Let's raise our spirits by thinking of quest ideas :)

Post » Wed Mar 02, 2011 9:20 am

A Rich man has a number of guards and servants, But he has learned that one of them has actually been sent to assassinate him You have a time limit to find out who the assassin is, before the man is murdered
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Steve Fallon
 
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Post » Wed Mar 02, 2011 5:21 am

I'd love to have a quest where I have to help defend a small town from zombies.
Maybe have the zombies be accompanied by Necromancers so they make sense.
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Alex [AK]
 
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Post » Wed Mar 02, 2011 6:57 am

I'd like to see some of the humorous side quests return in different forms as sort of easter eggs like the "Hainab stole my pants" quest from Morrowind.

Would also really like the feature to turn down or fail quests, instead of them being in a strict chain.
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Charity Hughes
 
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Post » Tue Mar 01, 2011 6:49 pm

How about like when you save a city (like from an Oblivion Gate outside the city), the count gives you a freakin' house! I remember too many times when I save a city, then ask Buy a House In Town, and get "I don't trust you enough to talk about that".

Vampire Guild. The Volkihar sound rather interesting. I think a constant effect frost damage in 5 or 10 feet would equal the "breathe freezing the blood in their veins" thing. Maybe not a guild, but definitely vampire quests.

Also, Dark Brotherhood quests that are actually challenging. Such as a quest to kill a paranoid count, choosing to either sneak past everyone and risking traps, or just killing everyone in the city. Perhaps wearing a mask of some kind to actually get away with it.
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Marcia Renton
 
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Post » Wed Mar 02, 2011 8:04 am

You head inside an inn for a drink. Sitting next to you is an old prospector. You start talking to him and he recalls the old days...when he was sure he had found a mega-vein. But then goblins/other creatures showed up by the score and he had to get out. But he still remembers sort of the area where it was. He gives you some vague hints of what he remembers. You decide it is worth checking out...
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[ becca ]
 
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Post » Tue Mar 01, 2011 6:03 pm

A ghostbusters storyline. You meet up with some nerdy bosmer who call themselves ghost hunters. You agree to follow along on the promise if a few septims. You figure they're just chasing nothing. Then the ghosts come and it's every man for themselves.

Except make ghosts good.
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Natasha Callaghan
 
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Post » Wed Mar 02, 2011 8:32 am

What I personally would like is a quest chain based upon finding lost and stolen items, solving puzzles in ruins, and being a detective.
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Kat Lehmann
 
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Post » Tue Mar 01, 2011 10:53 pm

At the begining of the game, there is a rather high and mighty High-Elf that makes fun of you just before you get taken off to be killed. All hell breaks loose when a dragon along with the Blades show up however, and in the porosses of you escaping you see the jail behind you take damage from the dragons. Later on, you are highered by a merchant to guard his wares at night, because someone has been sneeking in and robbing him nearly blind. You stay, and around one in the morning a rather familiar highelf sneeks in.

You kill him, finally shutting him up. The merchant thanks you by giving you a map that points to a burial ground where his ansestors lay as they rest eternaly. He warns you that a necromancer has made the place his home, so he can no longer go there. He tells you that you can have anything you find there, and to be careful. Also, he speaks of a strange wall that is located deeper in the cave past his ansestor's resting place. Ya go there, pwn some undead and a necromancer, and continue on to find another dragonshout.

Later on still, you are making your final march to where you will face Aldiun. Just before you leave the cave at the top of the mountain where you will face your final foe, a rather familiar ghost apears. The high-elf returns, continuing to spout stuck up words and noncence. He then attacks you, proving to be stronger in death than in life. You kill him however, gaining a ghostly orb that can transform into any weapon you choose, but then is stuck in that form. The weapon is called, Ghost-Buster.
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Milagros Osorio
 
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Post » Wed Mar 02, 2011 4:11 am

I'd like to see a twist in the story of the Dragonborn narrative that offers the following plot or something close:

In the middle of the storyline you enter a city and hear tales of a dragon being captured in a cave nearby. You follow the crowds and discover a horde of men holding a dragon captive, how they caught it is a story subject to many versions of the same thread. And they are torturing the dragon for sport. Its cries are resounding. For the first time in your epic quest to kill all the dragons, you are faced with feeling remorse for this one dragon. Its inhumane what they're doing, and its even (your internal sense tells you) a bit dangerous, since if this got out to the dragons, they would all descend upon this town and rain fire until nothing of it remained. You are able to just barely talk some sense into them, and convince them to let you finish the dragon off. They leave and you are alone. The dragon has a moment to speak with you in its weakened, battered state, and you learn that its own kind turned against it because it's the only dragon who doesn't want to harm the humans.

The story goes on from there with many twists and turns that threaten to make you out a traitor to the dragonborn legacy as you defend this dragon. And for a time, you are allies, and you can summon the dragon to help you once a week or something and it teaches you something special for helping it. But then comes a very tough decision needing to be made the particulars I leave unknown because otherwise if I tell it all here why would they ever use the idea, but let's just say based on your actions, the story can go one of two ways with the dragon remaining your friend, or going back over to the other side. That much would be obvious anyway. Part of the problem might be some kind of rule in the dragonborn legacy that stipulates that you cannot Ascend unless all the dragons are gone, so you have to also choose between power and friendship, or friendship & loyalty, or the safety of the people of Tamriel.



You sir.. have.. have a very imaginative mind, I would love this to be implemented into the game! This is the most genious idea that i've heard on the Forums in a long, long, long time!
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Amber Hubbard
 
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Post » Wed Mar 02, 2011 5:09 am

I want to see a quest that has to do with finding out HOW the dragons got back to their dominant state. I mean, like a whole guild that has its quest-line dedicated to the accounts of others from the past about how they came into being again, or where they came from. The general story arc doesn't have to be HUGE or anything, but I'd like it to go like this:

After you kill a dragon or two, you're found to regionally to be able to actually KILL dragons, and you have a Dark Elf woman approach you randomly, and she extends an invitation to you to meet up with an ex-Imperial Army foot soldier or something. Some little backwoods town, with a few houses, an inn or two, and a little guild hall that's quaint and has a nice river flowing next to it, a few dead tree stumps here and there around it.

You meet up with a man, let's call him Arvetis Imperum. He explains how he was a foot soldier back in his day after the Oblivion Crisis, and how he and the rest of the Imperial Legion tried in vain to keep civility around the empire after Martin's ascension, but ultimately there was no use as power struggles became too many, and many legion guards/patrolmen/officers were killed as a simple statement. Let's call this event the Red Diamond Feudal Years. After the legion was diluted, he attempted to leave Cyrodiil and head to Skyrim because there was a refuge for most imperial soldiers there in the southern reaches of Skyrim. Let's call this refuge town Tyarment. On his way to Tyarment, he stumbled upon Pale Pass, and found some interesting documents (that he keeps locked away in a high level chest in the basemant of the guildhall, but we don't know that yet) that seemed to suggest that Akavir were trying to infiltrate Cyrodiil (which sounds familiar, right?), when SOMETHING went wrong and the entire expedition ended up dying.

He kept luring about Pale Pass, and eventually came to a cave deep within the mountainous region, next to a frozen lake. Inside the cave were some odd bones he had never seen before, decorated with old yet still recognizable banners. Akavirian banners. He took one (and it's still up in the guildhall in his quarters) and found his way out of Pale Pass and into Skyrim. When he reached Tyarment, he explained his findings to a superior that had made his was there, but before anyone could look into it much, a raid of renegade Nords who disliked the Imperial presence of their homeland to begin with attack the town, and Arvetis just floats around for quite some years as he makes a run for it, seeing the dragons arise; and his gears begin turning.

Now, the first quests would be not so 'in-your-face' as to what the EXACT goal is for this man, but you know right off the bat that he believes the dragons came from SOMEWHERE.

Quest 1: Find a man in some town and ask him some questions about the fate of Tyarment, as Arvetis believes he knows because he was one of the reigning officers stationed there before its attack. Ask him to tell you what happened, but before he'll tell you he wants you to fetch him an item or some such that he lost years ago, a ring from his wife who died in the renegade attack. Says he lost it in a cave near the town you can find him in. Return it, and he gives you hand-written accounts from him and three others who were there during and after the battle. Bring them back to Arvetis.

Quest 2: A (let's just call Arvetis that) tells you that the accounts are somewhat contradicting, as three say one thing and one says another. He asks you to hunt down the one with the contradicting statement, as the account he wrote says he was heading for Winterhold. You go there, ask around for the man, and find he was imprisoned many years ago. You have to do a favor for the jailer, and he lets you talk to the man for a few minutes. He tells you his side of the story and says his account was a forgery, that someone that lived in Tyarment was in on the attack, but the fate of the refuge was similar. Your time with the man runs out before you can ask him who the traitor was. Report back to A.

Quest 3: A tells you that he needs to find out who the traitor was, and that the best idea is to bribe the jailer to let you actually sit down and talk to the man. You go back to the jail and offer the jailer some gold, he takes it and then kicks you out of the jail, so you must find a way to get in there. Either through magic, stealth, speech craft, or combat force, you get passed the jailer and talk to the man. He tells you that the traitor was a man from Morrowind, an Orc. He had ties to a settlement on Solstheim where some Nords apparently changed his perspective on things. The Orc obviously was rushed to safety as the battle began, and his whereabouts unknown. To know more, you need to break the man out of jail, but not yet. He asks you to bring him a quill and paper, he writes a few notes down for A, and you leave.

Quest 4: A tells you that the notes were very insightful, and that the reason the man is in jail is because he was actually found guilty of organizing the raid on Tyarment. This leads A to believe that the Orc knew he was onto him, and used some form of political leverage to get the man framed. He will get someone else to break him out of jail, because there's a more important matter for you to take care of. A mage has recently began saying he can communicate with the dragons, and there are many people who want him dead for they believe he is a dragon in disguise. You are to go to the city he is in and get him to come back to the guildhall with you. You find him, he tells you no way, and he'll only come if you first take care of the group that has formed to see his execution. You do so, and he sends you on another task, which is to ensure his lover's safety in a nearby town as he travels to the guildhall. You must escort his lover to an attack in a house out in the wilderness, and report back to A.


I dunno, I just think there's so much potential for an awesome, engrossing quest line for the origins of the dragons. :D
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Code Affinity
 
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Post » Wed Mar 02, 2011 7:31 am

At the begining of the game, there is a rather high and mighty High-Elf that makes fun of you just before you get taken off to be killed. All hell breaks loose when a dragon along with the Blades show up however, and in the porosses of you escaping you see the jail behind you take damage from the dragons. Later on, you are highered by a merchant to guard his wares at night, because someone has been sneeking in and robbing him nearly blind. You stay, and around one in the morning a rather familiar highelf sneeks in.

You kill him, finally shutting him up. The merchant thanks you by giving you a map that points to a burial ground where his ansestors lay as they rest eternaly. He warns you that a necromancer has made the place his home, so he can no longer go there. He tells you that you can have anything you find there, and to be careful. Also, he speaks of a strange wall that is located deeper in the cave past his ansestor's resting place. Ya go there, pwn some undead and a necromancer, and continue on to find another dragonshout.

Later on still, you are making your final march to where you will face Aldiun. Just before you leave the cave at the top of the mountain where you will face your final foe, a rather familiar ghost apears. The high-elf returns, continuing to spout stuck up words and noncence. He then attacks you, proving to be stronger in death than in life. You kill him however, gaining a ghostly orb that can transform into any weapon you choose, but then is stuck in that form. The weapon is called, Ghost-Buster.

This is kind of goofy, so I don't know if you're joking but...there's only one Blade left. The rest got hunted down. They were originally the Dragonguard, you know? Someone got rid of them, probably to clear the way for the dragons.
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Danny Blight
 
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Post » Wed Mar 02, 2011 8:41 am

This is kind of goofy, so I don't know if you're joking but...there's only one Blade left. The rest got hunted down. They were originally the Dragonguard, you know? Someone got rid of them, probably to clear the way for the dragons.


Its not like the number of blades that comes to save you is imprtant to the quest itself. :P Be it one or one hundred, I'd just like to see a ghost of someone we've killed come back to try and kill us.
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Siidney
 
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Post » Tue Mar 01, 2011 9:42 pm

I want a quest where you help build/rebuild a town. Much like the quest in oblivion east of the impereal city. Maybe you could come across a town that's been burned during a civil war battle (remember all the burned houses in oblivion, I always wished I could have bought and repaired them) and some of the residents are still living in their crumbling homes. Maybe some of the buildings are burnt to the ground (think Kvtach is the fire had fineally died) and you can invest money to help rebuild or go and gather lumber, or maybe ask the nearist city for aid. It would also be cool if you were given a home (preferably the biggest/nicest one in town) that would be unique and only offered if you help the town. Quests like this are in several game series like fable and assassians creed. I makes me feel like I'm affecting the world, like things in the world are physicaly changing because of my choices. I want to make it clear that I don't like the idea of a (sims) town, I don't think we should actually build the town or choose everything about. I like the sims for what it is, but that just doesn't fit with TES. I prefer the way it was done in assassians creed 2...but that's just me. Anyone else like this idea?

I also like this idea, because it's overall a positive thing (you get to help rebuild a town), it wouldn't be hard to code-in replacing burnt-out building models with re-built ones (even multiple stages of the rebuilding), and that would present a visual reward to the player for their effort that is totally immersive and permanent. Once the town is rebuilt, perhaps the citizens reward the player by building You a home that can become a new player house. Carry it forward and later on (if the player has rebuilt a town), additional quests could be added where various threats challenge the rebuilt town. Perhaps the player would have to rush back to stop a goblin horde from raising the town, and having rebuilt it, the player would have Huge incentive to jump into that second quest and defend the town with Vigor. Lots of directions here are possible, great idea. :goodjob:

I would myself enjoy seeing more lore-based quests this time around, in which I'm tasked to discover a lost relic and have to take a journey through TES lore on the way. Find a book about this or that aspect of TES lore, and within that make me hunt down other books or relics that further enhance my knowledge of the world's lore. Or perhaps the player can construct a new spell (or a perk to certain spell casting mechanics) that involve me learning bits of TES lore on the way. Oblivion did a fairly good job of this with several of the quests, but I would love to see much more of that this time around. Its very immersive.
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Steve Fallon
 
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Post » Wed Mar 02, 2011 5:18 am

I just can't wait for the quests that the old men on the mountain top give.
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Stephanie Nieves
 
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Post » Wed Mar 02, 2011 3:54 am

I was thinking about doing some speculation on this thread of speculation. So I'll speculate while you guys speculate on this speculation thread like hardcoe speculators.
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Emerald Dreams
 
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Post » Wed Mar 02, 2011 7:32 am

Spoken like a pro.
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casey macmillan
 
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Post » Wed Mar 02, 2011 5:16 am

I'll see your speculation, and I'll raise you an argument.

I want to be able to choose sides in the civil war, and depending on your choices you end up fighting as a warrior for either side, or none. And also depending on your choices you'll see that there is actually no black and white in the civil war, just a grey area, and you have to choose a side, knowing that neither is really wrong or right.

Niker

PS: This opens up a lot of quests, assasinations, spying, fights, diplomacy.

PPS: I also want a quest that should be about the conclusion and peace treaty between the two sides, and you mediating who gets what, or if its a return to status quo.
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Naughty not Nice
 
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Post » Tue Mar 01, 2011 6:31 pm

I want to play a quest where its a small force (very small) against a large amount of enemies. Kind of like a mission where you and a few others go deep into enemy territory and get ambushed. Would be very interesting in a medival setting.
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Rachel Cafferty
 
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Post » Tue Mar 01, 2011 9:40 pm

MURDERER QUESTS

maybe this quests can be given by a an order or afiliation of criminal hunters or something like that:

1.- WEIRD GUY:

a killer scape into the woods, if you reject the quests random people is murdered, and a lot of rumors among the nearby villagers appear, if you accept the quest you need to search the history of this guy, the local police provide you with the key of his old house, inside you will find a LOT of weird things like puzzle words, anagrams, animal corpses, bones, etc etc (killer stuff) and maybe a clue that make you intern into the forest to chase him, maybe in some "random cave" you need to face a lot of traps in order to find him, at the end you face him and at this point apear 2 options, he will tell you that some of his victims are still alive and if you kill him they will die OR you can play a little game with him in order to find them.

while you're solving the puzzle you're listening and discovering more weird things about his twisted mind, after solve the puzzle the guy will tell you where to find the victims and after that he will commit suicide.

the victims are in a far far cave and you need to hurry to save them, maybe a countdown appear and you need to be very fast, after arrive you will find a box, after open the box you will release all those...dogs?

A LOT OF DOGS will be free and make their way out of the cave / or a lot of death dogs will be found in the box if you dont beat the time.

hahahaha this could be fun.

2.-SKETCH:

A family was killed and a girl survived, using a mini-game you will follow her descriptions to create a draw of the killer, after that you will need to find him among the villagers, you can interview people, follow them and those kind of things in order to find him, after find him you can confront him, kill him or inform your order.

3.- Random generated quests.

EXTRA IDEAS:

if you capture criminals by chosing "inform the order" they will be captured and locked, you will be noticed about the date of the trial, you can asists and sometimes you will can see the executions.
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Megan Stabler
 
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Post » Tue Mar 01, 2011 7:27 pm

mehrunes dagon-


join in the anual deadlands tour of destruction.

you must lead an army across the plain of oblivion into another army in an epic battle with many npcs. you and a small group of daedra vs a larger group of daedra four times your size across a black field with a red sky and fire for grass ( insane weather of an ashstorm, meteors and lightning here)

the rewards include a dremora clan banner given to you at the start of the quest (a flag that is mounted on your back http://t0.gstatic.com/images?q=tbn:ANd9GcRHn7f2Ca10HvHGkqwEtUqKTo3mmAOqbxTvWQZ_j6sreaAJ1EfS ) a choice between a daedric naginata,sabre or maul and a daedric face of god

hircine

you wake up in a dungeon, all enemies are invincible, you must escape the dungeon and the forest whilst being hunted to a portal out. (the whole thing is an epic chase seen). at the portal hircine lends you the SPEAR OF BITTER MERCY.



boetha - there are four villages that want to be better than the rest- you must use your tricks to get them to fight each other to get an artifact of his, alliteratively you can make peace to get some other reward



meridia- warn and defend a village of an impending attack of undead. the player could choose to either defend the villaige by fortifying it, training locals, hiring mercenary, building dwemer robots or instead make the village weaker and help the undead attack (which craps on meridia, but a lich gives you something cool
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Karen anwyn Green
 
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Post » Wed Mar 02, 2011 10:15 am

Don't have any specific ideas, but I would love to see more complexity and more twist in the quests. Not just go there and kill him quests. I know there where a few of them in OB, but not like in MW where the guilds tried to frame others etc. Example: quest: Hunt down a necromancer, but the necromancer claims to just be someone who have refused to join so they can help others outside the guild. This is what I liked in MW.
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JUan Martinez
 
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Post » Wed Mar 02, 2011 6:08 am

Don't have any specific ideas, but I would love to see more complexity and more twist in the quests. Not just go there and kill him quests. I know there where a few of them in OB, but not like in MW where the guilds tried to frame others etc. Example: quest: Hunt down a necromancer, but the necromancer claims to just be someone who have refused to join so they can help others outside the guild. This is what I liked in MW.


I haven't played that far in Morrowind, but I did about 6-8 Morag Tong quests and it was always "Go here, kill this guy however, return to us and we'll remove your bounty".
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Allison Sizemore
 
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Post » Wed Mar 02, 2011 5:30 am

I like to see the the game world physically change by my choices, I consider those things to be rewards just as gold or reputation can be and it creates a nice illusion of having an impact. The changes don't have to be big, or important, they should just be there as a small physical reminder of past events. Dead story NPC's can be honored by graves, NPC's can fall from power and be put into jail while another rise to power. So its more than just a person saying 'thanks for the help' or a rumor, its a clearly visible change and the player caused it. I think this helps to create increased immersion. Changes that add or move something are better than the ones that remove, because things added or moved can be visited afterwards. Preferably there should also be a choice in a quest, that allows it to go into different directions, otherwise the outcome feel forced and pre determined.


Examples could be:
Object added - (the player is asked to handle a ghost problem in a castle, by reading old notes the player learns of the ghosts fate and locates its hidden remains and takes them after doing battle with it, the player gives the remains to the local temple to be buried but can choose to either redeem the ghost first or not, both choices results in a new gravestone at the graveyard but if the ghost is still troubled it will also appear there around midnight (as a neutral entity, just floating there in sadness) and have a degrading engraving on its gravestone)

Changes of people living at a place - (two families have a dispute regarding the ownership of a nice house in a town, the player is recruited to look into the matter, after finding a testament or diary the rightful owners are revealed but they are the least deserving ones, the player could instead choose to contact the thieves guild and tamper with the evidence, after the quest one of the two familes will be living in the house and they will like the player, its up to the player to reveal if the documents were falsified or not)

Political changes - (the ruler of a town need a new advisor from one of the major factions (like fighters guild, mages guild etc), he has provided a very hard riddle consisting of several parts and the first faction who solves it can choose the advisor. The player can choose to help any of the factions. The different factions have solved different parts of the riddle and have notes about this, there is also talk of a very knowledagable but crazy hermit living outside town that might help. The player can either use stealth and theft to acquire the solution to the riddle or go look up the hermit who wants something strange or unpleasent in return for the answer, preferably something that makes the player feel a bit dirty, something to be reminded of everytime the advisor is seen. When the quest is over, the player will know that the advisor rose to his position thanks to the dirty work done by the player. The faction the player chose to help will now have more influence in the town, this can be shown through some new and perhaps unfair decrees posted around town (increased taxes, deadra worshipping forbidden, mandatory militia training, no taxes for resident mages) that gives the player an illusion of change rather than actually changing anything for real)

Safety or security changes - (a variation of the "build a town" mentioned earlier in this thread) (a village on the border to a wilderness area has increasing problems with wandering monsters, they ask the player to kill a few of the wandering monsters for them, when that is done they are impressed by the players combat skills and requests help with training and equiping a militia. The player can pick out the leader of the milita by interviewing two or three candidates, choose what kind of training they should do (depending on the players own skills) and bring some weapons and armor to them, possibly also teach someone in the art of healing or potionmaking. If the player made good choices the village will be safe and survive. If the player made bad choices the village will be abandonded after a while and become infested with wandering monsters instead)
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marie breen
 
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Post » Wed Mar 02, 2011 5:45 am

First let me set up the premise before I explain the idea: I'd love for there to be a Friend system in Skyrim, where you can meet someone and they tell us a joke, and if we decide we like that person's character or personality, we add them to our Friend's list and then the game engine knows who we think of as the people we want to be friends with. Now our friends bring us good luck, and sometimes great opportunities to make money or find buried treasure, or any number of really COOL things so we like them more and more, just as we come to like our real friends for all the ways they make us feel better about ourselves, or interesting to ourselves, or special. We can give them gifts, and they can give us gifts, and our friendship can grow.

I'd love to have a number of friends in the world that the game would have to "mess" with when the Devs wanted to create the highest emotional impact possible for a given story thread. They choose their high-profile story, assign it via Radiant Story to one of our friends, and that friends gets in serious trouble and needs our help rescuing them. Rescuing them would further strengthen the bond, to create blood brothers and such. Now this is where we come to my real idea for all of this tech, and the Dragonborn storyline....

They say that Dragons in Tamriel lore are shape-changers capable of becoming in shape as humans.

As one of the key, and most powerful and emotionally charged plotlines, I'd like to have your very best friend in Tamriel, the one you treasure the most, your blood brother, whom you've been in battle with (literally), whom you've rescued, and trust the most, ... that guy ... should be the Main Dragon (Alduin or whatever its name is) and the whole friendship was merely a way to track the Dragonborn, and is the ultimate betrayal, and becomes not only some distant and detached sort of "endboss" but someone you personally knew in the game, the one you trusted, and now you find he's actually the greatest threat. And when that final battle comes, you're there not only for Tamriel, but because it's personal, and your heart is broken, and justice must be served for you first, and everyone else second because the pain is real, and deep.

Now if no one likes the final "Betrayal" idea here, just scrap it ... but let's at least agree to keep the Friends idea as it could work well with the Radiant Story and create some interesting situations in that regard.
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lilmissparty
 
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Post » Tue Mar 01, 2011 7:57 pm

If skyrim is on a verge of civil war...maybe and uprising...it would be fun to recruit and train you own group and join the campaing andwin the war.....also same can be done in smaller scale with uprising of a city.

also it would be the gratest thing if you have either an annoying and bitterful rival.....OR as in pokemon ...what garry is for ash....someone who has always been greater and you would want to surpass your rival at some point of the game...you dont have to see him often...maybe its own quest line...where you do your quest, maybe going in to a cave and you see him already comming back and finishing the quest
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Bloomer
 
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