Lets talk a first person game, here, ok? To a degree I am OK with what such spell effects. I don't mind a spell dropping me unconcious, paralyze me, blind me or spin me around so I can't work a straight line, or whatever, all of which take some amount of control from me. I am even "OK" although I wouldn't necessarily consider it fun, if a spell made me flee or automatically fight someone. OK, because its a spell effect, and if I myself would physically be there I would have to do the casters bidding.I would consider it bad gameplay though, because it would make me watch a movie instead of playing a game, so not much fun.
A vice in a first person game should be something that helps you define your character, not something that defines or even plays him for you. I am coming from a "disciplined" P&P background, we took our roleplaying seriously, and there was no need for the DM to role a die and say "you must gamble now". We would do that ourselves.
I'm sure you know what I meant: Oblivion is a game where most role-playing will take place in your imagination.
And I have explained multiple times that thats not how I want vices to be implemented - so why do you keep going on that tangent?
That goes without saying, and I'm not suggesting that every time a vice kicks in, the control should be taken away. However, you don't see losing control as a viable game mechanic. Why? Just curious.
see above. I think in a one character game its a bad mechanic to take control from the player, because at that instant it stops being a game and you reduce the player to a specatator role. I think its much better rolepalying incentive to give the player feedback and affect his gameplay without taking control away completely.
But WHY do you run and WHO runs? You, the player, because you don't think that your character is tough enough and will be killed, forcing you to reload and possibly redo a lot of stuff you've already done; or your character because he is simply afraid of the undead? Also, what happened to the fear - not fear of losing, but fear of undead why you come back at higher level? Magically disappears because you - the player - know that there is nothing to worry about now?
Vices are another good RP mechanic that further separates the player from the character, and thus, are a Good Thing (TM).