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In all honesty, this has got to be the greatest description of the problem I've ever seen. If your character, who is a really good person who helps everyone and stays away from evil, accidently happens to read the book Boethiah's Proving past level 30... you absolutely have to kill someone to complete it (same goes for the Molag Bal-quest, and numerous others). If you're evil and malicious, caring for nothing but your own well-being, it'd be more natural to, say, aid Miraak and let him take the world, yourself becoming some sort of... well, a comparison would be that you'd become like a With King, with Miraak being Sauron, if you catch my meaning.
Also, the problem you describe with losing interest in your character... it's almost painfully recognizable (the entire post in painfully recognizable, but that part slightly more). The game has a lot of freedom and you are allowed to do as you see fit, but they missed out on some important parts. My character, for example, would never in her life follow a talking dog, who also claimed to be owned by a Daedra, to a cave filled with gods-know-what, but since the quest is forced on you and you have no way of declining it, you're stuck with it and eventually you do it out of frustration of seeing it laughing at you in your quest journal.
If you had the option to simply say "No" to most quests and persons (I'm looking at you, Brynjolf), it'd already make the game a whole lot better, or at least get rid of the forced quests and dialogue.
Anyways, you've really hit the nail on the head with your story; thumbs up for that.
That's why I wasted an entire evening searching Riften and the surrounding area for an alternative solution to this quest other than murder. Unfortunately, murdering an unarmed old woman, no matter how vile or smellie she might be is not justified.
I even tried using console commands to resolve the quest by moving Grelod out of the ophanage, but the game designers have made her immune to console interference. In my opinion it should be possible to resolve this quest without compromising your character.
There are several obvious alternatives which would either have resolved it without killing, or at least justified the killing, but the script as written doesn't seem to offer any alternate option to the player.
The other aspect of this quest I found bizare was the fact that you stumble across an individual who is obviously guilty of multiple murders, and is on the path to becoming an evil vengeful magical mastermind and you just have to walk away and leave the little bastard to corrupt the whole ophanage.
Seriously. If you're an OCD who can't help it, then do yourself a favor and stop playing the game now. Otherwise if you don't want to kill that evil old lady, then don't skill her. It's simple. Really simple. Just don't do it.
Ditto for Boethiah's quest. Just don't do it.
15 different options for every quest would take alot of time, but what about just two? Adding some choice to TES would do a world of good especially since it's an RPG.
By the way, optional quests are - wait for it - optional. In fact, every quest after you escape from Helgen is optional. You don't have to do any of them.
Well, yes. But the problem I have is that Skyrim is suitably immersive that I consider my followers and some other NPCs as ‘friends’. In the game they defend me, I defend them, and I share other experiences with them. (Their AI code may not allow them to reminisce with me, but I remember!) So I won’t do the Boethia quests even if I discover them. I’m not about to sacrifice any follower. Some NPCs may have irritating personalities, but none deserve such a fate.
Even some incidental NPCs — like the Orcs who helped me fight a dragon that landed near one of their strongholds — have my sympathies. In the process of killing the dragon with my broadsword, I accidentally hit an Orc, turning the whole Orc village against me. From there, it was kill or be killed for my character, so I had to fight them all to the death. I actually felt bad about that for a few days, IRL.
I believe the game could — should — have been designed to allow more compassionate quest outcomes. For instance, the guards are eager enough to imprison my character for various crimes, so why isn’t a similar option available for some NPCs who don’t physically attack me? This could apply to the thieves and skooma-smugglers I meet along the road (unless they threaten to kill me from the outset of the encounter), as well as to the old woman in charge of the orphanage. I could fight and subdue them, bind their hands, turn them over to the guards, and collect whatever reward is available. The Jarl could then do with them as the Jarl believes appropriate. In the situation with the Orcs, I would have liked to have had the option to apologise to the leader, pay some sort of compensation to the village (perhaps what I looted from the dragon), and part as friends.
I would like the option not to be evil or gratuitiously violent, and still progress in the game.
In fact, if I was brutally honest I shoudn't have allowed myself to be tempted into breaking into the Aventis House in the first place. It wasn't really in keeping with the role I was playing and if I hadn't then none of the rest would never have happened. I was just curious what was inside.
Nope! at the moment Garik is just a Thane of Whiterun having assisted in the killing of a Dragon that was threatening the city. However, you make a good point in that there is a issue when ordered by a superior to perform a criminal act.
Actually I didn't cotton on to any of that during the escape from Helgen. I've watched a few video play throughs since and realised that there was this sort of choice option built into the escape but at the time I never even noticed I was just followng my nose and looting everything I could see of value. Staggerred out of the exit tunnel wearing about six sets of armour and carrying a mountain of second hand swords, it was pure chance that I happened to be with Hadvar at the time, in fact I don't even remember seeing Ralof. Not that it actually makes much difference either way as far as I can tell.
Yeah! I wouldn't expect that many options, but the definition of railroading in an RPG is that the GM doesn't allow any alternative to the one he wants the player to chose, even though simple logic would indicate there are logical alternatives.
Likewise, good roleplay design suggests that the game should always allow a range of solutions to cater for each player characters profile and playing style.