Writing stories is another one I've found myself in need of recently. I've been trying to think of side quests and stuff of that nature and I can't think of anything. A tutorial on that is also extremely welcome since I don't have any knowledge on this at all.
I'm fairly new around here, so I hope I'm not presuming too much here. But this is basically the process I go through when I devise a story.
Pick A Subject
Stories need to be about something. They need to be about something more than "this is what happened when I went down a hole in the ground and killed a bunch of monsters". It can be anything really. Let's pick a fairly harmless (and somewhat unlikely) subject for our example. Picking wild flowers in a mountain meadow.
Motivation
Next thing to think about: Why is the Dragonborn going to do this? Some players will do anything that has a quest market attached, but you get a better story if it's something they want to do in its own right.
In the case of our example, the obvious one would be a "collect X blooms from plant Y" mission from the local alchemist. But the obvious approach isn't always best the best one, and it's always worth considering an alternative or two. Maybe our hero is escorting a small child, and she is doing the picking. Why? Perhaps as a favour for the child's highly attractive single mother.
Work Out The Cast
Stories are about people, so make sure yours are well built and believable. Get your main participants sorted out early. Give them names. (The http://tamriel-rebuilt.org/index.php?p=modding_data/ngen can be a life saver here) and work out what they want.
We already have our two main characters:
- Grier : Widowed mother living with her daughter in a shack in the Rift. She's been widowed three or four years. Long enough to be out of mourning, but she's not looking for another man.
- Rostei : Greir's daughter. Maybe seven years old.
Get The Basic Scenario
Something like this: Dragonborn (DB) finds Grier's shack for the first time. A scene plays between Greir and Rostei:
Grier: "I'm sorry sweetie, it's too dangerous on your own"
Rostei: "You could come with me! You did before!"
Grier:"I've got too much to do today. Another time, we'll do it"
Rostei:"Awwww!"
Rostei: "You could come with me! You did before!"
Grier:"I've got too much to do today. Another time, we'll do it"
Rostei:"Awwww!"
Player can now talk to Greir and Rostei.
- Rostei reveals that she wants to be an alchemist, just like her Da. She picks flowers for ingredients so she can practice. She doesn't do the "yucky stuff" yet, although she knows she'll have to, someday.
- Greir approves of Rostei's ambition and would like to encourage her, but doesn't have the time needed to supervise her properly.
- If the player can find the right path through the conversation he can gain her trust and offer to supervise Rostei on a trip to the meadow where the wild flowers grow
- If not, he can try again in a week or so. Sometimes it takes time to get to know someone.
- Speechcraft helps
- If the player can find the right path through the conversation he can gain her trust and offer to supervise Rostei on a trip to the meadow where the wild flowers grow
And it's probably worth throwing a few obvious hazards around at the edge of the meadow so the DB can shepherd Rostei away from them. Maybe have a wolf sneak up to add a little spice.
Back at the shack (don't keep them out too long), Grier is grateful. She offers to let the DB stay over (in the spare bed!) and cooks him a meal that gives a reasonable buff for a day or two. We're going to make this a recurring quest, and we need a reason for the player to go back again.
"What Could Possibly Go Wrong?"
Once you have the basics established, start thinking how you can complicate matters. For instance, a bandit ambush in the meadow would be good. We could just have them appear like the wolf ... but it's better if we can establish the reason for it first.
So: who are these bandits and why are they here? Well ... a widow living on her own, out in the mountains. It would be surprising if there wasn't someone showing an interest. Let's introduce an unwanted suitor into the equation:
- Snotvar The Surly : Big, ugly and unwashed, it's only a matter of time before the widow woman falls for his manly charm, right?
- Hugji, Diuji and Lugji : Snotvar's three buddies. All done out in furs and leather, bandit style.
Snotvar: ... are the stubbornest woman I ever knew!
Greir: And I've told you before: I'm not interested
Sotvar: Well maybe you should be interested. A pretty woman like you living all alone alone up here, anything could happen. Now if you had a man around...
Snotvar looks around and sees the DB
Snotvar: We'll take this up another time...
Exits
Greir: And I've told you before: I'm not interested
Sotvar: Well maybe you should be interested. A pretty woman like you living all alone alone up here, anything could happen. Now if you had a man around...
Snotvar looks around and sees the DB
Snotvar: We'll take this up another time...
Exits
- Talking to Grier reveals that she's not interested in Snotvar, but sadly he doesn't seem to take "no" for an answer.
- Talking to Rostei reveals that she doesn't like Snotvar "because he's smelly!"
Let's give the DB an option to try and solve matters peaceably. DB offers to "have a gentle word" with Snotvar and Greir gratefully accepts. It turns out that Snotvar drinks in the http://www.uesp.net/wiki/Skyrim:Vilemyr_Inn in Ivarstead. Going there and talking to him results in a brawl.
- If the DB loses, Snotvar says "and you'll get worse if I catch you sniffing around that widow woman. She's mine, you hear? You just stay away"
- If the DB wins, Snotvar says "So you're good with your fists, you think that settles anything? This isn't over. This isn't over by far"
When the player gets back to Greir, he get fussed and tutted over and much dabbing at bruises. Maybe even have him strip down to his undies so she can apply some slave.
And the next time the player goes flower picking, that's when Snotvar and his buds try and jump the DB. "I told you what would happen if I caught you round here again" he says, unlimbering his axe. And now the ambush is a logical consequence of what has gone before.
And so the fight breaks out and Rostei screams, and runs. Sadly the bandits are between her and home, and so she runs higher into the mountains.
Don't Be Afraid To Backtrack
You generally tell a story start to finish, but that's not usually how you write it. Often you'll get so far through the process and think "I need such and such". Don't be afraid to go back and add in new characters as we did with Snotvar, or new dialogue or items.
For instance, we'll want a quest marker on Rostei so the player can find her once he's dealth with the thugs. Now I'm not generally a big fan of sticking quest markers on people for no good reason. I mean I'll do it, but it's better if there's a justification for it. So let's give Grier some more dialogue, something she can say before the DB takes Rostei out for the first time:
"She's generally well behaved and sensible, so I doubt you'll have much trouble"
"But if anything does go wrong, she's wearing a magic amulet. Her father, Alain, made if for her when she was still a baby."
"You can find her as long as she is wearing it. Let me show you how to atune to it..."
"But if anything does go wrong, she's wearing a magic amulet. Her father, Alain, made if for her when she was still a baby."
"You can find her as long as she is wearing it. Let me show you how to atune to it..."
And so we have a trivial magic item that justifies the quest marker. And we get in some early foreshadowing as well. I've also take the time to name Rostei's father who's starting seem like an actual person, albeit a dead one.
Further Complications
DB chases after Rostei. He had better: if he goes back to Grier without her, he'll never get another pie from her again!
He finds her screaming on a cliff ledge. There's one or more trolls below her tryng to get up and another one above trying to get down. The DB can deal with the ones on his level, but while he's doing that the upper one drops down to chase Rostei who flees in the only direction open to her - a cave at the end of the ledge.
The DB now has a good reason to go into a hole in the ground and kill a bunch of monsters

The Dungeon
We're moving a bit away from story telling, but ... basically a two part dungeon; half cave and half draugr ruin. The cave half is home to trolls. Rostei eludes her persuer by crawling through a hole that's too small for the troll (or the DB) to follow. After the DB kills the pursuing troll, we get some discussion.
DB : Where are you?
Rostei: I'm in here. I crawled through a hole and so the troll couldn't follow me. But there's something else in here with me
DB : can you get back?
Rostei: I don't think so. I'd have to go past the whatever it is, and it's all bony and glowy blue eyes and I don't think I can.
DB: All right. Stay there and I'll come and get you.
Rostei: I'm in here. I crawled through a hole and so the troll couldn't follow me. But there's something else in here with me
DB : can you get back?
Rostei: I don't think so. I'd have to go past the whatever it is, and it's all bony and glowy blue eyes and I don't think I can.
DB: All right. Stay there and I'll come and get you.
DB then proceeds to clear the troll half before finding the portal into the Dragur half. Annoyingly the lever that opens the door is broken on the troll side. (Thus ensuring that the Draugr are still there, even if the player earlier cleared the troll half). However Rostei, crawling through narrow passages in the rubble can get to the activation lever on the far side. That opens the door, but there isn't enough gap for Rostei to get through to the DB, who now has to fight through all the Draugr to rescue the girl.
Wrapping Up
The DB takes Rostei back to Grier, who has been getting worried. We can throw in some conversation about how brave Rostei was, and Grier can start musing about how the girl really needs a father in her life (or a positive role model if the PC is female I suppose). The DB gets unlimited sleepover rights at the shack, and Grier becomes a marriage candidate.
And of course, he can take Rostei flower picking any time he likes. The End.
Notes
- You could deepen the plot quite a lot by making Snotvar less of a cardboard cut out and giving him a more sympathetic portrayal. Maybe add an option to get drunk with him instead of fighting, possibly leading to an option to help (the hopefully re-named) Snotvar get his girl.
- If you add a new element, it's always worth looking back over the story and seeing if you can introduce it a bit earlier. For instance we could give Grier an early line that says "Do be careful with her. You should be safe enough on the lower pastures. Just don't let her go too high. The trolls come down off the mountains sometimes. It can be dangerous". Similarly a good question for Rostei on the first time picking flowers would be "What's a 'dragger'?" / "A what?" / "Mam says she saw draggers in the upper pasture one time..." / "Oh, 'draugr', you mean. Well ..."
- Think about where you want the characters to go, in terms of their personality. In this case we wanted to get Grier to the point where she'd consider the DB romantically, that being the major hook to get him to put up with all those flower picking trips. And we wanted the DB to a point where he was motivated to go chasing the girl through trolls and undead.
- Get into your characters heads. Put yourself in their shoes and imagine the world the way they see it. It helps with the dialogue, and can suggest plot twists you'd have missed otherwise
