» Sat Sep 18, 2010 9:53 am
In the lineup, I would have them oppose 2-3 other factions directly, and have stray quests that go against all the other factions to keep them a bit separate and you needing diplomacy to explain what you did. This is how I would arrange their enemies lists.
Mages Guild - Necromancers, Witches Covens
Thieves Guild - Imperial Legion, Trade Factions
Fighters Guild - Knights Guilds, Bandit Factions
Dark Brotherhood (guild organization, faction status)- Imperial Legion, Knightly Factions
Imperial Legion (Guild)- Thieves Guild, Dark Brotherhood
Imperial Navy - Pirates, certain Trade Factions, Knight Factions
Trade Factions - Thieves Guild, Marauders and Bandits
Marauders, Pirates, Bandits – Trade factions, Fighters Guild, Imperial Navy
Religious Factions - Necromancers, Witch Covens, Mages Guild
Necromancers - Mages Guild, Religious Factions
Witch Covens - Mages Guild, Religious Factions, Fighters Guild
Knightly Orders - Dark Brotherhood, other Knights Factions
Each official guild should be organized into three divisions, regular factions would have just one division. These would each represent a different part of the organization, and would potentially have a different quest giver.
Many of these would be cut of course because they can't handle them all, but other than the normal four (Fight, Dark, Thieves, Mage) I would strongly hold out for the Witch's faction, the Trade faction, and the Knightly orders. Religion could be daunting because there have been before two factions per divine, and one faction for all divines didn't work in the game. The Brotherhood needs to spend more time killing murders who won't join them. Pirates and the Imperial Navy won't happen unless they get some sailing in the game. I don't think they need the player to control that.
Part of the issue people need to consider is that to be a guild, you have to suppress freelancers of the same trade. Guilds are designed to be monopolies, which is why we need some illegal opposition, like the Witches being non-compliant with the Mage's Guild. Each faction is also a political power in their region or town, so you can play them against the town government.