Extending the Guilds Questlines

Post » Mon May 14, 2012 8:14 am

I felt it was 'too soon' to become the leader of each guild. I just feel that through my actions (The questlines) I wasn't deserving enough of the title 'Guild Leader'. It just felt forced upon me as the challenges were too easy.

So, heres a suggestion to change it:

-Give us quests to prove that we are deserving enough to be a leader of a guild, and the successful completion of the quest criteria earns merit to your worthiness of being promoted. An example I can think of is lets say, with the Thieves Guild..

Before the main quest really starts to kicks off and turmoil happens, you should get a note from the barkeep in the guild from Brynjolf explaining some of the guilds absence. It states that Brynjolf, Vex, Delvin, and Mercer have been summoned immediately to an urgent matter in Morrowind, which leaves you in command of the Thieves Guild in their absence.

While they're gone -

  • An inclusion of a multi-chain quest plot: Dirge is not happy with the news that you are running the show, and through his aggression he decides to challenge your authority and to undermine you as a valued member of the guild. You have many problems that you must fix which Dirge has caused for you personally to make life hell, and based on what you do to solve these problems, your actions will count toward your overall leadership merit when you speak with Brynjolf once he's back.
  • You can either Fail, or Succeed at each quest. The more quests you finish with Succeed, the better the reward at the end of the chain.
  • [Just a possibility] Have an Assassins Creed: Brotherhood style NPC command system where you select missions/contracts for current guild NPC's to do, where death is a possibility if they're caught (Which can affect leadership merit).

There are some ideas, anyone else got some to add which are constructive, and on topic?

Thanks.
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