"How about different ways that thieves were treated in games that didn't necessarily focus on thieves?"
The one that I've seen recently that handled this the best was Fallout 3. While you don't necessarily play as a classic RPG-style thief, there were specific thief abilities such as lock- and pocketpicking. Owned items were designated with a red name; if you took those you would suffer a karma hit and if an NPC saw you steal it they would attack you. The 'stolen' status was also maintained in your inventory and those items would be confiscated if you ran afoul of what little law enforcement there was. Also since there was a day/night wake/sleep cycle that the NPCs followed, you could do exactly what you're talking about: case out a place during the day then break in at night and rob them blind.
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