Design your own quest for Skyrim

Post » Sun Dec 13, 2009 8:17 pm

The idea is basicly, that we could make up ideas for in-game quest, and share it with the community,and the developers, to get ideas from, or maybe implement them in the game.

They can be anything from fun(ny) quests, to the serious ones.

In my opinion there should be no "go there, get/kill something, bring it back" quests, but that's your choice, too.

I think there are a lot of creative minds, and original ideas here.
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Crystal Clear
 
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Post » Sun Dec 13, 2009 11:54 pm

Bounty Hunter quests some people have escaped from different jails around Skyrim and you have to go out and kill them.
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Chloe Botham
 
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Post » Sun Dec 13, 2009 11:36 pm

Here is an original ( I think ): Buy alcohol for the town drunk.
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mike
 
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Post » Mon Dec 14, 2009 7:20 am

Bounty Hunter quests some people have escaped from different jails around Skyrim and you have to go out and kill them.


+1
And having to track them down. By talking to people and stuff.
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Sylvia Luciani
 
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Post » Mon Dec 14, 2009 10:04 am

Hunting quests, like having to track down and hunt legendary animals/beasts
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Nuno Castro
 
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Post » Mon Dec 14, 2009 3:09 am

A member of the mage's guild is working on a new shield potion and needs someone to get him some dragons blood.

BUT IT HAS TO BE FROM THE FLOOR OF A DUNGEON ON THE OTHER SIDE OF THE MAP!
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yermom
 
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Post » Mon Dec 14, 2009 6:53 am

I'd like to see some spying between the various factions, or perhaps even sabotage.

Perhaps... Faction 'A' is rumored to be getting a big shipment of weapons/supplies/McGuffins. Faction 'B' wants it instead. The player can either side with Faction 'A', and try and weed out the spy sent, or side with Faction 'B', and infiltrate Faction 'A', uncover details about the shipment, and eventually divert it, destroy it, or replace it with a shipment of Skooma and tip off the guards.
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Maria Leon
 
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Post » Sun Dec 13, 2009 11:54 pm

Here is an original ( I think ): Buy alcohol for the town drunk.



http://lolcat.com/images/lolcats/293.jpg
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suzan
 
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Post » Mon Dec 14, 2009 2:31 am

Walking along the northern coastal shoreline, you notice a Dunmer who is passed out, wearing tattered clothing, and appears to have amnesia. Once you revive him, you ask if you can help. He's not certain how he arrived there and in that condition, nor does he know his name. You agree to investigate. Travel to the neighboring fishing community, then ask around about a Dunmer with amnesia. Most will feign ignorance but some will offer theories. You'll be left trying to investigate 3 possibilities: One, that he captained a ship that capsized and he got washed ashore, knocking his head in the process (Do this by questioning townsfolk, who always know what's happening in the waters offshore). Two, he encountered a creature that roughed him up and he frightened himself to that state (Do this by examining the immediate area around the Dunmer for clues). And three, that someone erased his memory somehow (Do this by visiting the nearest Mage's Guild office to find out if and how it is possible).

Eventually you'll find that it is the 3rd - the mage that tells you about spells causing amnesia appears evasive. You can find out quickly using the speechcraft skill, or you can investigate the other two options to find evidence of foulplay nearby to the Dunmer that points to a mage being involved - a small hut with alchemical items, perhaps. Once you manage a confession from the mage, you are asked to fetch the Dunmer. The mage reluctantly restores the Dunmer's memory... But the fresh memories trigger a murderous rage in the process! The Dunmer attacks the mage, and you have to decide which of the two (if any) to support. Supporting the Dunmer will yield you his thanks, plus any loot from the fallen mage, and a reduced reputation with the Mage's Guild. Supporting the mage will earn you his thanks, a friendlier Mage's Guild, and he'll fill you in on the backstory behind the Dunmer's amnesia, including where it happened (adds a map marker). That is where it ends. But if you head to the map marker, you will find a short cavern with a locked door inside... And a chest full of gold and a couple moderately valuable items. That's because the Dunmer was a compulsive thief, and the mage gave him amnesia to break the habit.
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Carlos Vazquez
 
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Post » Mon Dec 14, 2009 10:03 am

A quest where you look for a lost relic and face many challenges along the way.

Edit:Typo.
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Tamika Jett
 
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Post » Mon Dec 14, 2009 9:29 am

An Imperial Merchant is thriving in the middle of a blizzard swept town. The remnants of the Imperial Legion have no evidence of any wrong doing, but investigations cannot be carried out by any imperial legion investigators. Investigate for the legion as to why this merchant is thriving, OR...eliminate several members of the imperial legion investigation team while disguised to stop the investigation and get a cut of the loot as well the task of getting loot for the merchant for an extra bonus of money. OR...work with nearby Nord tribes to hunt down the thieving merchant and establish your own code of law and keep distant from the legion(Wild Wild North) to earn a place in that Tribe.

After talking with a rather out of place Nord in a border town(bordering Cyrodiil) you can go into business with him selling merchandise. This relies not only your Barter skill, but your Major Skills. If you specialize in Alchemy, you will sell Alcohol, potions, and ingredients. If you specialize in Armorer, you will sell Raw Iron, Raw Glass, raw Ebony, Repair Hammers, furniture, or alchemical equipment, and so on and so on. you can choose groups to sell items to, or where(even sell things over the border in Cyrodiil, you just won't know, and your Nord friend will go there. ) Selling certain things to groups of people in areas can be a crime, but it can also give you even more gold. You can also trade from towns, and sell them to different towns. you can bring culture to some areas, which will make them look different, or their people act different. giving certain things to groups can also cause special things to happen. You could be arming slaves, doing mead runs to corrupt imperial soldiers, or giving necromancers magical equipment so they can attack a town.

In a small mead hall in the tundra of skyrim, three warriors argue who can slay a beast nearby quicker than the other. the creature is a snow Troll, far larger than a normal troll. The bowman says he can shoot it in its eyes and blind it before he shoots it in the throat. The axeman says he can cut its claws off with a mighty cleave of his axe, the spearman says he can keep further back than the axeman and stab it in the heart. the chieftan of the mead hall will not take any action, he is far too old. Will you persuade them to leave and hunt it together, will you slay it while they are arguing, or will you persuade one of the three to go with you to slay it(getting a reward based off who you accompanied).
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Emma Parkinson
 
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Post » Sun Dec 13, 2009 8:07 pm

Defend from an onslaught/waves of enemies at a fort, eventually having to retreat further into the fort because of overwhelming numbers. Basically..a siege, but on a fort. There would be a timer for survival if you manage to last that long then mobs would stop spawning and you would win after killing the remaining enemies.

Original? Perhaps not..but for a side-quest that would be pretty cool. Mainly you see these types of quests as part of the main storyline, sometimes not at all.
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Leanne Molloy
 
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Post » Mon Dec 14, 2009 6:56 am

Bumping this up so people can use their creativity as a means of letting out some excitement. Fun with imagination!

http://images1.memegenerator.net/Spongebob/ImageMacro/1942271/imagination.jpg
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Nicholas
 
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Post » Mon Dec 14, 2009 3:55 am

You are attempting to get a spot in the Imperial legion and run a few jobs under the counter. You are an attache to the legion and serve in the capacity as an agent. You go on a mission with another agent who knocks you out and you are captured. You wake up and manage to push aside a bar to escape. Your target is gone and as you leave through an alternate exit, you see your partner dressed in DB armor snipe the target with a crossbow.

You can turn in the agent, join them, extort (with risk), report back as normal.


You run into an old friend who is a member of the East Empire Company. He has visions of setting up a settlement in the style of Morrowind's Raven Rock. The people leading the expedition mean well and progress is going well, but they slow down when they uncover Nord burial ground and a curse, prohibiting the settlers from doing any work. You are called in and can break the curse in many ways, politely and respectfully or violently. You become second in command and have to help develop the settlement and you can choose what tribes to ally with, what the focus of the settlement is in terms of exports and eventually make your own manor.

You have been a loyal member of (legion, company, tribe here) and people have decided that it is time that you be promoted. However, you need a stable income in order to further your political agenda in the faction. You are told that in order to become a full member of the higher echelons, you must establish a presence. You need to project power and establishing a self sufficient settlement is a good way to demonstrate your power and skill for organization. You have to follow a quest line and take a house you received earlier as a reward and build it into a manor until it becomes an estate.

You are a freelancer and meet people in bars, you can pick up offers to assassinate, steal, hunt people down, enslave, or free slaves. Each mission will be freelance and depending on how you do, you gain reputation and may be recruited by guilds as regulars, but there will always be a few jobs or mercs recruiting in the pub. Higher class pubs will offer high class slandering and mud slinging or planting evidence, while a low class pub may offer opportunities to mug or murder.
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Cagla Cali
 
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Post » Mon Dec 14, 2009 7:23 am

A poor village is suddenly seeing a surge in income. They've started trading with the Daedra from a remaining Oblivion gate. The Watch isn't so happy about it, so the villagers would like you to collect evidence speaking positively for peaceful relations with Daedra, to show these to the Count for a trading permit.

Meanwhile, you're approched by the Watch Captain who warns you to close the gate because of the potential dangers of dealing with Daedra.

How could this continue? Any ideas?
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roxanna matoorah
 
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Post » Sun Dec 13, 2009 7:58 pm

Hey what about a mirror quest?

You heard a rumor that in a village somewhere people are guarding a haunted mirror.

You would like to know more about that mirror.

So you seek a way to sneak in the building where the haunted mirror is kept from people all over tamri?l.

You decide to take a look at the mirror and find out it looks exactly like a normal mirror.

The movements you make is exactly shown the same in the mirror.

At one point you get a weird feeling about all this.

You decide to sneak out of the building and pretend nothing has happened.

As soon as you sneak out alot of thing has changed in your world. The people you see have no face.

You try to speak with 1 of the guards but no response because they have no mouth.

All of the people in that village had no face anymore.

Suddenly you feel pain and you see some blood coming out of your chest.

You quickly need to find out how to go back to your world.

You decide to run as fast as possible back to the haunted mirror.

You see your reflection at the other side cutting himself.

You scream for your reflection to stop and with succes.

He turned around and you saw your reflection with now face on it!

You got scared and so did the reflection which made you to do the same movements.

That same movement made you come back in your world.

You saw yourself holding a knife and some blood on your chest.

You took a quick look at the mirror and saw your reflection smiling in a weird way at you.

You got out of the building and the guards were holding you back and had a word with you.

You told them about your story.

The guards said that when your reflection makes the same movements as you, you would swap in the worlds and you would feel a weird feeling.

Your reflection was sick of his world and this world of yours wouldn't work out for him. So he was forced to kill himself with the knife to end his hell. That explains why you were bleeding in his world.

As you two got scared of eachother ''the guard said'' you made the same movements and swapped world again which has saved your life.

Now your reflection is waiting for you to return to that haunted mirror. He will always see you in normal mirror but because those normal mirrors dont have the magical power as the haunted mirror he cannot swap worlds with you.

From that day you sworn to never look into a mirror again because you would know it was not really you.
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Frank Firefly
 
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Post » Mon Dec 14, 2009 6:40 am

By putting such creative ideas here, doesn't that warrant it impossible to implement? Iirc there was some schmuck some years ago that demanded pay for used ideas he posted in a public forums :(

1. "Clear the path" quests between each major town to enable that route as means of MW style fast travel. Typically bandits, but could have the occasional really cool surprise.
2. "Create a travel service" series of quests, that in the end enables you to get fast travel from any major town, but now you can set any destination you have already visited (not only a fixed route).

Mark/Recall and Intervention like spells should be brought back, but not available from the start (on the first play, unless you know where to go to find them, but may still be hard to reach as low level). Point of these missions is to not get fast travel systems as a freebie, but something you had to work for.
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sophie
 
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Post » Mon Dec 14, 2009 1:26 am

THE HUNT


(hircines quest)

the player teleports into some ruins of a fort, all weapons/armour has been taken away from the player. a voice tells the player to run. at this stage the player must escape from minotaur esq enemies that may or may not throw spears. this entire quest is about running away.

after the exit of the ruins, the player finds itself on a large hill in a forest, centaur hunters charge down. if seen they will chase the player, else they will spread out and patrol. the player must run down the hill to get to the portal. if the player gets to the portal then hircine will apear infront of the pc, grab his throat and pin him to the floor, the daedra then looks like he was going to spear the player, but instead turns the spear around, puts it into the hands of the player, tells him"happy hunting" and then throws him out the portal, the player is then back in tamriel with the spear of bitter mercy, the most epic spear in the game
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MARLON JOHNSON
 
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Post » Mon Dec 14, 2009 12:36 am

I can't wait to see some of the awesome quests/side-quests!

They're gonna be epic! :D
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ZANEY82
 
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Post » Sun Dec 13, 2009 11:29 pm

I don't have the time for details, but it concerns discovering the ruins of a previously unknown and unexpected settlement created by an expedition of Dwenmer explorers lost to history long ago and retrieving the artifact that destroyed them.
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Stat Wrecker
 
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Post » Mon Dec 14, 2009 1:42 am

I'd like tragedy stories. For example a story about a couple so in love, the whole town glows. Except there are people that want them to be unhappy. And you can either help the couple or help the haters.
It would be like a Romeo and Juliet story.
Tragedy is quests that really raises emotion for the player, or at least for me.
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Jennifer Rose
 
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Post » Mon Dec 14, 2009 2:36 am

Great idea for a thread.


A quest I'd like to see would be your first quest for imperial legion. As you're signing up and receiving your basic equipment the town is alerted to a ship of berserkers docking right outside of town. You're told to prove yourself as you join other recruits in pushing back the raid and then ecentually torching the ship
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Elle H
 
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Post » Mon Dec 14, 2009 5:48 am

Defend from an onslaught/waves of enemies at a fort, eventually having to retreat further into the fort because of overwhelming numbers. Basically..a siege, but on a fort. There would be a timer for survival if you manage to last that long then mobs would stop spawning and you would win after killing the remaining enemies.

Original? Perhaps not..but for a side-quest that would be pretty cool. Mainly you see these types of quests as part of the main storyline, sometimes not at all.

what would be interesting with this is if you could find creative ways to break the siege on the fort. maybe using alchemy combined with a magical spell to poison the air outside the fort for a day, or use your armorer skill and speechcraft to persuade some soldiers to dig a small tunnel underneath the fort to flank under the enemy. using your marksman class to train soldiers to fire arrows at better angles to kill besieging soldiers.
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Princess Johnson
 
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Post » Mon Dec 14, 2009 6:38 am

Ive always wanted a non-combat quest centered around a dungeon. Where there are still enemies, but you have to use the traps in teh fort to kill them, or you have to get through various scenarios like becoming a ghost and finding a willing person to let you possess them before you can return to your body.
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sharon
 
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Post » Mon Dec 14, 2009 8:44 am

Harvest eight hundred Nirnroot for an alchemist in Winterhold.
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Laura Cartwright
 
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