Companions vs. Fighter's Guild

Post » Sun Jun 10, 2012 6:36 am

I never cared for Oblivion's Fighter's Guild. The questline was slow to develop, and when it did it was underwhelming. I only completed the questline once; later characters joined the guild only to do the non-questline missions, or because mods required guild membership to access certain merchants.

I always wished that the FG had more jobs - contracts you could complete without advancing to the point where you triggered the major questline and ended up becoming guildmaster.

So I was very happy with the Companions. The lore is awesome, Jorrvaskr is awesome, the questline feels very cool, the rewards are nice, the members aren't annoying (except for one or two), and you can keep doing contracts forever.

However.

I can't believe I'm saying this, but the generic nature of Oblivion's Fighter's Guild had one big advantage. In Skyrim, if I want to make a mercenary, or a D&D style fighter, or a basic adventurer, I feel like I can't fit in the world. The Companions are very ... specific, I guess. If I don't want to be a Nord hero, I can't picture hanging around the mead hall, doing contracts and the kinds of things I would have done in OB's FG.

I love the Nordic mythology, history, and lore. I'm a big fan of Beowulf and Northern European mythology, so what Beth has done with Skyrim (and TES in general) strikes me as just right. I've made several Nords, one of whom was all about the Companions, and the questline, the NPCs, the armor and weapons - it was all perfect.

What I'm saying is that OB's "generic fantasy setting" in a way allowed you to roleplay any number of characters very easily. Skyrim makes it easy to be a Nord hero, but a little harder to feel like some other kind of character. It's obvious why it should feel this way - after all, Skyrim is the home of the Nords, whereas Cyrodiil was more of a melting pot. But I wish there was some other way to plug into the world of Skyrim as a warrior/fighter rather than as a gung-ho traditionalist Nord.

Maybe an "adventurer's guild" or even a chapter of Cyrodiil's FG in one of Skyrim's cities would be nice. But I'm not sure; the devs did such a good job with establishing the feel of this world that I think the issue would remain.

This is a very odd observation, I'm aware. It's not quite a complaint... maybe just some misplaced nostalgia?

Anyway, if you followed that, what do you think? Are you having a hard time fitting into Skyrim as an Imperial (or Orcish, or whatever) adventurer?
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Sun Jun 10, 2012 6:11 pm

DLC idea... Fighter's guild comes to Skyrim.
User avatar
stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Sun Jun 10, 2012 7:48 am

I don't know - I mean, I know I suggested that very thing, but it would have to be done just right or it would seem so... off. Maybe it would anyway.

I never got a clear sense of what the FG was all about, anyway, so having them relocate would need a little backstory. Not impossible, of course.

And it's not that I want OB's FG, per se - just that I think some of the genericness of it and OB in general made it easier (for me anyway) to try out a variety of characters and make them all seem like they fit in the world.

Yes, I am aware of how silly that sounds. :confused:
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Sun Jun 10, 2012 8:16 am

I hate the Fighter's Guild.

Slaughtered them in Morrowind.
Didn't join them in Daggerfall.

I DID join them in Oblivion and did the questline until I get Maglir as a Follower. I did a little enchanting and reverse pickpocket on Maglir so he can actually be quite powerful though he is weak to magic... (Made him have 100% Shield Effect which is better than full Daedric). I'll admit, I do miss having Maglir around while I play Skyrim...

The Companions FTW. They were good! I am glad Bethesda replaced Fighters Guild with them!
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Sun Jun 10, 2012 6:55 am

Fighters Guild always seemed too generic and undefined...as if all the warriors in the world would be on the same side. Mercenary Bands, with different agendas, different ideals, different approaches and different associates would have been a much better implementation of guilds for fighters, Skyrim's companions are a step in the right direction, just wish you had other options (like the Silver Hands...why not?????).
User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Sun Jun 10, 2012 1:38 pm

I loved the Fighters' Guild in Oblivion, mainly because the Blackwood Company made great enemies. Conversely, Skyrim's Companions had better lore but the Silver Hand fell flat and the whole thing felt disjointed and too short. I've written about the subject in much greater detail http://www.gamesas.com/topic/1349411-skyrim-vs-oblivion-an-anolysis/.
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Sun Jun 10, 2012 4:57 am

I don't think Skyrim's radiant AI filled the gaps like it was supposed to in turn making the questlines feel longer. That's why I feel sorta bummed about it. I honestly prefered Oblivion's FG because maybe I'm a svcker for Modreyn Oreyn and the whole Argonian debocle. But if the Companions we're longer, they definetly would've taken the cake.
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Sun Jun 10, 2012 5:20 pm

I loved the Fighters' Guild in Oblivion, mainly because the Blackwood Company made great enemies. Conversely, Skyrim's Companions had better lore but the Silver Hand fell flat and the whole thing felt disjointed and too short. I've written about the subject in much greater detail http://www.gamesas.com/topic/1349411-skyrim-vs-oblivion-an-anolysis/.

I'm an Argonian so I actually wanted to join the Blackwood Company
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Sun Jun 10, 2012 11:10 am

I'm an Argonian so I actually wanted to join the Blackwood Company

I thought they set up the Blackwood Company pretty well to make you not want to join it. It's not that they're sinister and evil like the joinable Dark Brotherhood, it's just that they're tremendous bastards.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Sun Jun 10, 2012 7:01 am

I thought they set up the Blackwood Company pretty well to make you not want to join it. It's not that they're sinister and evil like the joinable Dark Brotherhood, it's just that they're tremendous bastards.

Blackwood Company came from Black Marsh, Argonian Homeland, and had connections with the Argonians there. They also had a Hist Tree within their place, correct?
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Sun Jun 10, 2012 12:20 pm

The Fighters Guild.

The entire Companions questline was saving the hides of a few wolves. No actual 'fighting' or questing involved.

Blackwood Company came from Black Marsh, Argonian Homeland

AFAIK, they were sent there to take land from the Argonians for settlement, and when they failed they returned to Leyawiin.
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Sun Jun 10, 2012 8:41 am

Blackwood Company came from Black Marsh, Argonian Homeland, and had connections with the Argonians there. They also had a Hist Tree within their place, correct?

That is all correct. Keep in mind that keeping a Hist Tree in their place was blasphemous against everything Argonians find holy. In Argonian culture, you don't disrespect the Hist like that.
User avatar
sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Sun Jun 10, 2012 1:32 pm

That is all correct. Keep in mind that keeping a Hist Tree in their place was blasphemous against everything Argonians find holy. In Argonian culture, you don't disrespect the Hist like that.

Yes but at the same time, destroying a Hist Tree is worst. I rather do that then join the Fighters Guild and end up destroying the tree. Actually, if I join the Blackwood Company, I would prolly become famous in them then convince them to stop the disrespect which will be easy since most of them are Argonians and the connections between Argonians and the Hist are quite strong.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Sun Jun 10, 2012 4:27 am

The Fighters Guild.

The entire Companions questline was saving the hides of a few wolves. No actual 'fighting' or questing involved.


I figure out, doing those small quests in-between the mainquests makes it more fun since the small ones are about fighting a creature/bandit/etc.
User avatar
Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am

Post » Sun Jun 10, 2012 7:50 am

Yes but at the same time, destroying a Hist Tree is worst. I rather do that then join the Fighters Guild and end up destroying the tree. Actually, if I join the Blackwood Company, I would prolly become famous in them then convince them to stop the disrespect which will be easy since most of them are Argonians and the connections between Argonians and the Hist are quite strong.

I'm fairly sure that the Argonians in the Blackwood Company don't give a rat's ass about the sanctity of the Hist. They're the ones who kidnapped it and put it in a basemant, after all.

Killing the Hist in the basemant was probably the right thing to do, in my opinion. It was damaged beyond the point of repair and it was almost certainly in constant pain from being there. All that was really left to do was put it out of its misery and end its abuse.
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Sun Jun 10, 2012 5:44 am

I'm fairly sure that the Argonians in the Blackwood Company don't give a rat's ass about the sanctity of the Hist. They're the ones who kidnapped it and put it in a basemant, after all.

Killing the Hist in the basemant was probably the right thing to do, in my opinion. It was damaged beyond the point of repair and it was almost certainly in constant pain from being there. All that was really left to do was put it out of its misery and end its abuse.

They prolly don't care at first but it is still quite possible to convince them. It is impossible for Argonians to ignore the Hist and doing the right things will get them (Blackwood Company's Argonians) to actually pay attention. (If you read the books, the Argonian Character in it explains a lot about the connections). That Hist tree still could be repaired, I know that for sure, but it would take a long time.
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm


Return to V - Skyrim