Basically, the player goes to Helgen which has been occupied by my new faction. They go in the gate and are Force-Greeted by a guard. When this happens, 2 other guards run up to the player and sort of surround them like they're getting the other guards back. After a brief conversation, I want the main guard to lead the way into the Keep taking the player to see the Boss. I would also like for the 2nd guard to follow the player to make sure they don't try any funny business. Once in the Keep, I will have a trigger scripted that starts another scene between the player, guards and Boss, and the Boss will tell the guards to resume their duties and talk to the player.
Here's the problems I can see: It would be possible for the player to simply turn around and go do other stuff for as long as they want to while the Main guard is leading the way into the Keep. And since the 2nd guard is following the player, they would perpetually have this guard running around with them. Instead of having a FollowPlayer package on the 2nd guard, I could just make it a travel package, but then I would have both guards going into the keep with the possibility the player didn't follow them at all.
I suppose that's not the end of the world and the worst that would happen would be the 2 guards went into the keep and just stood there waiting for the player to come and run through the trigger and start the next scene.
I'm just trying to account for some of the things people might do in the course of playing that can potentially break my quests. I guess if everyone would simply just do as they're supposed to and follow along this wouldn't be a problem. But we all know players do some crazy things, lol.