The I In Team
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03-01-2010, 06:16 AM,
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The I In Team
(24/03) Alright, here's a bit of an update. There's been some discussion on this quest on making it a final clench for the Fighters' Guild quest line. I thought of something today and I'm amending this post with the new idea. I've copied and attached the original post.
As usual, I'm writing it down as it comes to mind and I've made the changes bold and placed an asterisk (*) after which it's all new. Names, creatures, numbers and such are, as always, for illustrative purposes and can be altered. Dialogue is incomplete and preliminary. The I In Team _____________________________________ Once a certain amount of trust has been built up between the PC and the other Fighters' Guild members, the player is ordered to take up a post in a field settlement past the commonlands (i.e. the reasonably safe areas). 1. The head of the Fighters' Guild gives you the quest and tells you to speak with the second-in-command for further instructions. 2. Talk to Laric Sheil, the second-in-command of the local Fighters' Guild. He explains to you that the outpost has been a disaster for a very long time and that soldiers die needlessly to defend it. He wants you to fail on purpose and let the outpost fall, sparing the lives of future soldiers to be stationed there. If the player is interested he is to speak with a contact in the outpost, named Streef. The settlement is fully fortified with palisades and a single gate controlled by a lever mechanism in the tower. The gate faces the jungle treeline. 3. Once at the outpost the player is greeted by the Guard Captain. He thanks the player for coming and informs him that an attack is due tonight. A hunting party is also scheduled to return after sundown. The player is to make his preparations and then take the first guard shift in the tower, starting at 11pm. 4. If the player speaks to Streef, he's told to let the attackers get through the gate and then to close it behind them, trapping all the soldiers and surely killing them. When the player goes to sleep in the settlement (not sleeping in the settlement will cause the quest to fail. The settlement will survive but the player will not be paid) he's awoken by the Guard Captain at 10pm. The hunting party hasn't returned but the attack has begun. The player is ordered to go out and fight the enemies.
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03-01-2010, 09:11 AM,
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Great moral ambiguity and really creepy - nice quest sequence.
Maybe there should be an opportunity for redemption after follow-up 2, either way?
Morcroft Darkes
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03-01-2010, 10:41 AM,
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Whoah. Now that's a great quest. You should write them for us more often!
Only one question: where is this settlement going to be? I wonder, could we tie this in with Glenbridge somehow?
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
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03-01-2010, 02:24 PM,
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Quote:Originally posted by morcroft Well, I suppose we could add a script that moves the player to a "dead-world" the next time he dies after "The Debt". He's faced with some manner of weird challenges that he has to overcome in order to square his share of The Debt. Though, one thing I liked with this setting is that there is no redemption. The whole idea with the quest ending right after that line from Laric was to throw the moral choice into sharp relief, to give it a real sense of consequence. Even though the quest will never have an effect on the gameplay again, the player may feel as though they've actually made a real choice and start to think: "Can I live with this?". Edit: There is another option. If we decide do make this quest sequence a major one, the player can get the task to seek out someone to help him settle his debt. This can potentially be a very long series of quests involving extensive Argonian lore on death, maybe exploring the collective memory to find someone in history who went through the same thing, tracing his steps to the lengths he went for his soul. The possibilities are rather endless. Quote:Originally posted by Deeza The location can be anywhere as long as it's near an area typically considered dangerous. The quest will work with most kinds of enemies, from daedra to any type of hunter-gatherer animal. However, it is imperative that the settlement is a palisade with a gate control, with this gate being the only entrance/exit. |
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03-01-2010, 02:30 PM,
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I agree with you that there shouldn't be a simple "make things right", option.
But to make the choice "bite" a little more, how about there's some serious consequences for the other option too? Otherwise people might go for the easy way out and not help Laric. Perhaps the player could be introduced to Laric earlier, so that the player knows him much better and this comes off as a real shock when you realise what he's been planning?
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
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03-01-2010, 02:35 PM,
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Quote:Originally posted by Deeza Well, the idea is that Laric should be the second-in-command and that the player should've received a few orders from him already. This way, we can introduce Laric as the very honourable type. Throw in some Ibsen voice acting and we have our guy. Maybe Laric is very displeased with the player's choice if he doesn't help him? A simple line could deter those who made the easy choice the first time around and I figured that the player would get one very nice item from defeating the Laric phantom. "I'd intended a great reward for you if you'd shown to be the right man to have by one's side in battle. Now all you'll receive is my disappointment." |
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03-01-2010, 03:09 PM,
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I see. Looks to me like this would be towards the end of the Fighter's Guild quest line...
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
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03-01-2010, 05:20 PM,
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Quote:Originally posted by XaeaixYou're right. I've spent too much time around saccharine plotlines in the original game. Bring on the real-world nastiness!
Morcroft Darkes
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03-01-2010, 09:52 PM,
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We'd have to make sure that the PC knows the deal a little more. Many noob players will go for the nicey-nicey option and then feel annoyed that they're locked out of the FG. It will need to be made clear that the FG is totally unlike the one from Cyrodiil. After all, the PC him(or her)self is setting it up and knows that the reason it hasn't been there before is because the corruption and culture doesn't support it. Therefore, it's best to stick together and negotiate the best outcome as it's not always the most morally correct one.
Np on the VA work, Xae!
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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03-01-2010, 10:36 PM,
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This is sounding more and more like a finale to the FG quests. We'd need to have some serious buildup to this moment in order to make it work.
Edit: Perhaps it's a choice between letting the Guild you've spent so long building up collapse again, or letting those guys die... now THAT would be a tough call.
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
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