Do guilds have a storyline?

Post » Wed May 02, 2012 10:12 pm

I got Morrowind awhile ago actually, I think april 2011, but I didn't bother with any of the guild questlines since I was busy with Oblivion which I got around the same time. Judging from UESP, it seems a lot of the guild quests are mainly all the same in that you just kill a random person for every dark brotherhood quests or rescue someone in every imperial legion quest. Is there actually a continuing storyline like in Oblivion or Skyrim where all the quests lead up to something big or is it just do a bunch of fetch quest until your the highest rank?

I can't find any hint of story by looking at the quests on UESP so I'm kinda worried that all the guild quests are just pointless mercenary jobs.
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k a t e
 
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Post » Wed May 02, 2012 9:46 pm

Aside from moving up the ranks and challenging for leadership, most guilds dont have much of a storyline. A few get into conflicts with each other, either through conflicting intrests, or corrupt leadership.
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Lindsay Dunn
 
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Post » Wed May 02, 2012 8:31 pm

Fighters Guild has a story line, as does the thieves Guild (sort of) for the most part however, no not so much. There is a story in some quests, and some quest givers will give you stories. But nothing like stopping the world from ending or put an end to necromancy or destroying a rival guild...
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Antony Holdsworth
 
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Post » Wed May 02, 2012 2:20 pm

As has been pointed out, some have an overall storyline, some don't, but most have a few "tales to tell" or a general direction which becomes apparent by the quests given. A few factions have internal conflicts or rivalries with other factions. Overall, it's more "organic", rather than a blatant "save the world" storyline.
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David Chambers
 
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Post » Wed May 02, 2012 4:48 pm

It varies a lot by guild. But mostly it's very "organic" just like Kovacius says (and I love that word), and there's almost always some sort of plot-aspect that drives the higher-end quests.

What I especially like is that there are different matters highlighted in the character, interests and approach of the different quest-givers and the types of quest they offer, within the same guild. Makes for a much richer tapestry from which the "kill x", "fetch y", "talk to z" quests grow.
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Natalie Taylor
 
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Post » Wed May 02, 2012 1:49 pm

Fighters Guild has a story line, as does the thieves Guild (sort of) for the most part however, no not so much. There is a story in some quests, and some quest givers will give you stories. But nothing like stopping the world from ending or put an end to necromancy or destroying a rival guild...

Destroying a rival guild doesn't happen in Morrowind? Really? You mean no one in the Fighter's Guild would ever ask you to wipe out a particular guild of rogues?
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City Swagga
 
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Post » Wed May 02, 2012 10:42 pm

Well, none of the factions actually destroy another guild or House, but not for lack of wanting to, or in at least one case, lack of trying. Individuals in them are fair game in a few cases, which can lead to quests becoming unavailable. Few, but there are cases where your actions have long-term consequences, especially if you're in both.

[ Lopov87 makes a great point below, that many of these are international (or at least inter-province) organizations with a vast membership and long-term stability. Your meagre actions aren't going to have that much of an effect on the whole organization, or even on the whole province of Morrowind, only on the small and almost insignificant Vvardenfell island branch (the Great Houses of Morrowind are exceptions, since 3 of them are currently based on Vvardenfell, as is the Dunmer Temple). ]
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chirsty aggas
 
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Post » Wed May 02, 2012 11:59 pm

They don't have a storyline like the ones in e.g. Skyrim, but quests aren't that rushed and the destiny of the world isn't in your hands most of the time.Also, most of joinable guilds are renowned and have some reputation and don't need You as a hero to restore their former glory, which is better in my opinion.
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Matt Terry
 
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Post » Thu May 03, 2012 3:28 am

The Morag Tong certainly doesn't, The other guilds do have stories, but they are more low key and realistic than the B-Movie plots in Skyrim.
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LuCY sCoTT
 
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Post » Wed May 02, 2012 3:33 pm

Morrowind guilds are there to be guilds, doing what they are expected to do. Fighter's are mercenaires for hire, Legion save people and kill monsters, mages 'magic' stuff and deal with paperwork. The guild are much more realistic and they leave the world saving up to the MQ.....becuase if you are only saving the world with the MQ then it feel that much more epic....rather then every time you do a guild.

Not to mention guilds really dont care about you until you have the skills.....a Mage has trouble advancing in the Fighter's guild as they are bad at fighting......and everyone would laugh at them for being pathetic....unlike the Companions of Skyrim who think magic weilders are weak, but will easily allow one to run their guild.

The Great Houses are far the best, each has stuggles within their own house, while also fighting the other two Great Houses for land, position, favor, money etc....They are also long guilds and easily the most in-depth and interesting guilds ever in the series.
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kiss my weasel
 
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Post » Wed May 02, 2012 8:01 pm

The Morag Tong certainly doesn't,
There was that whole deal with
Spoiler
their fighting the Dark Brotherhood who were infiltrating Vvardenfel
.
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Jaki Birch
 
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Post » Thu May 03, 2012 12:02 am

Might not be the smartest idea, but in my current playthrough, I joined almost every guild in the game, though not the Morag Tong (yet). For great house, I chose Telvanni, since I'm a magic specialist and I enjoy it. Obviously, I'm lagging behind a bit on the reqs for Thieves Guild, Fighters Guild and the Legion.
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YO MAma
 
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Post » Wed May 02, 2012 6:19 pm

No not really. But the best thing about morrowind, is that all those little quests tell great little storys. Like tracking down a spy, only to realise its either the archmage or the archmages assistant.
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Big Homie
 
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Post » Thu May 03, 2012 4:58 am

Only Fighter's Guild, Thieves Guild (stories of these two are connected and you gotta like the structure of them, especially the Fighter's Guild) and Morag Tong (to lesser extent) have some kind of storyline.
The rest... none. Even the quests are usually bland as they can get.
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Georgia Fullalove
 
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Post » Wed May 02, 2012 4:22 pm

They function as guilds. Which is what bothered me about oblivion a bit. Most of the guild quests were you saving the realm from X threat..

The guilds in morrowind treat you like a member not a hero, you eventually go up in ranks.. but only when you show aptitude with the guild's focus. (no big burly orcs in plate with axes who can't read leading the mage guild..)

There are stories, every single one of the quests is a story to be honest. Some are minor bits, others are far more indepth (a couple legion quests for instance..) if you don't just get objective and do it... some have alternate paths that open up the storylines.
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helliehexx
 
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Post » Thu May 03, 2012 2:48 am

There are stories within the guilds, even though there may not be an over-arching plot line. In the Mages Guild, for instance, there's one quest giver who is interested in a particular line of study, to the point where she is willing to break guild rules to get information, and this can lead the player-character into solving another quest-giver's seemingly impossible task.

The characters are rich, and one can discover that they have personal histories, unreasonable rivalries, hidden agendas (some of which the PC is wise to learn about.)

I'd say that the guild stories are more like "slices of life" than full-plotted stories.
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casey macmillan
 
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Post » Wed May 02, 2012 2:41 pm

guilds are more like do this do that no storyline
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Hope Greenhaw
 
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Post » Thu May 03, 2012 1:09 am

I get this sense that the major differences can be summed up by saying, "In Morrowind, you were a small but somewhat important part of the world. In Oblivion and Skyrim, the entire world revolved around you."

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LuBiE LoU
 
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Post » Wed May 02, 2012 4:29 pm

I get this sense that the major differences can be summed up by saying, "In Morrowind, you were a small but somewhat important part of the world. In Oblivion and Skyrim, the entire world revolved around you."

uh, what?

I'd place the degree of importance with the player character of Skyrim and Morrowind at about the same level.

Oblivion's protagonist was largely insignificant as really anyone could have stepped up and done what he/she accomplished (well, until the Shivering Isles).

and to answer the TC...yes, but they are mostly left to the player's interpretation/imagination as there are no "set pieces" or "big moments" that allow the player to effectively see plot progression. this problem also persists throughout the entire game's story, as most of the time (even after beating Dagoth Ur) you feel as if you really haven't done anything. NPCs still regurgitate "I hear people aren't sleeping well...maybe it's the weather." as if ignorant to your actions, and the only visible signs of your defeat of Dagoth Ur is the sky clearing up as you come outside.
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Rude Gurl
 
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Post » Thu May 03, 2012 12:55 am

uh, what?

I'd place the degree of importance with the player character of Skyrim and Morrowind at about the same level.

Oblivion's protagonist was largely insignificant as really anyone could have stepped up and done what he/she accomplished (well, until the Shivering Isles).

and to answer the TC...yes, but they are mostly left to the player's interpretation/imagination as there are no "set pieces" or "big moments" that allow the player to effectively see plot progression. this problem also persists throughout the entire game's story, as most of the time (even after beating Dagoth Ur) you feel as if you really haven't done anything. NPCs still regurgitate "I hear people aren't sleeping well...maybe it's the weather." as if ignorant to your actions, and the only visible signs of your defeat of Dagoth Ur is the sky clearing up as you come outside.

He was meaning the guilds which, in proportion, is about right. As for the effects oblivion doesn't change much(haven't played Skyrim yet) a dragon statue in the middle of temple district and every npc having a new line of text praising you.
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Gisela Amaya
 
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Post » Wed May 02, 2012 4:00 pm

A few of the storylines from the factions in Morrowind...

Fighter's Guild: Choosing whether to wipe out the Thieves' Guild on behalf on the Fighter's Guild benefactors (the Camonna Tong) or restoring the guild's honor.
Thieves' Guild: Restoring the "Bal Molagmer", a group of benevolent thieves, stealing from the rich for the benefit of the poor.
Mage's Guild: Not much here, although the quests to find Dwarven artifacts were interesting.
Imperial Cult: Oracle's questline revolved around recovering legendary artifacts, while meeting aspects of the Nine Divines.
Imperial Legion: Darius' questline ended with a plot to assassinate the emperor being foiled.

The Great Houses also had some quests that ended differently depending on who you sided with (Sishi and Odiniran).

I would agree that the actual quests were not as interesting/fun as the ones in Oblivion and Skyrim due to limitations in gameplay (sneaking was awful), but they were still interesting to play through.
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Julia Schwalbe
 
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Post » Wed May 02, 2012 10:50 pm

He was meaning the guilds which, in proportion, is about right. As for the effects oblivion doesn't change much(haven't played Skyrim yet) a dragon statue in the middle of temple district and every npc having a new line of text praising you.

either way, he's still incorrect.

becoming the leader of any faction in Morrowind is not a "small, but important part.", as there is no importance in becoming Arch-Mage or even Guildmaster as the effects of accomplishing such tasks are non-existent.

if you're Arch-Mage of the Mage's Guild they still say "Outlander, MOVE ALONG."

if you're Hortator of every great house they still say "Outlander, MOVE ALONG."

if you're the Nerevarine, prophesized hero and reincarnation of the savior of the Chimer, Nerevar, they still say "Outlander, MOVE ALONG."

and Oblivion succeeds in this far better than Morrowind. that one "new line of text" is the differentiating factor between the player feeling satisfaction after doing something important and feeling complete and utter apathy towards any future endeavors.

after beating a long (and sometimes tedious) game like Morrowind, and having literally saved all of Vvardenfell, only to be greeted back in Balmora with "Can you EVEN.BE.TRUSTED?" or "Can you hurry this along? I really must be going." needless to say, leaves a lot to be desired.
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Marcin Tomkow
 
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Post » Wed May 02, 2012 8:08 pm

Think more of themes than stories...if you play through each guild's quests, you get a sense for which way the wind blows on Vvardenfell and there is some building momentum if you advance along the main quest.

That said, they're not really connected to the main quest overtly. Basically, the guilds help you learn your way around and give you experience in preparation for the main quest and even beyond. The Imperial Cult guild quests will provide you with a lot of neat artifacts. The Temple shows you where all the neat buff shrines are. Fighters Guild, Legion and Redoran teach you how to fight. The Mages Guild and Telvanni: artifacts, learn how to survive with magic, etc. Each guild has their purpose and have what I call mini-stories. Each quest has a story unto itself with a few having a running story, such as the Fighters Guild. The Imperial Cult, once you get high enough rank to do the Oracle Quests, have a sort of story but more of a theme. You'll understand if you play through them.

Morrowind is a role playing game. The player is expected to create their own stories from the content there. Think of the quests there as the meat. You provide the potatoes, veggies, rolls and dessert to round out the meal.
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RAww DInsaww
 
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Post » Thu May 03, 2012 1:43 am

Think more of themes than stories...if you play through each guild's quests, you get a sense for which way the wind blows on Vvardenfell and there is some building momentum if you advance along the main quest.

That said, they're not really connected to the main quest overtly. Basically, the guilds help you learn your way around and give you experience in preparation for the main quest and even beyond. The Imperial Cult guild quests will provide you with a lot of neat artifacts. The Temple shows you where all the neat buff shrines are. Fighters Guild, Legion and Redoran teach you how to fight. The Mages Guild and Telvanni: artifacts, learn how to survive with magic, etc. Each guild has their purpose and have what I call mini-stories. Each quest has a story unto itself with a few having a running story, such as the Fighters Guild. The Imperial Cult, once you get high enough rank to do the Oracle Quests, have a sort of story but more of a theme. You'll understand if you play through them.

Morrowind is a role playing game. The player is expected to create their own stories from the content there. Think of the quests there as the meat. You provide the potatoes, veggies, rolls and dessert to round out the meal.

I've played through the FIghters, Mages and most of the Temple quests and I enjoyed them all immensely. That's a pretty good way of putting it, too, Denina :) Also, it's good to see a fellow Tennesseean playing Morrowind :)
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Cartoon
 
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Post » Thu May 03, 2012 3:11 am

In Morrowind, most factions allowed you to advance by taking quests from any of several quest givers at some point. A few required you to stat at one place, and others made you finish at one, but most had some point where you have the option of taking any of several quests to get the next promotion. That means, one character couldn't "see it all" (unless you purposely delayed promotion to try more quests), even within a faction. It also meant that you could leave some quests incomplete if you couldn't do them.

In the Oblivion guilds, you had to get approvals from ALL of the quest givers, so there was no "optional" content to see the second time around.
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Timara White
 
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