Jormungandr wrote:
MrFlibble wrote:
Just for the record, I've always considered reentering dungeons a kind of game-breaking, if not outright cheating practice.
Wow! That is the most needlessly strong opinion I have ever read about that topic. And what a hill it is, I guess? Who cares?
Hey, apologies if that sounded harsh! It was not my intention to offend anyone

I brought this up because
Daggerfall has a lot of undocumented features, so to speak, and at the same time it has a lot of unintentional exploits. I started playing the game back in the early 2010s mostly out of curiosity, because in the mid-90s, when the game was new, I was completely alien to RPGs as a genre (I remember my classmates playing mostly
Diablo,
Might & Magic and
Fallout, none of which seemed interesting to me). I would slowly get "into" role-playing, and even though I do not have such a vivid imagination as
Jay_H in
this creative playthrough, I appreciate the fact that
Daggerfall gives the player so many opportunities to create and live in their own world, even though not all playing mechanics are perfected in the game and there are outright bugs, glitches and various exploits.
Roughly in the same time period when I started playing DF, I also introduced myself to various roguelikes, and again, while I never got to become a good player, I picked a lot of interesting concepts, including "conduct" from
NetHack, which is self-imposed rules and behaviours followed by the player. I realised that DF also requires that the player follows a certain conduct to become what I believe to be a proper roleplaying experience, maintaining a certain degree of suspension of disbelief.
For example, early on I would abuse the glitch that forces NPCs to mark a location of a place on the player's map if you spam the same question about it, without realising that a) you're supposed to ask for directions until you get close enough to the location, upon which an NPC will mark its location on the map, if asked, and b) you can identify the location yourself by looking at it in info mode. Once I figured out the right behaviour -- which is not obvious of itself as I distinctly remember that I discovered the spam question glitch on my own, without looking it up in a guide or somewhere -- I decided to stick with it, while this approach also helps train your speech skills if you feel like it.
The more I got into the game, the more I'd discover of these little idiosyncrasies here and there, and tried to consciously avoid anything that I felt would break the immersion/suspension of disbelief for me. This also included pickpocketing animals and/or pickpocketing any enemy during combat (although it's a lot of fun), the Create Item spell and a few more other exploits or unintended laxness in game logic that reduces the feel of realism/breaks the illusion for me. This includes resetting dungeons, which I view as some kind of "necessary evil" which arose from technical limitations of the 90s, rather than due to developers' oversight, and try to avoid unless absolutely necessary.
I will never argue that my own playing style, which I developed from trial and error (and my own ideas what role-playing should be like), is a must for everyone or inherently "objectively" "right" or something. That would be absurd. But, as someone who came all the way from a complete RPG newbie to a more or less regular player, I think these ideas are worth mentioning, if only for others to argue with me and state their own opinion. I'm simply not a fan of mechanistic approach to RPGs. For the same reason, I never really liked it how
Morrowind shows a lot of its inner workings to the player just as a matter of fact. Like, how many more time you need to jump/swing the sword/cast spell to increase your skill, or the exact figure of how worn your items are etc.
Jormungandr wrote:
How is it any different from resting in the wilderness to fight what wanders by?
Well, I don't usually rest in the wilderness specifically with the intention of attracting an encounter, but at least this seems to be easier explained from the in-game world view (e.g. you knew where a monster/animal was sighted and went there to ambush it) than instantly resetting dungeons.
Jormungandr wrote:

Like, play the game you how you want to. Leave the judgements at home.
I don't believe this is a problem with sharing experience of how we play. I might have sounded harsh and judgemental (oh the horror!) in my previous comment, for which I apologise, but this is because, as I mentioned above, doing the same myself would break the illusion for me, big time. And believe me, without the "conduct" thing I was talking about, DF of itself routinely does a lot to break it. Paradoxically, its semi-realistic, somewhat-incomplete state (by which I mean the grand ideas that were never fully realised in the game, like clothing or weather that affect nothing at all) is both a great advantage and a disadvantage when it comes to role-playing. Both suspension of belief and suspension of disbelief should always be at the ready here.
Jormungandr wrote:
Most dungeon delving is for quests, and they almost aways pick a new dungeon each time (unless you are in one of those tiny tiny kingdoms).
I would not completely agree here, as I found it an enjoyment of its own to set off to a random dungeon after finding a map of it, and thoroughly exploring said dungeon without any time pressure from a pending quest. I'd say this is almost the same as random dungeons in
Arena which you find when walking in the wilderness (except here they are more interesting), i.e. a great way to level up and stock on loot at your own pace.