Post by 𝐊𝐀𝐓 ᴀᴋᴀ 𝓡𝓮𝓭 𝓥𝓲𝓹𝓮𝓻 on Apr 14, 2022 15:32:10 GMT -4
ESO Companions.
Useful tools to have around.
i thought long and hard, how to make these things work ICly. Currently, there are some Role-Players, who have their characters acknowledge them as 'real' people, some, even going so far as to include them in personal relationships, and then, there are others, who want to kinda ignore them, seeing them as nothing more than tools, or, not seeing how they could be made IC.
i wanted to marry the can'ts and the cans, as much as possible. Be as flexible as possible while being as inclusive as possible.
What i came up with, is bending... a lot. However, still derived from plausible in game abilities and mechanics, and leaving them open to interpretation ICly, no matter how you feel about them OOCly. For example, if you are someone who doesn't agree with there being 'copies' of people spewed all over the place, as a possible thing ICly, then there is an explanation for how your character may choose to simply 'not see them'.
If you, dear reader, have information that you feel could sand this idea down into something smoother, please, let me know!
Now then...
__________________________
Companions in ESO can be both good and bad.
For a game that prides itself so much on its RP immersion, the fact they kinda leave out how one person can have a million copies of themselves running around at once is a little.... tacky.
_____________________
Ah, Tamriel, such a wondrous and magical place.
Filled with numerous races and magical beings that all have unique abilities and powers.
Nightblades, those crafty little buggers, have the (common) ability to be able to create a copy of themselves. Their own personal companion, a Shade. It fights for them for a short amount of time, aiding them in battle, pretty much at their beck and call. Very basic.
That's all well and good. They are a useful tool. However, there are two beings (soon to be four) in Tamriel who can take that trick much, much further.
They have the ability to create a copy of themselves to aid an adventurer. How they do it, or even came by the ability to do it is unknown, although there have been rumours it may have had something to do with the Celestials. The copies are not a solid 'real' being, nor are they a simple 'Shade'. They are something in between, born of ability and magic.
The people who create them, currently, Mirri and Bastian, bind these tools to a worthy adventurer's essence, a feat no more special than binding a mount or pet. Common place, really. This binding allows them to be summoned and or dismissed at will. When the one they are bound to falls in battle, they disappear until the person is able to get back up and reconnect with them.
These copies are severely limited. Their 'personalities' and IQs are mere shadows of the one they came from. Memories. Through the connection they have with the adventurer, they can talk, sometimes. Though, are unable to carry on any true meaningful conversation. (Meaning, you cannot RPly talk -for- them). They do have likes, and dislikes, and what seems like memories, sometimes, imprinted from their real life counterpart. They also cannot be made to do anything outside aid in battle.(You cannot RPly move them, or have them do things, like try to intimidate someone you don't like, or clean your house, for example.)
As time passes, they may become stronger, and more adept at their tasks, they have the ability to create bonds with their charge, or hatreds based on how they are treated and what they are made to do. Should a Companion come to hate their adventurer, the bond becomes frayed, affecting how long it takes to summon the Companion.
While Companions are able to be seen by all, only the one they are bound to can hear them speak. (in game mechanic). This may lead to the one they are bound to, to seemingly be 'talking to themselves', if they choose to reply back.
Because Companions are not technically -real-, living, breathing people, many see them as nothing more than tools, like a sword, with just as much personality and life. There to use when needed. Many adventurers refuse to even acknowledge them, treating them as if they are not there at all. Such behaviour has become widely accepted to the point where Companions have become no more than ghosts, or mere shadows.
Others, however, view Companions as valuable friends, or pets. Someone/thing there to help and be there for them when no one else is. They dress them up, and change their appearance to suit. They may prattle on to them as if they (the Companion) are really listening and able to understand, or even replying. (Though of course they are not.- Really.) These types of people become prey to their lonesome delusions, loosing touch with reality, often preferring the company of their Companion, to that of real people.
Useful tools to have around.
i thought long and hard, how to make these things work ICly. Currently, there are some Role-Players, who have their characters acknowledge them as 'real' people, some, even going so far as to include them in personal relationships, and then, there are others, who want to kinda ignore them, seeing them as nothing more than tools, or, not seeing how they could be made IC.
i wanted to marry the can'ts and the cans, as much as possible. Be as flexible as possible while being as inclusive as possible.
What i came up with, is bending... a lot. However, still derived from plausible in game abilities and mechanics, and leaving them open to interpretation ICly, no matter how you feel about them OOCly. For example, if you are someone who doesn't agree with there being 'copies' of people spewed all over the place, as a possible thing ICly, then there is an explanation for how your character may choose to simply 'not see them'.
If you, dear reader, have information that you feel could sand this idea down into something smoother, please, let me know!
Now then...
__________________________
Companions in ESO can be both good and bad.
For a game that prides itself so much on its RP immersion, the fact they kinda leave out how one person can have a million copies of themselves running around at once is a little.... tacky.
_____________________
Ah, Tamriel, such a wondrous and magical place.
Filled with numerous races and magical beings that all have unique abilities and powers.
Nightblades, those crafty little buggers, have the (common) ability to be able to create a copy of themselves. Their own personal companion, a Shade. It fights for them for a short amount of time, aiding them in battle, pretty much at their beck and call. Very basic.
That's all well and good. They are a useful tool. However, there are two beings (soon to be four) in Tamriel who can take that trick much, much further.
They have the ability to create a copy of themselves to aid an adventurer. How they do it, or even came by the ability to do it is unknown, although there have been rumours it may have had something to do with the Celestials. The copies are not a solid 'real' being, nor are they a simple 'Shade'. They are something in between, born of ability and magic.
The people who create them, currently, Mirri and Bastian, bind these tools to a worthy adventurer's essence, a feat no more special than binding a mount or pet. Common place, really. This binding allows them to be summoned and or dismissed at will. When the one they are bound to falls in battle, they disappear until the person is able to get back up and reconnect with them.
These copies are severely limited. Their 'personalities' and IQs are mere shadows of the one they came from. Memories. Through the connection they have with the adventurer, they can talk, sometimes. Though, are unable to carry on any true meaningful conversation. (Meaning, you cannot RPly talk -for- them). They do have likes, and dislikes, and what seems like memories, sometimes, imprinted from their real life counterpart. They also cannot be made to do anything outside aid in battle.(You cannot RPly move them, or have them do things, like try to intimidate someone you don't like, or clean your house, for example.)
As time passes, they may become stronger, and more adept at their tasks, they have the ability to create bonds with their charge, or hatreds based on how they are treated and what they are made to do. Should a Companion come to hate their adventurer, the bond becomes frayed, affecting how long it takes to summon the Companion.
While Companions are able to be seen by all, only the one they are bound to can hear them speak. (in game mechanic). This may lead to the one they are bound to, to seemingly be 'talking to themselves', if they choose to reply back.
Because Companions are not technically -real-, living, breathing people, many see them as nothing more than tools, like a sword, with just as much personality and life. There to use when needed. Many adventurers refuse to even acknowledge them, treating them as if they are not there at all. Such behaviour has become widely accepted to the point where Companions have become no more than ghosts, or mere shadows.
Others, however, view Companions as valuable friends, or pets. Someone/thing there to help and be there for them when no one else is. They dress them up, and change their appearance to suit. They may prattle on to them as if they (the Companion) are really listening and able to understand, or even replying. (Though of course they are not.- Really.) These types of people become prey to their lonesome delusions, loosing touch with reality, often preferring the company of their Companion, to that of real people.