The Adventures of Hid Part 4
This is the 4th post in the adventures of Hid which involves me playing the game of Morrowind in a slightly different way, as a Pacifist Gamer. If you are unaware of the guidelines I have set myself for this playthrough they can be found here and please also feel free to check out parts one, two and three of the Adventures of Hid as well.
I am quite excited by this post as it is mainly concerned with the the real difficulties and threats I face in my Pacifist Gamer playthrough.
Having successfully completed the botanist arc of missions at the Mages guild, I spoke to the ranking member in Balmora who advanced me two more ranks in the guild. Feeling confident with the said advancement I took up some new missions offered by the ranking member. They involved coercing one wizard into membership and collected money from another. The problem being that they both had taken up residence in the Molag Mar region. I began to prepare but not before setting up my next Blades mission. This involved fetching a skull for some necromantic purpose from an ancestral tomb near the town of Pelagiad. I felt I was up to the task, how wrong I was.
Hid’s Trip to Molag Mar
With calm creature in hand alongside shield, healing and magic regeneration spells I felt like I could make it through to the locations in Molag Mar, I was mistaken. This marked the first point in my playthrough where I died and was forced to reload. My troubles were a combination of not being able to consistently cast the spells I wanted and being unable to outrun the animals once they were calmed. My situation was grim but I stubbornly thought I could make it given my previous experience with the game. I died another time. On my third run into Molag Mar I was going alright before I picked up a tail of 3 Cliff Racers I could not shake. I threw in the towl and decided to flee using a Divine Intervention scroll which took me to Moonmoth Fort.

After this experience I decided that I would need much more experience before heading into that area again. I would need to be faster, need spells that worked on a regular basis as well as better tools to deal with groups of attackers. These spells would have to be along the lines of invisibility, chameleon or paralyze spells. I need an ability to prevent any attacks upon my person rather than trying to outrun them all. These all fall under the Illusion school whose growing utility in my Pacifist playthrough has made me regret selecting it as a Minor specialization when creating my class. As a result my advancement in the Illusion skill will be slower despite my heavy reliance on its spells.
Hid’s trip to an ancestral tomb
A bit concerned that I might have hit a large speed bump in my playthrough I headed to see if I could complete my mission for the blades. This took me to an ancestral tomb near the castle town of Pelagiad on the western edge of the Ascadian Isles. I entered the tomb and immediately heard the telltale signs of ghosts in the tomb. I cast my shield spell and began to run forward. I ran through the corridors of the tomb desperately trying to the find the skull.

I entered a dead end room, suddenly surrounded my 4 undead attackers. I managed to move back past them without taking much damaged before closing the door behind me. I then blindly ran down the only other corridor I had not explored only to be confronted by more skeletons who were guarding a couple of chests. I looted the chests whilst under attack from the skeletons and thought I was ok. I then became trapped moving too close to a sword wielding skeleton and was struck down. My second attempt avoided my previous dead end paths and headed straight down deep into the tomb. The second time I came to the skeleton and chest room I moved on by, going deeper down still. I came to one final room where the skull lay behind a lumbering zombie. I ran past taking almost fatal damage before, with skull now in hand, I cast Almsivi intervention, teleporting to the temple in Vivec. This was the end of my playthrough, for now.
Some conclusions
The experience in the tomb made me think of whether I would not have been justified in attacking the ghosts, zombies and animated skeletons. As they are already dead and therefore would not necessarily experience sensations of pain. This brings up a point of reflection regarding being The Pacifist Gamer. By inhabiting a fantasy world I have encountered a new problem for the practice of pacifism that I did not forsee because it has provided a new context in which this belief is to be tested. I find this doubly interested since my next two Pacifist Gamer explorations will be in Plants Vs Zombies and Left 4 Dead, where your enemies are zombies and nothing but.
At the end of this play session I was battered and bruised but alive and still maintaining a kill count of zero. The quests in the game are often centered around fetching a certain object for the quest giver. Initially this is easily achieved with no direct barriers offered by the game. However, in order to keep Morrowind interesting and increase the difficulty Bethesda start to place direct barriers both on the path to, and within the area that the item is located. The limitation of the game lies in that these barriers are often aggressive creatures. As a result players will typically fight these enemies and gain advances to skills in weapons and armour. The levelling system in Morrowind is such that the increase in 10 skills leads to an increase in level and improved stats. The greater opportunities for combat thus lead to greater chances for improvement in power and being more capable of overcoming the next challenge. Because my approach to overcoming the barriers was different I suffered when the difficulty increased. I had not been sufficiently levelled by my approach to previous quests and therefore my skills were not up to the challenge of more enemies as barriers.
I did recognise that all my troubles as a Pacficist Gamer could eventually be overcome with time and patience using the mechanics in place. I know that at higher levels in the game spells will always be successful, magicka can be regenerated quickly and that a characters collection of spells increases. This will just take longer than normal to achieve because I did not participate in a “productive” manner when playing quests. However, even with this spike in difficulty and reduced means to combat it, I find playing as a Pacifist gamer a fun challenge and very akin to the practise of “roleplaying” heavily in a game like Morrowind. This difference in my case is that I set down my restrictions and rules directly where as a player who roleplays might veil them in narrative and characterisation.
I will be leaving the adventures of Hid where they are at the moment so I can pursue the Pacifist Gamer idea in other games. I plan to continue my playthrough and I will provide broader update posts that lie further apart in my experience as The Pacfist Gamer should some new thoughts arise. I do hope to one day show a powerful Hid who rose without hurting a single soul and who is capable of exploring any part of the world without fear or execessive amounts of running. Until then however he will be stuck running away from assassin’s in Balmora.









