My thoughts on after-guild quests

Post » Fri Jun 15, 2012 2:00 am

I would like to see an expansion on the after-guild quests in Skyrim. Here are my suggestions. Tell me what you guys think and comment below!

Dark Brotherhood- I would like to see my assassin's guild expand and grow. Its not enough having 2 new initiates in the guild hall. I want this to feel like the "new" Sanctuary that i dreamed of rebuilding and maybe rebulding the sanctuary near Falkreath. Being able to assign my own speakers including Nazir and Bobette and a new addition of assassination contracts would be really cool. Also, I have no doubt people in dawnstar are getting suspicious of our little hall so close to their town. Maybe a new questline to "keep people in check" or maybe competing against the Morag Tong. They did have to leave morrowind to survive so maybe they regroup in Skyrim. Having to quest for better assassin's armor is a must.

Thieve's guild- Im not really sure what more I could ask of the thieves guild because it was done so right! I do recall attempting to take out the Summerset Shadows so maybe having to compete against them would be cool especially since they murder their victims and rob them blind which gives thieves a bad name. Hunting them down, stalking their agents in town, having to put stolen items in their homes or put stolen items on their person and watching them get executed by the guards I think would be thrilling!

College of WInterhold- I think questing for items of power would be sufficient. Mages do desire knowledge and power above all else I'm sure. Building another college for yourself to me would be really cool. Having to keep relations with the outside order in check, maybe mages could get involved in day-to-day problems of the world such as clearing out bandits and building up funds for the college. Then these funds could maybe be used to hire expedition teams including you to check out dangerous dungeons and find these items of power.

Companions guild- Perhaps having to deal with a rival werewolf or vampire faction since the dlc is about vampires. Or maybe gathering up artifacts of Hircine or even participating in Werewolf arenas in the name of Hircine. Or perhaps the fighter's guild makes its way to Skyrim and opposes the companions in some brutal Guild war.

I have to admit it wasn't easy coming up with this stuff. I can probably see why Bethesda may be having a difficult time with the guild quests. Anyone have any ideas for after-guild quests?
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Crystal Birch
 
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Post » Thu Jun 14, 2012 1:49 pm

The thing that you mentioned about the Dark Brotherhood especially caught my eye. I would absolutely love to name my own Speakers and Silencers. Seeing new recruits besides those same two (who never seem to do anything) would be awesome too. I've always wanted a spell or something that can take you to the Void to have counsel with the dread father, Sithis himself. :devil:
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Harry-James Payne
 
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Post » Thu Jun 14, 2012 4:39 pm

The thing that you mentioned about the Dark Brotherhood especially caught my eye. I would absolutely love to name my own Speakers and Silencers. Seeing new recruits besides those same two (who never seem to do anything) would be awesome too. I've always wanted a spell or something that can take you to the Void to have counsel with the dread father, Sithis himself. :devil:

I forgot about Silencers...
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Jason White
 
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Post » Thu Jun 14, 2012 7:59 pm

The Thieves Guild was done sooooooo wrong. Well, the main plot was. I absolutely love doing the jobs for Vex and Delvin, but the whole Nightingales thing (Armor aside, which I love) is absolutely stupid, and riddled with Plotholes. There seems to be a great story in the making, but too many inconsistencies make it seem like it's a "First Draft", which may be expected. From pre-release info, we know that a lot of the quests had to be rewritten because of the Radiant story problem. Specifically, everything seeming too generic.

While I don't dislike your ideas, I think on the whole, all the factions (Aside from the Dark Brotherhood) are really too broken to fix by adding things on to the end. To salvage the Companions, College, and Thieves Guild, you'd need a total rewrite to fix the pacing issues, and add content into the meat of the experience, before focusing on endstage stuff.
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D LOpez
 
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Post » Thu Jun 14, 2012 12:22 pm

i want the initiates to have randomized names, so i can track their progress send them on contracts and they can get better if the contract was successful. something similar to brotherhood. tbh the initiates are overpowered from the start.
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Pixie
 
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Post » Fri Jun 15, 2012 3:49 am

To salvage the Companions, College, and Thieves Guild, you'd need a total rewrite to fix the pacing issues, and add content into the meat of the experience, before focusing on endstage stuff.

i agree
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Gwen
 
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Post » Fri Jun 15, 2012 1:15 am

I'd like to see more non-faction related things too. Just stuff for your basic Non-werewolf Sword-for higher. Bounty Hunting is fun, but I wouldn't mind seeing random NPC's occasionally spawn in inns that want an Escort to another destination. (Opportunity here to also be a highwayman, and kill them in the field to loot a lower reward), Jailbreaking (This is mentioned by an auxiliary member of the Thieves guild, and sounded really fun), Bouncer for taverns... That sort of stuff. Things that don't require the player to align themselves a certain way.

Better "Radiant" Rewards would be nice too... As fun as the Bounties are, getting 100gold for a Giant kill hardly seems appropriate. I spat out tons of ideas about improving the radiant story quests, which in my opinion, has an extreme level of potential to really bring the game to a tier above Morrowind, with proper-handdrawn content to remain at the core.
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Vicki Blondie
 
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Post » Thu Jun 14, 2012 3:29 pm

As for the companions, Im sure the silver hand still exist, maybe that could be expanded on
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Darren Chandler
 
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