» Mon Jul 30, 2012 5:06 am
I do think that the guilds in Skyrim probably could have used some reworking...
I have no idea how to do a spoiler tag, so I wrote the spoilers in black. You can use text select to read them.
The mage's guild was OK, though I'm of the mind that you should have had to work your way up through the ranks, with certain skill levels required before you could become archmage.
I like the Companions' radiant quests, but I don't like the fact that you lose out on them if you choose not to join the Circle. They say they're letting you choose, but they're effectively not. I'm thinking of hiring on that woman in the Bannered Mare as my companion, since we both seem to be (effectively) Companions rejects.
The thieves' guild plotline is problematic both early on and later. First, to begin, you have to take down one of the game's few general goods sellers. Whatever Brynelf says about him serving "a few days" in prison, he never gets out. Also, my characters might not be the most pious out there, but they generally choose not to sell their souls to daedra.
And considering that the Dark Brotherhood is the game's darkest and most evil faction, it seems strange that the opening quest involves killing one of the game's most despicable characters. Most of my characters are relatively compassionate souls, not given to unprovoked acts of violence. But none of them have any reservations about slaughtering Grelod.