» Wed Sep 01, 2010 9:19 am
Why, thank you!
The high fantasy ideal is present in more than just Morrowind. The lore of Valenwood states there are massive walking tree-cities, and Black Marsh has a race of sentient trees (lots of trees) Summerset Isle has a disappearing islet, and High Rock has the Adamantine Tower. As for increasing the island's size, I don't feel I can add much more land to the island itself without the lake turning into a stream. As it stands, I would already generously call it a river instead of a lake or even a pond. Finally, about the separation of the mages, in the vanilla game they already keep to themselves behind magically locked gates and only permit people entrance after passing through several hoops. Magical, flaming, undead hoops. Mages needed for quests not related the the Mages Guild will still be reachable without joining the guild.
You can actually see the beginnings of two quests in this version. Look around the palace maze, or go talk to recruits in the Legion HQ. I cut out the progression in either of these quests with fourth-wall destroying dialogue because they aren't completed. Nothing is worse than playing a game, getting into it, and then it stopping abruptly. No one likes video-game based "bluesies".
One quest line, the one the recruits start you on, is to join the Imperial Legion Reserves. I understand there are other mods that let you join the Legion proper, so I made this faction separate from that, which also serves as a handy reason for why your player character isn't forcibly deployed to some other province like the bulk of the Legionnaires. Other than that I'm going to expand on and investigate the skooma/moonsugar trade going through the capitol, have the player defend themselves or someone else in front of a judge a couple of times, and stop an insanely jealous Jeeves from offing the family he works for. And those are just the quests I'm hinting to you about. My quests are designed to allow for multiple conclusions most of the time. A combat method, dialogue-based story method, or a sneaky/subterfuge method. That won't be present in every quest, some will only have one or two solutions, but I'm going to endeavor to make multiple solutions available in as many cases as possible.
Also I encourage, nay request anyone with quest experience to contact me. I'd like some assistance in making the quests as succinct, glitch-less, and polished as possible. I admit that most of my experience is in world building, interior building, and writing.