[Pre-WIP] Glorified Brigands

Post » Thu May 24, 2012 8:18 pm

Glorified Brigands

A partial conversion

Introduction


By Sheor! What do you mean by it lad? I'll tell you. I was playing Skyrim and crawling through some gods-forsaken fort in the middle of nowhere inhabited by bandits and I realized... Wait a minute. I want to be one of these guys. Why am I killing them? And thus this idea was born. The aim and intent of this mod is to allow the player to play as a bandit/conjurer/witch/etc. in a way that bypasses the entire Main Quest.



Planned Features


- A third aspect added seamlessly to Character Creation allowing the player to avoid the main quest entirely and become a criminal


- A "Criminal" faction that allows you to interact with Skyrim's seedier denizens and prevents you from interacting with Skyrim's noble and upstanding citizens.


- Based on your current bounty, rank in the "Criminal" faction and other factors Guards will either attempt to arrest you or kill you. Citizens will be wary and eventually flee from you (although some of the tougher ones may attempt to collect that bounty on your head)


- Ability to lead your own group of bandits and eventually become King of the Bandits (title not final) with the ability to manage small groups of bandits that you send out to ransack/pillage/capture and do other criminal deeds.


- Holdouts for you and your bandit gang in the Wild


- Establish your own private fortress from which to command your horde of brigands and direct your criminal empire


- Possibly? A rivalry with the Black-Briar clan in which they are constantly trying to kill you.


- The much desired (by the guards at least) bandit raids against you that the guards so frequently mention.


- Infiltrate cities and plant spies to bribe officials and protect your interests.



Current Progress


Planning stages until the CK is released.

User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Thu May 24, 2012 5:04 pm

allow, but not force. following this.
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Thu May 24, 2012 8:30 am

allow, but not force. following this.

Absolutely. I suppose it would also be possible to create a way for the player to be pardoned and then rejoin society and then do the main quest. Personally I wouldn't be interested in this option but if enough people want it i can come up with a way that makes logical sense.
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Thu May 24, 2012 1:19 pm

how do you plan to merge this with other quests, like Dark Brotherhood?
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Thu May 24, 2012 4:38 pm

Well I haven't played through the DB questline yet because my character isn't the best at sneaking around so I don't know how it is in Skyrim but in Oblivion most of the DB stuff revolved around towns. And the sanctuary was in a town, so it would make it more difficult to get in and out of sanctuaries and too complete a job...

Actually now that you mention it I really like this idea. I'll probably end up adding the DB members to the criminal faction as well (as long as the guards aren't running around trying to kill all of them from the start). Not only does this add a layer of realism but it also makes completing your tasks that much more difficult. One of the things I was planning on doing was setting up a system much like mods in Oblivion where putting on a hood or anything that hides your face removes your bounty temporarily and allows you to walk into town. However I'd also like there to be a random chance that someone recognizes you and notifies the guards who try to arrest/kill you, at which point your disguise becomes useless.

For example, lets say you have to kill someone in Whiterun. Walking up to the gate would get you killed very quickly, but if you have a hood you can get past the guards undetected and complete your assignment. Unless someone notices you, and then you have to either abort your assignment or run the risk of getting killed by the guards as you attempt to kill your mark.

Secret entrances to all cities is also a viable idea, but that also depends on what people would like from the mod as I would enjoy both options.
User avatar
Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Thu May 24, 2012 6:59 pm

Hows about underground tunnels and smugglers (the tunnels could be used for all evil as an entrance to cities as well).
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Thu May 24, 2012 12:27 pm

Hmm.... smuggling is a viable option, although I'm not sure what exactly there is to be smuggled. The point of this mod is mostly to keep the PC away from the cities and have them live life as a bandit in the Wild. Perhaps when you plant a spy in the city you can have them corrupt a shopkeeper in the city and smuggle goods for them to sell at exorbitantly low prices.


And yes, I think I will add tunnels to get into some of the cities. I won't be adding tunnels into any of the cities without walls for obvious reasons, and of the towns with walls I will probably only make tunnels into Whiterun and Riften, although there is a possibility of tunnels for Windhelm. Solitude already has a "secret" entrance so I won't bother with adding one there.
User avatar
Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Thu May 24, 2012 3:10 pm

I'll probably end up adding the DB members to the criminal faction as well.

I doubt Night Mother and Sithis would approve. Perhaps an agreement or working relationship similar to that of the Thieves' Guild and the Brotherhood would be better to maintain the faction's integrity.

I'm not sure what exactly there is to be smuggled.

Balmora Blue, Skooma, and Moon Sugar could be viable options. Trafficking stolen goods and smuggling NPCs across borders or into towns could be options as well, but smuggling is more organized crime than banditry.


The concept has the potential to start as petty bandits that develop into a much deeper organized crime syndicate. I look forward to seeing how this turns out. I've always wanted to play a bandit, but found it quite difficult to role-play without a bandit faction.
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Thu May 24, 2012 11:45 pm

@jehoram

Seeing as the point of the mod is to keep the PC away from cities and the like, would you tie it into an expanded foresworn questline, or is it a strictly bandit centric mod ?
User avatar
Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Thu May 24, 2012 7:52 pm

I doubt Night Mother and Sithis would approve. Perhaps an agreement or working relationship similar to that of the Thieves' Guild and the Brotherhood would be better to maintain the faction's integrity.


Well the criminal faction wouldn't be an actual named in game faction. Much like whiterunfaction isn't an actual faction like the companions. Its just a background functionality to identify a group of people.

Balmora Blue, Skooma, and Moon Sugar could be viable options. Trafficking stolen goods and smuggling NPCs across borders or into towns could be options as well, but smuggling is more organized crime than banditry.

Yes, drug smuggling is a good one. And weapon smuggling. Smuggling weapons to the stormcloaks? Or the Blades perhaps?

The concept has the potential to start as petty bandits that develop into a much deeper organized crime syndicate. I look forward to seeing how this turns out. I've always wanted to play a bandit, but found it quite difficult to role-play without a bandit faction.

That was actually my intent. The Player eventually becomes "King of the Bandits" and commands a criminal empire from a base of operations.




@jehoram

Seeing as the point of the mod is to keep the PC away from cities and the like, would you tie it into an expanded foresworn questline, or is it a strictly bandit centric mod ?

Most likely not. I think the Forsworn should stay savages for the most part (Not to say that a few Forsworn might end up in your fortress *hint hint*). However it isn't really a bandit centric mod. There won't be a defining role for your character, (i.e. - wear fur armor and steel weapons and whatnot) but as leader of a group of bandits you are by definition a bandit. You'll be able to interact with other bandits, witches, conjurers, necromancers and other vigilantes as if they were normal people and recruit a fair number of them to your cause (if you want) or kill them. Its a cutthroat world being a criminal in Skyrim... :evil:
User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Thu May 24, 2012 11:57 am

im not really into the whole organised crime thing thats going on here. im more about the opportunity to form a band of raiders and go have a good plunder. i wanna be a viking!
User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Thu May 24, 2012 9:44 am

I doubt Night Mother and Sithis would approve. Perhaps an agreement or working relationship similar to that of the Thieves' Guild and the Brotherhood would be better to maintain the faction's integrity.
Well the criminal faction wouldn't be an actual named in game faction. Much like whiterunfaction isn't an actual faction like the companions. Its just a background functionality to identify a group of people.

I intended that post to refer to the integrity of the Dark Brotherhood, not the bandits. I apologize for for not being clear.
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Thu May 24, 2012 8:30 pm

im not really into the whole organised crime thing thats going on here. im more about the opportunity to form a band of raiders and go have a good plunder. i wanna be a viking!

There will be that opportunity! The organized crime is more of an "endgame" if you will and you don't necessarily have to do that. You could for instance just form a band of shirtless bearded men with large axes and lay waste to whatever appears in front of you in a more Role-playing oriented experience than vanilla skyrim allows.

I intended that post to refer to the integrity of the Dark Brotherhood, not the bandits. I apologize for for not being clear.
I understand where you're coming from. But what I meant was that it has no effect on the game at all other than making the DB characters not want to cut your head off or report you to the guards at the first opportunity. Just playing the mod you would have no idea that there is a Criminal faction at all other than by the fact that any time you get near a town everyone runs away from you or attacks you. But your point has validity. I don't know how faction reactions work without access to the CK but I may be able to just make the DB and Criminal factions "allies" as I believe you suggested earlier.
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Thu May 24, 2012 9:14 pm

Any chance of intergrating the civil war by making the 'criminal faction' fight for control. A whole quest Line for them with the base of operation being the castle/fortress you build. I feel like you should use the mask/hood and secret tunnel/smuggling routes so the player has routes into town. You will need a lot of quests to replace the quests given by npcs in towns. Some radiant quests and the ability to command small groups of bandits to do jobs and colllecting items and money from a completed tasks chest, would be cool.
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Thu May 24, 2012 12:54 pm

Any chance of intergrating the civil war by making the 'criminal faction' fight for control. A whole quest Line for them with the base of operation being the castle/fortress you build. I feel like you should use the mask/hood and secret tunnel/smuggling routes so the player has routes into town. You will need a lot of quests to replace the quests given by npcs in towns. Some radiant quests and the ability to command small groups of bandits to do jobs and colllecting items and money from a completed tasks chest, would be cool.
Its not likely that I'll do anything with the civil war except use it as the excuse as for why you're allowed to have your own criminal empire. Not that the Empire/Stormcloaks won't be trying to deal with the threat you pose to society. Thats the plan for getting in/out of towns. And I don't really plan on having too many quests where you're doing things for other people. You probably wouldn't survive long as a bandit if you were everybodies errand boy. Most vigilantes have learned to fend for themselves and don't need to rely on other people to get their jobs done.
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Thu May 24, 2012 8:14 pm

Do you like to have only "bad" bandits or some good too (like ?obin Hood - could be a little questline on the edge of this modidea) ?
User avatar
Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Thu May 24, 2012 6:43 pm

Hmm.... smuggling is a viable option, although I'm not sure what exactly there is to be smuggled.
Bandits live by robbing others of their belongings, so the bandits may need somewhere to unload the loot they do not use themselves, possibly in exchange for supplies they need. Or just to get gold until such a time where the bandit group disbands and the loot is partitioned between the bandits. For inspiration, you may also want to check up on how pirates operated in the 17th and 18th century.
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Thu May 24, 2012 1:39 pm

It just seems like without easy access to citys and not being able todo quests given by npcs, civil war etc, options are very limited and could get boring.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Thu May 24, 2012 10:46 am

Do you like to have only "bad" bandits or some good too (like ?obin Hood - could be a little questline on the edge of this modidea) ?

Hypothetically speaking you can be as good/bad of a bandit as you want. I'm always open to suggestions for improving the mod. I think one of the things I'll do with the Agent Infiltration idea is have the ability to spread some wealth around the lower classes in town, who in turn pass you information on say, guard rotations, changes around town that might signify an upcoming bandit raid, etc.

Bandits live by robbing others of their belongings, so the bandits may need somewhere to unload the loot they do not use themselves, possibly in exchange for supplies they need. Or just to get gold until such a time where the bandit group disbands and the loot is partitioned between the bandits. For inspiration, you may also want to check up on how pirates operated in the 17th and 18th century.

Yeah that will be the holdouts/hideaway's and eventually the fortress. As for trading loots for supplies I'm going to see if I can get a khajiit caravan running from Morthal to Riften that stops at your fortress along the way. There will also be merchants in your fortress stronghold once you get it up and running.

It just seems like without easy access to citys and not being able todo quests given by npcs, civil war etc, options are very limited and could get boring.

Well the game essentially becomes a civil war. You against society, but there will be plenty of options. I'm not removing quests altogether, they just won't be fetch quests and the like.
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Thu May 24, 2012 7:52 pm

Hypothetically speaking you can be as good/bad of a bandit as you want. I'm always open to suggestions for improving the mod. I think one of the things I'll do with the Agent Infiltration idea is have the ability to spread some wealth around the lower classes in town, who in turn pass you information on say, guard rotations, changes around town that might signify an upcoming bandit raid, etc.



Probably you can free prisoners who could not pay their debts. Maybe there is a merchant who sales his stuff for a monthly rate plus a little addition. And if someone pays to late he/she will get imprisoned. The Bandits can rob the merchant and give the gold and items/food or whatever to the poor and freed prisoners. Maybe the bandits can pay the debts from the stolen gold instead of the Breakout (the merchant will get his own gold back without profit). I think not all prisoners will be happy to lead a outlaw life after being freed.
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Thu May 24, 2012 8:46 am

Probably you can free prisoners who could not pay their debts. Maybe there is a merchant who sales his stuff for a monthly rate plus a little addition. And if someone pays to late he/she will get imprisoned. The Bandits can rob the merchant and give the gold and items/food or whatever to the poor and freed prisoners. Maybe the bandits can pay the debts from the stolen gold instead of the Breakout (the merchant will get his own gold back without profit). I think not all prisoners will be happy to lead a outlaw life after being freed.

Prisons will be involved although I'm not going to mention how :twirl:

As for interactions with the merchants in game, you will likely be able to pay off one or two of the less scrupulous merchants in the game, and a few others you will be able to ambush their shipments and "ruin" their businesses.
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Fri May 25, 2012 12:34 am

Its not likely that I'll do anything with the civil war except use it as the excuse as for why you're allowed to have your own criminal empire. Not that the Empire/Stormcloaks won't be trying to deal with the threat you pose to society. Thats the plan for getting in/out of towns. And I don't really plan on having too many quests where you're doing things for other people. You probably wouldn't survive long as a bandit if you were everybodies errand boy. Most vigilantes have learned to fend for themselves and don't need to rely on other people to get their jobs done.

I was thinking along the lines of replacing the main quest with a new and extended take on the civil war. To give the mod some kind of ongoing story. Civil war has ended, now the ruling party has been tasked with eradicating a growing group of bandits said to be led by a powerful warrior. You could add some background to why the player is a bandit, a questline involving your history. Maybe slaughtered family, orphan surviving in the wilderness, who has Learnt to not trust anyone and grown aggressive towarrds everyone due to their history. maybe a showdown with the murderer who killed family. Also quest lines involving bandit members getting greedy and a plot to overthrow you, which you must investigate and stop to show your worth as leader. Other radiant quests involving high ranking bandit members that inform you of Situations such as imperial raids on bandit hideouts, you can select a few bandits to follow you to stop this. Also ability to command raid partys with a loot chest that is filled with items and money from succesful raids. I just think its important to still have a story, quests and background history. Id love to be a bandit but i wouldn't want to sacrifice these todo it.
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Thu May 24, 2012 5:49 pm

Just to add, I think the background history quests are important otherwise its like 'your a leader of bandits, why?, you just are, now go...'. Replacing the main quest with a background history quest seems like a viable way to keep an interesting story running Throughout the standard criminality of being a bandit.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Thu May 24, 2012 4:06 pm

In Oblivion the bandit leaders were called "Warlords".
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Thu May 24, 2012 12:22 pm

I love the concept.

You might want to review some of the lore concerning famous bandit groups, such as the Horme as well as the witches coven led by Jsashe, priestess of Lorkhan.
User avatar
Alisia Lisha
 
Posts: 3480
Joined: Tue Dec 05, 2006 8:52 pm

Next

Return to V - Skyrim