[IDEA] Guild introduction overhaul

Post » Wed May 16, 2012 4:39 am

This might be a minor pet peeve of mine, but I dislike how the game more or less tries to force you into joining some guilds.
Spoilers regarding Dark Brotherhood and Thieves Guild might follow (as those, and the Companions, are the only ones I have encountered yet):
Spoiler
Thieves Guild:
I found an "Unusual Gem" in two different dungeons somewhere and got a journal entry that I should find an appraiser. Good enough, maybe some wizard or enchanter might know what it is, and thought nothing more about it. But as soon as entered Riften I was greeted by a man whom I asked about the gems and he told me outright that I should join the Thieves Guild.
This might have been triggered due to me having the aforementioned gem in my inventory, and might have played out differently otherwise, but wasn't that a bit overly open about an criminal organization?

Dark Brotherhood:
While in Windhelm I heard about a child trying to summon the Dark Brotherhood. Being a goody-two-shoes warrior Nord I decided to try and talk him out of it, only to be given a contract to kill the head of an orphanage?! Shouldn't there be an option to refuse the contract killing, or let him continue with what he is doing, or talk him out of it? Refusing could even trigger a quest to destroy the Dark Brotherhood.
I might have missed things and you are allowed more options later on as I don't want to progress further than these introductions I were given. But I think the introduction were rather hamfisted in both cases, although I'm not sure of what should be done to tone it down a bit.
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Victor Oropeza
 
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