisfaction caused by locks continously thwarting your curiousity.
Well, that's the end of my rant. Anyone out there feel thief skills have real value to RPGs, rather than being filler? Is there any better approach RPGs could take to the stealth skills that players seem to love so much?
What thievery means for the player
As a player, having thief skills mean you get to make skill checks in blatantly obvious situations and apply other skills indiscriminately, with never a need to use your own judgement, intelligence or imagination. The net result of it all? More money and items.
Blatantly obvious skills:
- Lockpicking - every locked door and chest. Duh.
- Trap disarming - anywhere you see a red lined area (in D&D) or are otherwise warned "there is a trap ahead."
- Stealth - any time you need to get around someone or anytime you are about to enter combat with an unsuspecting foe. CLICK, you're in stealth mode.
Indiscriminate skills:
- Pick pocketing - since RPGs have yet to give you a way to assess the alertness of your mark, you just have to try pickpocketing everyone or noone.
- Trap detection - in games where the trap detection isn't automatic, you have to apply it pretty much to everything or nothing or just at random.
Trap setting is the only vaguely interesting skill for thieves, and it's a contrivance. Carrying little trpa kits around and dropping them at a moment's notice? A whole retail industry set up to support our friendly neighbourhood thieves' (who outnumber honest folk about 2:1) trap needs? BAH!
So why would you do all this? Following signposts or randomly performing checks is just dull.
Is it any different for othe skill areas? Yes. For combat skills, the player chooses types of combat to pursue, then chooses weaponry and armour within those. Okay, once the setup is done, combat is applied without thinking, but at least there is variety in the forms is takes (various flavours of ranged and HtH). Magic/technology are obviously even better, since you get to choose which lines of research to pursue AND there is some variety in its application.
The fruit of all this ability checking is equally dull. Games have to be balanced, so important doors and chests cannot be made accessible only to thieves. This de-values your skills immediately. The only areas and chests your thievry will get you into are extra, non-game-balance-effecting item acquistion areas. Even those will often have alternate, non-thief points of entry, since games builders rarely want to see their hard work restricted to a small subset of players.
So, how the hell do you thief playing lowlife scum manage to enjoy your zero brain lives?
What it means for the game
Justifying the thieves' roll requires specific support in the game world.
Doors and chests have to be locked, even though it adds nothing to the gameplay for other players. NPCs inexplicably lock various parts of their houses and don't (a) keep the key on their person or (b) keep the key anywhere else.
Traps have to be carefully sprinkled throughout the world. Small bands of low intelligence humaniods, who dwell in caves, use sticks for weapons and wear rags they find, are forced to developer (a) the ability to set traps detectable only be trained thieves (b) circumnavigate these traps all the time in their daily lives, just in case a party of adventurers arrives on a day trip. Paranoid, reclusive Wizards, whose skills you would imagine to be more along arcane lines suddenly develop either (a) trap setting skills (b) enough faith in humanity to hire a self-confessed thief to manage their Evil Lair Security Systemâ„¢.
Extra items have to be placed on people, in chests, in houses, etc., just so a thief character can feel a small sense of achievement at breakingin and pinching it. The items have to be carefully selected to be (a) worth pinching and (b) not have an effect on game balance.
The net result of all these things is that someone, somewhere in a games manufacturer's Evil Lair is spending time putting all this nonsense into the game just to justify the thieves' role, and that players are presented with the unpalatable options of (a) get yourself some lockpicking skills, even if you don't want them or (b) resign yourself to a background sense of dissatisfaction caused by locks continously thwarting your curiousity.
Well, that's the end of my rant. Anyone out there feel thief skills have real value to RPGs, rather than being filler? Is there any better approach RPGs could take to the stealth skills that players seem to love so much?