QfG: Social Implications of Class

It’s been a couple of weeks since I bought the full series pack on GOG.com, and I have managed to beat the first three. I beat the third one in about five hours, certainly in one day wherein I was doing plenty of other things. Which is kind of awesome. Although I think it has more than a little to do with the fact that the magic user is one of the most oppressed classes in the series, and that oppression is most palpable in Wages of War.

Not one of the games allows you to cast magic casually about public places. In fact, they tend to forbid it by law or even fear and openly detest it. There is only one faction of people who openly reward you for being a magic user (Kreesha in the liontaur city does not count, as it is illegal to cast anywhere outside of her home), and your interaction with them is almost entirely made up of one-time events. So not  really an actual location, since you cannot freely enter and exit it throughout any significant portion of the game.

Thieves are universally disliked as well, but it seems less like prejudice and more like good sense. They steal stuff. This is not an ingratiating career choice. Other thieves like you because they have similar morals and are in a position to appreciate your roguish skill. In fact, they don’t always like you. But they get you. It’s a gang mentality, I guess.

All of the classes offer a sort of in-group, but whereas the magic-user (and later, wizard) meets others of his ilk in generally isolated surroundings, the thief has a haven pretty much guaranteed to him in every game but four–although part of that is true for every character. Four is meant to be a lonely place for a hero. There is no real guild or group for anyone to take refuge in. No EOF for fighters, no mentor for paladins, no WIT for wizards, and no guild for thieves.

At least, not in the way that there previously was.

Fighters who did not go the paladin route are still left out, but then, it’s really, really easy to become a paladin, and no real reason not to do so. The paladin has one quest in particular that is a shining example of what he is and does, which I take as his alliance refuge. It is a “place” where he can be himself to the very peak of his heroic role. The magic user has a more familiar refuge, a peaceful place made by Erana, who despite never appearing, seems like a friend at this point.  But people hate magic and wizards more than thieves. Thieves still have a guild, of a poor sort, but oddly, this time round you will almost definitely feel bad for breaking and entering about town.

Anywho. I’ve been holding back on burning through Shadows of Darkness for two reasons. One, it was one of my favourites, and I want to savour it. Two, I started playing it with my husband, and so I want him to see as much of the game as possible. But on the other hand, I want him to see all of it pretty quickly, so that we can get to Dragon Fire and I can write about the children of my hero without spoiling anything.

Now that is something I want to blog about today. :D I’ve got about three or four things planned, but my wrists and arm are kind of sore, so I don’t know how much I will actually do. As someone might have noticed, I have been trying to fill out my post count for May. Maths say that I can get 31 posts, one for each day in the month, if I write three or four posts a day up to the end of the month.

Does that sound better or worse than a maximum of one or two a day?

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