the idea is to make random quests available to the fighters guild, outside of the main guild quests. nothing really fancy, they're basically "go there and do this, and earn gold". completing the quests will earn gold (increases by rank) and also increases faction rep very slightly. quests will fail if you don't complete them timely, where you will lose faction rep. you can also accept or turn down available quests, though turning down quests does have an impact.
how is this possible? mostly through globals, scripts, and generic dialog. there's no journal entries though, so as the player, you'll just have to remember the details. right now it's bare bones, but it works, just need to flesh it out and make it fit in the world better.
first things a little background:
there's a npc added to balmora's fighters guild. this NPC will issue out the work. eventually there will be a unique NPC at each fighters guild, who will handle the work regionally. balmora handles fighter guild requests for balmora, caldera, gnaar mok, and hla oad, so these are the areas initially focused.
for the first release, there is really only one quest involving killing vermin, where the location, what kind of vermin, and how many is randomized. this is all tracked through scripts and globals. eventually there will be other types of quests, like an escort mission, bounty hunting, etc, if it all goes well upon initial release.
some things to note:
while the quests will be randomized, and always available to do, there are certain limitations with the engine and scripting. locations are pre-determined in the scripts, so after a while the player is going to be visiting the same locations over and over some for quests. after a while, the player is going to be killing vermin in the same houses, stores, and mines. also, since this relies heavily on the world being 'vanilla', this may not be that compatable with some mods.
this works mostly by running an initialization script when the work is assigned, which will then run the specific script that tracks the quest. there's a few globals that are used to track quest progress and such. when the conditions are met to finish the quest, the globals are reset upon completion payment, and the initialization script is ran again for another assigned quest.
the complicated part is fleshing out the dialog. lots of dialog and conditions to get down since there's no string variables.
i'll keep posted as this nears testing release. if this is successful, then the same can be applied to any guild, like the mages or thieves guild, or the great houses even. however, it is a lot of planning and work though.