Also, not all of these are my own. A big thanks goes to everyone in the thread for throwing in their 2 cents!
The Big Idea
This mod aims to address a common complaint in Skyrim: The game doesn't seem to react to many of the world-changing actions the player takes. That this is the case is baffling to me, as Skyrim introduces the fantastic Radiant Story system, in which many of the random events the player encounters are direct results of previous actions (Steal from that shopkeeper? Maybe they'll hire someone to rough you up!). What I'd like to do here is to make Skyrim just a little bit real by adding more Radiant events that are triggered by your actions in the various questlines.
This isn't intended to be a major overhaul project, as I simply don't have the time. I think more random world events will be relatively easy to implement and give us the most bang for our buck, so to speak. For a list of the random encounters in vanilla Skyrim, check out the http://www.uesp.net/wiki/Skyrim:World_Interactions.
Below is a list of encounter ideas, grouped by category. I've put each section in spoiler tags, in case you haven't done that content yet--I haven't finished the Thieves Guild, Bards College, or Imperial Legion quests myself, so I won't be including them at this time. This is an open discussion, so if you have any random encounters you'd love to see in-game, please post them here!
(Note that in all the examples, I use the masculine pronoun; in implementation, any radiant character could be male or female.)
Skills
Encounters based on your character's current skills:
Smithing Commission: A courier delivers a letter from an Aspiring Knight staying at an inn in a major city. He hears that you are a smith who rivals even Eorlund Gray-Mane, and wants to commission a Legendary
Enchanting Commission: Similar to the above, but the client wants an item with a specific enchantment. Requires 80+ Enchanting.
Injured Adventurer/Sick Farmer: While in the wilderness, encounter someone who needs healing. If you can't provide them with X amount of HP worth of healing, they will die. You can either use magic or provide potions.
Vampire
Encounters that only occur as a vampire:
Vampire Hunters: Vigilants of Stendarr attack you while you're in the wilderness. Their leader carries a note naming you as a suspected vampire.
Vampire Thrall: A youth approaches you, a self-proclaimed vampire expert (i.e., a fanatic) who claims to know what you are and demands that you turn him. You can deny it, turn him, or kill him (and replenish your feeding level). Turning him makes him a temporary companion, similar to the stray dog in vanilla Skyrim.
Civil War
Encounters related to the Civil War quests:
Skirmish: Until you complete the Civil War, have a chance to encounter a squad of 3-5 Stormcloaks fighting 3-5 Imperials.
Elite Agents: Agents of the other side will sometimes attempt to assassinate you. Only happens after you complete the battle of Whiterun, but before you finish the final battle.
Deserters: After the Battle of Whiterun, have a small chance to encounter deserters for either side. You can let them go, try to convince them to return to their side, try to convince them to defect, or outright kill them. After the final battle, only deserters from the enemy's side appear.
Fleeing from War: Chance to encounter Imperial civilians on their way back to Cyrodiil, trying to escape the hostility of the Nords. Only appears if Solitude falls to the Stormcloaks.
Affirmative Action: Chance to encounter Argonians and Dunmer on their way to Windhelm to rejoin their families. Only appears if Windhelm falls to the Imperials.
Dark Brotherhood
Encounters related to the Dark Brotherhood quests:
Deserters: With the death of the emperor, some Imperial Legionnaires will panic and leave the army, turning instead to lives of banditry.
Agents of Penitus Oculatus: With the death of the emperor, one of the Penitus Oculatus's new concerns is tracking down his murderer. Chance to be ambushed by their assassins.
Remnants of the Morag Tong: After joining the Dark Brotherhood, the player might be ambushed by members of the former Morag Tong. Searching these assassins reveals a note promising to destroy the remnants of the Dark Brotherhood before reforming the Morag Tong and restoring it to its former glory. (See the last paragraph of the http://www.uesp.net/wiki/Lore:Morag_Tong on the UESP.)
Reinforcing the Center: With the death of the emperor, you can now find squadrons of Imperial Legionnaires on their way back to Cyrodiil to secure the Imperial City against riots and political unrest.
Companions/Werewolves
Encounters related to the Companions quests:
Werewolf Hunters: Vigilants of Stendarr attack you while you're in the wilderness. Their leader carries a note naming you as a suspected werewolf.
The Silver Hand: After becoming a werewolf, members of the Silver Hand begin to hunt you. After the quest Purity of Revenge, they may carry notes ordering them to take revenge for the near destruction of their order. Because of this, they will continue to hunt you even if you're cured.
In Search of a Cure: If you cure yourself of lycanthropy, you might receive a letter from a Wandering Hunter who is in search of a cure for himself. If you decide to help him, you have to find him in the wilderness and bring him to Ysgramor's Tomb and help him defeat his wolf spirit.
Werewolf Skirmish: Have a chance to encounter a small group of werewolves fighting the Silver Hand. If you're a werewolf yourself, they may be friendly towards you.
Main Quest
Encounters related to the Main Quest:
Infighting: After defeating Alduin, you may encounter two dragons fighting each other for dominance.
The End Times: After defeating Mirmulnir, you have a chance to encounter a Dragon Fanatic in any city or town, who attacks you. He carries a note explaining that all hope is lost, and his only chance of survival is to side with the dragons.
Blade Initiates: After completing Alduin's Wall, you may encounter Blade Initiates fighting a dragon in the wild.
A Quick Breather: If you've defeated Alduin and spared Paarthurnax, you may encounter Paarthurnax taking a rest in the wild. He will change your meditation bonus for you if you ask him to.
Old Grudges: After completing Alduin's Wall, you may encounter Blade Initiates fighting Thalmor in the wild.
College of Winterhold
Encounters related to the College of Winterhold:
Synod Zealots: After completing Revealing the Unseen, you may be attacked by Synod agents who are convinced the College is up to no good.
Become a Skill Trainer: After becoming Arch-Mage, you may meet novice mages in settlements who want you to train them in a specific school of magic. You can accept and have a skill check against that school of magic, or decline and have a skill check against Speech. Failing the skill check will cause the student to slander the College; successfully training him nets you some gold.
Down with the Fraud: For each time you fail Become a Skill Trainer, you may be ambushed in the wilderness by rogue mages trying to dethrone the fraud Arch-Mage of the College of Winterhold.
Guardians of the Dead: After the Sarthaal quest, have a chance to be ambushed by angry Nords when leaving a barrow. They're sick of you College mages defiling their burial grounds!
Thieves Guild
Encounters related to the Thieves Guild:
Defend the Sepulcher: After completing Darkness Returns, have a chance to encounter a ghostly Nightingale Sentinel in the wilderness. The Sentinel will warn you that the Twilight Sepulcher is under attack by bandits, and must be defended. Return to the Sepulcher to defeat the bandits.
Miscellaneous
Encounters related to the various side quests:
Enemy of Stendarr: If you have collected more than 5 Daedric artifacts, have a chance to be attacked by Vigilants of Stendarr as a suspected Daedra worshipper.
Tavern Brawls: Have a chance to walk in on a brawl between Drunken Revelers when entering a tavern. Depending on how the game handles brawling, you may even be able to join in!
Vigilance: Have a chance to encounter a lone Vigilant of Stendarr traveling through the wilderness. You can persuade him to tell you where he's headed: A vampire/werewolf/conjurer's nest that he's planning to clear out. Doing so adds the location and a marker to your map.
Framed: If you are a character type that is unwelcome in a particular city (mage in Winterhold, Argonian/Dunmer in Windhold, Khajiit just about anywhere), have a chance of being approached by a guard just outside of town. The guard will claim that someone reported you for a crime, that they don't like your kind around here, and demand you pay a fine. You can use Speech to get out of it, or, if you're a VIP (town-friendly faction leader, Dovahkiin, etc.), you can turn it around on him and humiliate the guard for picking his target so poorly.
There's more to add, but I my train of thought was interrupted and I can't remember all of the encounters I had planned. Also, I couldn't think of anything related to the College of Winterhold that makes sense. I'm curious to see what else anyone has to add!





