That's the perfect guild...for me.

Post » Wed May 05, 2010 12:15 am

This sort of paradox would explode my head.


In the 17th century there were pirates who were in some sort of grey area of legitimacy or were even secretly funded by a royal family to spread terror somewhere.

So a pirate guild is not that far fetched. :)
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Sarah Kim
 
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Post » Tue May 04, 2010 6:59 pm

brain-sploding averted
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Kill Bill
 
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Post » Tue May 04, 2010 10:58 pm

Change the Brotherhood from semi-honorable to very honorable. They remind me of that guy in http://www.imdb.com/title/tt0780536/ who upholds his own rules and suicides after killing a midget actor (he thinks it's a child).

Also, progressives should not be supporting skooma, and not protesting war. These are progressives, not hippies. We (USA) would not be fighting in Iraq+Afghanistan if progressives thought that way. We'd also have legalized weed if that was progressive view point. (Democrat or Republican, doesn't matter: they're both progressive.)
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James Baldwin
 
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Post » Wed May 05, 2010 1:16 am

I'd rather there be a number of guilds which sort of compete with each other.

Take a thieves guild for example. he skyrim traditional thieves guild is like a mafia. With a separate rival guilds in each city with quests involving taking over other cities. An influx of refugees creates a sort of gng based veriety of thieves guilds trying to take on the "mafies turf". As the game goes on, depending on the success of the players quests the influence among the rival guilds changes their influence an power.
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Erin S
 
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Post » Tue May 04, 2010 11:14 pm

having rival guilds in which you can only chose 1 of the 2 = Win.



Reminds me of FO:NV in ways, which had a really good faction system.
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Nick Jase Mason
 
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Post » Tue May 04, 2010 10:36 pm

I don't see any reason the Fighters' Guild wouldn't be vigilante's. They should be. Ethics conflicts should be part of the internal strife of the Fighters' Guild.

I agree with this like a lot.

I really do not want to see a bunch of polar opposite factions. "If you're a goodie join this one! If you're a baddie join that one!" It's so contrived and unnatural. I'd like to see internal struggles, power grabs, etc. Not everyone should be on the same page or have the same goals in mind. Members of a faction should exhibit blind ambition, short-sightedness, stupidity, nobility, loyalty and betrayal, and everything in between. This isn't Disneyland, I want some depth.

-----

Not so familiar with necromancer lore, but I'd really rather not see a necromancer guild. It seems so trite and corny. If there is to be a joinable necromancer faction, I'd like it to operate more as cells. Something closer to the Telvanni hierarchy than the Mages Guild. You have the opportunity to assist and study under a singular necromancer. You perform tasks and chores for him/her that they are unable to handle. Thigns like dealing with the public, securing specific materials, ingredients, literature to aid in study.

You may act along with other Necromancers, but any cooperation is temporary, only used when there it is clearly mutually beneficial. You might collaborate with other necromancers on research, trade information, band together in times of inquisition. But you are not allies. You'd just as soon stab another necromancer in the back and steal their notes as you would aid them.

The system should be underground. Invisible to those who aren't a part of it, and those who are become aware of just how far the web reaches.
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anna ley
 
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Post » Tue May 04, 2010 8:40 pm

I demand to see a guild for ladies like me who like to bathe in blood to preserve our beauty, thanks!

Only if I get a guild for impaling people... and by that I really just want to be able to create a "forest" of the impaled around my fortress :P
Yay for brutal historical figures!

This is Outlander here, I just realized, instead of why don't people just add spoiler tags to a long post they are quoting? Seriously?
Now, onto what Hellmouth had to say:


Spoiler
The narrow mindedness with so many people infuriates me!

Guilds can be more than just a hat, they can be more dynamic that a lot of people here are giving them credit. I somewhat blame a lot of this on Oblivion, which was extremely narrow minded. But to those who played Morrowind or Daggerfall, a guild is more than the good organization vs. the evil organizations. It is about doing jobs, and the politics in that faction. Plus, the purpose of a guild is to hold a monopoly of the labor provided. In essence, they're unions you are forced to join if you want to learn and perform those services. A rival organization would be in violation of the charter the guild had set up. There are guilds (monopolies), and then there are factions. Learn the difference is.

For example, there was no good fighters guild and an evil fighters guild. There was the fighters guild, with half the members, especially the higher ups, deep in Cammon Tong pockets, and took a lot of ambiguous or shady contracts to shake down a lot of people. Then there was the fighters guild that wasn't corrupt, who worked with the the Temple, delivered supplies along dangerous routes, and sought to eliminate corruption.

Another example was the mages guild. There, you had one higher up that told you to assassinate people, collect dues from over due members (kill them if they don't or pay their dues yourself), and shake down members who teach magic outside of the guild. Then there's the head of the guild who is completely incompetent, an idiot, and falsified records. Also, in Daggerfall, you would also be sent to pick up a really drunk mage, who is destroying everything around him.

And wtf is up with a necromancer's guild? That is just...ugh...Necromancy is often state sponsored, or practiced by individuals. Cults do form, but it's hardly an organization for learning. Just make it so the College of Whispers, Synod, or whatever the school is in Skyrim have necromancy. The Mages Guild, as a whole, has collapsed, so the chapters outside of Cyrodiil can end up saying 'screw the old rules.' And for the love of Nurgle, stop it with the whole necromancers = puppy kickers.

and for the last time, the Morag Tong are based ONLY in Morrowind. Everywhere else, they'd be taken down either by the local government, or the Dark Brotherhood with swift action. Hell, if you ask me, the DB, by virtue of having to be sneaky, are more capable than the Morag Tong. That cult a lot of people seem to adore do not require to be stealthy. They can kill someone in plain sight, and show papers. Psh.


I felt like this should be re-posted. People should pay attention to the Hellmouth. He brings up many good points and basically covered everything I was going to post.
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Naomi Lastname
 
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Post » Tue May 04, 2010 11:22 pm

vigilant guild dark orders who live in the shadows and fight for greater good are awesome!!!!
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MR.BIGG
 
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