Debate issue: How to run the guilds

Post » Wed Jul 11, 2012 9:34 am

So this is an issue that I am curious as to how it works? We all know very well that you can run all the guilds in Skyrim if you want to as any character and can advance as fast as you want too no matter what your skill level currently is. Frankly, I see the reasoning behind this as players may want to hurry up and continue the storyline in the guild. I disagree with the concept of doing a storyline for a guild and then just becoming head of the guild. This is not how the guild system is supposed to work. So long as you have mastered the skills required that tie in to a specific guild you have the ability to advance to a high position within that guild. You cannot have a basic skill level and expect to be head of the guild in a matter of days. Its not supposed to work like that!

When you advance in the mage's guild for example it is expected of you to show the required knowledge and skills with spells needed for you to hold your position and rank. You cannot become a high-ranked official in the mages guild if you have not even surpassed the adept level of spells yet. You should atleast show that you have fully mastered or are very well-trained in a specific school of magic such as conjuration that surpasses the skill level of any of your colleagues before advancing to any form of higher ranking within that guild. What happens if say for example you who is an apprentice and you do quests in the mages guild and for all the quests you have done your named Archmage? Well I'm sure one of your "trainers" who is far more skilled in magic than you are will be able to take you down and take for himself position of Archmage instead. Same thing with every other guild in the game. You can't become head of any guild until you have shown that you have a masterful skill in anything more so than your guildmates. Nor can a warrior become head of the mages guild because mages would disagree with someone who has no basic of knowledge of spellcraft and also warriors tend to show mages that they disagree with using magic to achieve their goals so how can a warrior fit into being head of the mages guild? It makes no sense...

One more thing I would like to note is that I don't fully understand the concept of being head of ALL the guilds is supposed to work? What happens if say someone challenges you for the right to become head of a specific guild? Well they would probably end up being head of every other guild in the game or he would be head of "his guild" and the other guilds would be derived into chaos attempting to name a new guildmaster for their guild. Does anyone else agree with the points I'm trying to make?
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His Bella
 
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Post » Wed Jul 11, 2012 3:14 am

That's my only complaint. Also, I'm head of the thief's guild - I don't feel like it. I can't tell anyone to go on any missions, I can't set up heists or anything.

I guess they were so busy on the rest of the game that things like that were forgotten a little bit. But really there should be more dramatic effects where you actually feel like a leader - and continuous challenges to your leadership.
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latrina
 
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Post » Wed Jul 11, 2012 2:19 pm

I think the C.O.W questline is very short, sarthal to saving the world. It's a good thing I get 4 quests in then stop to level up my schools, buy new spells etc. So it seems like in notice in Arch-Mage. I really think that J'zargo should be arch Mage.
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Monika Krzyzak
 
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Post » Wed Jul 11, 2012 6:35 am

I want to at least feel that I control something. Renovating the midden area of the collage, recruit/accepting new members, sending people to do work for the guild, and stuff like that.
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Kelsey Hall
 
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Post » Wed Jul 11, 2012 6:57 am

I think this is a common complaint, being the head of said guild but apart from getting a title and a few 'nods' to your rank you get nothing, As harbinger and listener you should be able to recruit new members, as master thief you should be planning missions and as arche mage.... Well im not quite sure about what arch mages do :P. I wont mention the DLC in detail but expect it to work in the same way the guilds do belive me.

I also agree on what you say about habing the right skill sets for the job, you need to be a pritty good warrior to be head of the companions and so on, the only thing i disagree on is that you say a warrior cant be head of the mages guild, why? My warrior has unsupassed restoration and illuson his other skills arent far off either and he can sneak as good as any thief. Being guildmaster of all the guilds is a embarrssment of titles yes, but also achivable.
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Kevin Jay
 
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Post » Wed Jul 11, 2012 3:04 am

It's absurd that you can get through the entire Dark Brotherhood and Thieves Guild quest lines just by running in there, swords swinging. Same with College of Winterhold. And you can easily get through the Companions (warrior guild) by casting magic spells.

But what's even more absurd is that you can't control any of the guilds, despite being leader. Here's my ideas for the four guilds:

Companions - Set up assaults on Silver Hand bases. Recruit new members. Ride into battle with a legion of Companions on a horse and kill EVERYTHING. Go on hunts and choose whether or not the new guild should be based on werewolves or just simple hack 'n' slash like the old days.

College of Winterhold - Get new students. Research new types of magic. Maybe go on diplomatic missions to convince the Winterhold Jarl that the College had no involvement in Winterhold sinking. Choose whether the College should invest more in artifacts or magic.

Dark Brotherhood - Recruit new members, rebuild Falkreath, train new members. Do special missions and even get involved in the politics of Skyrim.

Thieves Guild - Plot new heists!
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Tom
 
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Post » Wed Jul 11, 2012 3:22 am

I wish there was more for the companions. as Harbinger I am confused when I come across Vilkas outside Markarth. I don't recall sending him there haha.

Where is the requests from new members? I can remember having conversations with Kodlak and some young bearded fellow would walk in and ask about joining.
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Loane
 
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