the dark brotherhood were meant to be some obscure group of guys that are extremely hard to track down and were incredibly efficient. the atmosphere was terrible
in oblivion it felt more like a cult that ocassionaly told people to kill someone. whats more the "evil" thing felt so cheesy. SITHIS,SITHIS,SITHIS,SITHIS. Lucien lachance had this ridiculous voice that made me think "what the christ?". the dark brotherhood werent a group ofpeople, they were these things that would never shut up about sithis, they werent even discreet about sithis, no mysteriousness. they just told you everything. it was pathetic.
although the quest "whodunnit?" was so fun, mainly because of the taking advantage of the incredibly stupid ai and laughing at the voice acting
the thieves guild was made entirely out of honourable people, and nothing important was ever stolen
the mages guild required no magic skills, and nearly every quest was centred arouned necromancers.
the fighters guild were very honourable. quests werent very memorable either. and no quests seemed to be like services for other people (exept that lion problem one, which was pathetic)
the main quest [sp] was about a cult that had no reason to destroy the world trying to destroy the world.[/sp]
they all felt so cheesy
i/you hopefully want
fighters guild quests to involve
- joining up with large bands of warriors and helping out a town/destroying a town in a large mercenary's vs someone else battles
-going alone to fight some opponents
- leading a small band of warriors to ambush a convoy/raid a place for a Purpose (not just because there are things there)/destroy a village
killing an enemy of the guild via assasination
training militias
the fighters guild should have atleast two enemies. the further you go into it, the less noble it becomes. at the start you should help people, towards the end you should crush potential rival guilds and train bad mercenarys/ assasinate people (assasinations that dont have to rely on stealth) :wink_smile:
the mages guild should involve....
collecting rare stuff (fungus,artifacts, essence of obscure animal 32 etc)
fighting rivals (not just necromancers for gods sake)
consulting with daedra
going into daedric realms to do the above (hopefully not the same one, or daedric realms that look the same)
performing magic tricks
finding out how to do something to do something else
teaching a spell to someone
summoning something cool, and then having a quest concerning that thing you just summoned
thieves guild quests should involve
stealing a particular item from someone/ a faction-
hijacking horses/carriages and bringing them somewhere else
stealing many items in a weird way
rescuing thieves from prisons
also- thieves guild guys should not get angry at the player for murder on every mission, specific missions are fine, but not every mission
the assasins guild (most likeley the dark brotherhood ) should
be mysterious, and not blatantly obvious about something. (oblivions dark brotherhood was moronic)
the quests should obviously involve assasinating people, ONLY assassinating people, also- no black hand, the notes are a good idea, but a courier should deliver them to you
the spicing up factor is
how hard it is to find the target
where the target is
if you have to do a grand escape afterwards/ have to charge past hostiles to get to your target
if you can use your persuasion skills
the means of which to kill (poison,traps or just the blade)
other little conditions
a time limit
other faction guilds are probably based upon one of these guilds, just coppy and past and then add lots of twists. there should never be a good/evil thing