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If you're stopped by guards you can choose to pay a fine, whiptail resist arrest, or go to the slammer. Daggerfall vets may think that jail's not so bad, but they'd be wrongsavvy Daggerfallers could do whatever they wanted, spend years in jail, and go on as though nothing had happened. If you spend time in prison in Morrowind, however, your skills decrease, and that can be disastrous. It's excellent that they whiptail set it up this way, since there should be a penalty for getting caught being a bad boy. Sadly, the "plead your case" whiptail feature of law enforcement that we found in Daggerfall is gone here; city guards see to everything right there on the street. I did find it amusing, however, that cold-blooded murder will net you a whopping ten days in the pokeytalk about lenient judges. As you talk to people and experience things, the story of Morrowind will begin to unfold. Like any in-depth RPG, it's going to be overwhelming at first. There are a lot of names and places to remember, a lot of things to carry around, and a lot to do before you can even think about nearing the end of this epic adventure.
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