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Siegfried
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Question A Worthwile Idea? Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I was thinking the other day, and it occured to me much of what had been written/planned for the current Skyrim Mainquest would be useless to us as we would not be visiting those locations in our mod, now that we have reduced the scale. I then got to thinking about what we ought to do with our mainquest, when the thought occured to me: why even have a Mainquest?

I don't know how good this idea is, or how warmly it will be received by the rest of the team. I feel though that with the revision of the mod's scale it's something that ought to at least be discussed and looked at.

In place of the mainquest, we could have deeper, better developed faction questlines. In my mind this would probably be a better way to really pull the player into Skyrim and its lore. A MQ works nicely for leading a player all over a continent and introducing them to various places and locations, but since we're only working with a fraction of the nation of Skyrim, why not scrap the mainquest, and arrange faction questlines so that they could allow players to delve deeper into the lore of Skyrim. This I think might bring the world to life more.

So far for faction quests we for sure have an internal power struggle taking place within the Thieves Guild. The Pit is fairly straightforward, compete in various Arenas, become the local Champion, and then move to the Championships held in Windhelm (or wherever the main Arena is going to be placed. The DB doesn't really have a presence, just a few misc. quests.

For the Order of the Silver Raven, we could have them focus on defending Skyrim against dunmer incursions and raiding parties-- basically the war with Morrowind. I also suggest that we alter them from a chivalrous order to something to something more Nordic-- more like a warrior type brotherhood who live and train together, less about honor and more about martial prowes and patriotism. Maybe give them a more Nordic sounding name, the Norwegian translation of Order is Rekkefolge-- I think something like that could be good on for the Order on its own. (Changing the name also helps differentiate them some more from the Order of Oak and Thorn).

The Order of Oak and Thorn could focus on dealing with an undead menace as in the mainquest before. Or else maybe they in staying with the Oblivion theme they could feature incursions into Hircine's Realm, or some sort of Master the runes questline where the player must learn the language of runes and master 'Runemaul' (the art of wielding the runes/forging them into weapons armor/harnessing their power).

The Mages Guild could center around investigating the dissapearance of the Falmer, trying to unravel the mystery behind their dissapearance. Or perhaps if they were to have a slightly darker twist to them, they could center around trying to steal the knowledge of Runemaul from the Order of Oak and Thorn.

And lastly we come to the Fighter's Guild. Really I can't recall any clear cut plans for them. Maybe we should just make them like a totally free-lance Mercenary Guild, how much over-arcing story do they need. Should we just give them repeatable, semi-random quests? Obviously they wouldn't just be fed-ex quests. It should be possible to create a format where "wanted" criminals spawn around Skyrim, and then wander the land, hide in cities and caves, and the player has to hunt them down all by himself. Escort missions would also probably be fairly straightforward (though they would really need to be spiced up somehow).

If we were to go about it this way, I would suggest having the 3 native Nordic factions take priority for the 1.0 release. Factions are time consuming to make, 3 in one mod would be an impressive accomplishment. Later on we can implement the three Cyrodilic Guilds and the DB misc quests.

This post has been edited 1 time(s), it was last edited by Siegfried: 26.01.2008 06:58.

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Alasdair
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Actually I think this is a great idea. I didn't really know what we could do with a mainquest, the lore on the politics and current events in this area of Skyrim is pretty much non-existent, except for the war with Morrowind. Beyond that, pretty much everything needs to be thought up. The problem of the war with Morrowind is that it's difficult to make a questline involving it without actually having any part of Morrowind to base quests in. I thought about how the player could participate in a war with Morrowind without actually attacking Morrowind, but I could never see a way for it to truely work.

Your idea of exploring the conflict with Morrowind via the Order of the Silver Raven, or Rekkefolge (not a bad name, it's growing on me) is a good one. Perhaps the player could raid Dunmer bases in abandoned forts, assassinate leaders and 'extract information' from helpless Dunmer civilians. There's a lot of fun and narrative to be had without the entire questline really going anywhere significant geopolitically, unlike what a questline involving the holds would have to do. Not that I'm suggesting that the questline shouldn't have a interesting and important storyline, it just wouldn't have to end with something major like Morrowind loosing the war (or similar). We just don't have the ability/scope to do quests like that. Oh, and I fully support the idea of changing the order from something chivalrous to something more raw and nordic, it'll definitely fit better in Skyrim that way.

As for the Order of The Oak and Thorn, the idea with the Runes is a definite no. While it has merit as an idea, I don't feel that it fits with TES lore. In TES as far as I know, there is no inherent power in Runes themselves, although they can be used to decorate enchanted objects (they're very pretty :) ). I like the idea of incorporating Hircine into the questline, the Order could perhaps be more sinister than they first appear. Maybe they secretly revere Hircine or something? Doing quests for Daedra lords can be a lot of fun, as they often have interesting and strange motives. Of course this raises the problem of werewolves in the mod, which is something we need to consider. The undead idea is also worth thinking about, but without the entire of Skyrim lots of ideas in the old MQ would need re-worked.

I think the mages guild and fighters guild could probably be dropped and relegated to simply handing out a few misc quests, they don't make a lot of sense as a joinable factions without the whole of Skyrim (how can you become guildmaster of the Skyrim guilds in only two full holds :D ) The biggest pit will definately be in Windhelm, and the smallest in Vernim Wood. An mid-size pit could be placed in Sunguard. With the more martial focus of the Rekkefolge, it seems like a good location.
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Cuthalion
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Although I don't really have much to do with Skyrim, I will not withhold my advice.

It would be a - possibly fatal - mistake. The player needs a somewhat 'guiding hand', always 'something' to do. It'll lead the player through the cities and people, and it will provide a goal for the player to reach. Also, a mainquest should be one of the reasons players actually play your mod.

If needed, I could write the mainquest.

PS: If you decide on making a mainquest, I'd say doing it about Hircine... Requires little to no lorebreaking / intensive modding since the 'Huntingrounds' (Hircine's plane) looks quite like the Skyrim locale.

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Richard
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What Cuthalion says about the player needing guidance is good. I certainly don't think we should force it on them like Oblivion did; that was fairly badly paced for a free-roaming game.

I think we should go for a more 'low fantasy' approach as opposed to the epic SuperChampionOfWorldHero5000 one; you don't have to be saving the entire world from utter destruction for a game to be fun. Something more localised and important to the region in question. I'm thinking the Order of the Silver Raven (I like that name lol) could serve as a 'main questline' perhaps?

How about having the Order (or whichever faction we choose) approach the player upon entry to Skyrim, with a (non-urgent) offer of some sort that indicates the player might wish to visit them at some specified location to see what it is they want/offer/suggest/etc. No sense of urgency about it, but the player would be shepherded towards them, a first goal if you will. Gentle prods, not "OMG do this right now or the world is doomed" should be the way to start out IMO.

This post has been edited 2 time(s), it was last edited by Richard: 28.01.2008 03:21.

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Siegfried
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Perhaps rather than having a MQ that is even remotely related to saving the world, have it focus on you and only you. Perhaps there is some sort of a curse that has been put on the player that must be broken? Or maybe you befriend someone in Skyrim (one of the companions from the old MQ could maybe be adapted?) and then must help them along on a personal journey. Or else maybe Hircine is speaking to you, projecting visions into your mind? Do you heed the visions and become the hunter, or struggle against them?

The factions could be tied into the mainquest line whereas they will advance side by side and somewhat inderdependantly. You need to be a part of a faction to begin the MQ, and then depending on what faction you're in, it may open up different branches and plot twists along the way. You may need to advance in rank within your own faction at the same time to earn the respect of other members, in turn they will help you along in the MQ, as you are their brother in arms. The faction as a whole though avoids being pulled in-- as the MQ would be something that is entirely personal for the player.

Also at Alasdair, I have to disagree with you about the runes. I could very well be wrong, bu what about the Doomstones around Cyrodiil? I always assumed they were runestones of some sort, and so at least set some sort of precident for that type of magic in Tamriel. Runes don't necesarily have to be a source of magical power.

Perhaps scattered around Skyrim there are shards or ancient runes that the player can collect. These shards have magical properties and can be attached to a special suit of armor/weapons by a mage smith. Now it is not that the runes themselves inherently have magical capabilities, maybe it is the shards of metal/stone they are carved into function as a sort of primeval soul gem. The rune only functions to focus the power and tell what form/enchantment it manifests itself in. From these elder runes that actually hold power, the myth that runes hold magical power is derived.
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Richard
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quote:
Originally posted by Siegfried
Perhaps rather than having a MQ that is even remotely related to saving the world, have it focus on you and only you. Perhaps there is some sort of a curse that has been put on the player that must be broken? Or maybe you befriend someone in Skyrim (one of the companions from the old MQ could maybe be adapted?) and then must help them along on a personal journey. Or else maybe Hircine is speaking to you, projecting visions into your mind? Do you heed the visions and become the hunter, or struggle against them?


I don't really like the idea of forcing anything on the player initially such as a curse. It takes away some of the beauty of ES; the ability to be who you want to be (as I've already said, the way Oblivion went about that with the MQ forced on the player wasn't good IMO). I very much like the Hircine idea though, just without the projecting visions. Visiting particular sites (runes, groves etc) perhaps could project the visions, that way it's kept on the player's terms.

Also I really like the undead menace idea as the focus of the Oak and Thorn. Perhaps some heretic necromancer could be resurrecting warriors as those deer-head skeletons we have in the name of Hircine or something. This would allow us to incorporate some lore/religious elements to combat his blasphemous deeds against the laws of nature (I believe necromancy is frowned upon everywhere but Morrowind?) and Skyrim's apparently favourite daedra, Hircine.

This post has been edited 2 time(s), it was last edited by Richard: 28.01.2008 03:39.

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Skot the Sanguine
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Honestly, I disagree with Cuthalion. One of the reasons I preferred Morrowind over Oblivion is that the player could "do their own thing". Personally, I think development of guild quests and random soldier-of-fortune stuff like the Goblin-hunter quest (from LONG ago) or even a build your own tavern quests, are far better than a linear save the world MQ. So...I like the idea Siegfried.

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This post has been edited 1 time(s), it was last edited by Skot the Sanguine: 29.01.2008 15:55.

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Cuthalion
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quote:
Originally posted by Skot the Sanguine
Honestly, I disagree with Cuthalion. One of the reasons I preferred Morrowind over Oblivion is that the player could "do their own thing". Personally, I think development of guild quests and random soldier-of-fortune stuff like the Goblin-hunter quest (from LONG ago) or even a build your own tavern quests, are far better than a linear save the world MQ. So...I like the idea Siegfried.


I absolutely DID NOT advocate a 'save the world' MQ. I said a somewhat guiding hand that gives nudges, at most. Don't twist my words.

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Alasdair
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quote:
Originally posted by Siegfried
Also at Alasdair, I have to disagree with you about the runes. I could very well be wrong, bu what about the Doomstones around Cyrodiil? I always assumed they were runestones of some sort, and so at least set some sort of precident for that type of magic in Tamriel. Runes don't necesarily have to be a source of magical power.

The green ones are actually referred to as runestones, so I guess they do set somewhat of a precedent. Maybe the runes add value to the object, in the same way that (in Morrowind, oblivion dumbed down the enchant system) daedric weapons are more enchantable than their steel or iron counterparts, the runes add value to the otherwise worthless stones and allow them to be enchanted. If you look at it like that, the meaning of the runes could actually have some bearing on the enchantability of the stone. Maybe you could give us an outline of what a runic-based questline would entail? Runes are always cool, and could make for an interesting questline. I think it's worth pointing out that as we can't add new skills, a 'mastering the runes' type thing could be hard to pull off convincingly (as well as maybe being a bit generic). Maybe the runes could link into other ideas in this thread involving Hircine or something else.

quote:
Originally posted by Cuthalion
I absolutely DID NOT advocate a 'save the world' MQ. I said a somewhat guiding hand that gives nudges, at most. Don't twist my words.

Your post did seem to imply a save the world MQ; even if it wasn't the true intention, it's easy to see how people would interpret your post as advocating that style of mainquest. I think Hircine is the most promising route for the order of the oak and thorn, while the order of the silver raven questline can deal with the war with Morrowind. Those two questlines pretty much cover all we really need. Trying to fit another questline into two holds could make it a bit 'busy'. There's no reason why the two factional questlines can't both be 'main quests' in their own right. If the player is nudged into them, as both you and Richard have suggested, the player should never be unsure as to what too do.

This post has been edited 2 time(s), it was last edited by Alasdair: 29.01.2008 21:32.

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Skot the Sanguine
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quote:
Originally posted by Cuthalion
I absolutely DID NOT advocate a 'save the world' MQ. I said a somewhat guiding hand that gives nudges, at most. Don't twist my words.



Then I misread your meaning, I didn't twist them. regardless, I think the lack of a MQ would not be detrimental as long as there are still other good quests to do.

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A link from the very first few days of the project back before Oblivion's release: Rune Quest Idea

Throwing out a hypothetical system for us to implement runes.

Barebones System:
Ok, so basically runes are scattered around Skyrim, they are powerful artifacts. For the most part they are hidden in out of the way places, in a crypt, at the bottom of a river, or perhaps as a reward for some random sidequest, where the giver doesnt realize the items true value. These runes can only be worn in the amulet slot. Because of their obscurity, and the fact that you can only have 1 equipped at once, they would be considerably powerful. Powerful enough that if you had multiple runes in your possession, you would want to switch between them to take advantage of all the different buffs they grant.

Complex System:
From the basic system we could go a number of ways (or just say screw it and just use the barebones system), these would all build on the original idea, but expand the system. Note that each highlighted system below is totally seperate from the others.

--Runic 'Bling':
Not only can the player equip runes in the amulet slot, but also in the ring slot. To compensate for this, runes would be less powerful than in the barebones system. However, the twist here, is that if you wear the proper combination of runes, you form a rune word , that grants a unique buff all its own. Obviously this buff would be tied to the definition of the word. By shuffling various different weak enchantment amulets, the player is capable of forming powerful rune words to meet unique and changing challenges. This is most likely the simplest system to implement. It would also allow for the most versatitility on the part of the player

--Runic Tattoos:
After finding the proper collection of runic amulets, the player may speak to a rune master within the Order of Oak and Thorn. The rune master will give you a list of alchemical ingredients unique to Skyrim to collect for him, bring them to him, and he will mix them to form an enchanted 'ink'. From there you have a selection of rune words or "bind runes" (I'll explain bind runes later) to create assuming you have found the proper rune letters. The rune master then channels the power out of your rune letters and into the ink. From there he tattoos your chosen bind rune onto your body and you receive the power of the word as a constant effect buff (the tattoo would appear as a shader effect-- which is likely the most effective way out there to implement tattoos, as equipping/unequipping is not an issue). This is in my opinion the coolest and most original system of implementing runes, but also the most difficult to create and balance.

--Runic Armor/Weapons:
In the case of armor/weapons, runes would be inscribed on some form of metal shards (adamantium? ebony?) so that they could be forged. After collecting the proper rune shards you can have a rune master create you a suit of armor with bind runes on it. He can also forge single runes into weapons so that they can take advantage of the buff from one rune, you would get a choice from the x number of runes that were not used in the creation of the armor to apply to your weapon, so you can have a variety of different enchantments on your weapons. In addition to the proper runes, the player would have to bring the smith the metals to create the suit. With this system we would need an all new suit of armor and weapons modeled and textured.

With all systems we would need to decide what role the Order of Oak and Thorn would play in the player's access to the runes. When the player initially finds a rune, should they only be able to access a fraction of it's power before showing it to a shaman/runemaster? If they are a high enough within the Order themselves, should they be able to recognize the power of the runes on their own? Would it be worthwile to make finding the meaning of the rune/learning its tale a system all its own?

Lore:

--Origins:
The Divine Julianos was originally a member of the Nordic Pantheon, and their deity of Runes (until he pissed someone off and got kicked out). If memory serves me correctly, he taught the Nords to write in the beginning, and that writing took place with the runic alphabet. Now my idea here is that the priests/shamans of Julianos new a secret to inscribing runes onto a certain type of stone/metal that would allow it to hold magical power, and the specific rune on it would dictate the form the power came out in (in our case whether the rune has a +STR enchant or a fire resistance enchantment). After Julianos left the Nord pantheon, the knowledge was lost, and most of the power runes were lost. The legend however, lives on.

--The "Tale of" a Rune:
The shape of the rune symbolizes something, and the enchantment on the rune is tied in with a "tale" of Nordic Legend.
-Hypothetically speaking from our alphabet, were 'W' considered to be a rune, it would symbolize the horns of a Monster. The tale of the monster is that he had collosal strength, and killed many Falmer in his lifetime. Thus, the rune carries a +30 strength enchantment.
-Whereas were Y to be a rune, it might symbolize a man with oustretched arms. The tale of the rune is that in ancient times the sun fell-towards the earth, before it fell though, a King caught it in his hands, and hurled it back to the sky. The rune's enchantment is 100% fire resistance.

--Bind Runes:
A bind rune is essentially a rune word, however, the rune letters are bound together in repeating, interweaving patterns that only the creator of the bind rune can recognize. In the end, what once would have been a generic word, is now a geometric design. The reason for binding runes (besides making it look badass) as opposed to simply writing them, is that when a rune is bound, a warrior's foe is not able to recognize the word, and so incapable of speaking a counter-runeword and negating the wearer's enchantment.


Alright, that took longer than I thought. This is all just off the top of my head, so their's probably a great deal that needs to be balanced and revised. I'm interested in hearing people's feedback.

This post has been edited 1 time(s), it was last edited by Siegfried: 31.01.2008 02:34.

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Siegfried
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Anyone? Eek 1
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Richard
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The 'Bind Runes' would be pretty complex to implement maybe, but not saying it's a bad idea. Everything else looks pretty good to me. Of course, I'm not the one who has to script anything though lol. Maybe we should stick to having them as amulets though to avoid overpowering the player (depending on how strong we make these runes of course).

For runes the player obtains, (like the rune shards for armour and weapons), I think they could be randomly generated with a VERY low chance in certain loot, and once a certain rune has been generated it won't be generated again, if that's possible (if not, just scrap my idea lol). That way people who know the mod wouldn't just be able to go instantly to the same place and get all the badass stuff right off the bat which is a problem with commercial games I find. This could be applied to all non-vital but uber weapons actually now that I think of it...

I like the tatooing idea too, in fact it's excellent. Perhaps a choice is given of several tatoos, like in KOTOR (if you haven't played it you are a heathen and I no longer wish to speak to you) when you get the opportunity to choose which class of Jedi you'd like to be, which is a permanent thing for the rest of the game. Tatooes are for life you know! I suppose a removal process would also have to be offered though, like the cure for vampirism quest in Oblivion.
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Alasdair
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Sorry for not responding sooner.

What I like most is the idea of somehow speaking runes like you mentioned in the Bind Runes bit, it ties into Th'um which is very much lore based. Maybe once the player equips a rune into their amulent slot, it adds a spell to their inventory. This spell is only usable when the amulet is equipped, casting it would use up some of the players magic, health, or some new resource (which we can implement as a global variable, I'll explain how the new resource would work if anyone's interested in this idea). This idea could easily be combined with the bling idea by allowing players to equip the runes as both rings and amulets. If we implemented runes as small collectable rune-stones, it's easy to see how they could be used to do other stuff like enchantable weapons by simple making them work like sigil stones. The player would simply be given a choice of what to do with the rune stone when they activate it in the inventory. The player could become more skilled at using runes as they progress through the order of the oak and thorn, and this could enable new ways to use runes, as well as increase the power of already existing runic spells and enchantments.

It all doesn't sound too hard to script, and it sounds like it can be done without having to use OBSE which could be a problem with werewolves.
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Alasdair
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Another idea: Maybe we could use a different runic alphabet than the one used for generic text in game, in order to slightly differentiate the magic from the non-magic runes. The Anglo-Saxon runic alphabet has several runes that are different to the Elder Futhark ones we use for generic in-game text.

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Skot the Sanguine
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Registration Date: 11.10.2006
Posts: 93
Location: New York, USA

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Isn't that similar to the armor in Knights of the Nine? By which I mean if you put a particular piece on, besides giving an enchant bonus, it can give you a spell but only if you are wearing it (I believe the gauntlets had a heal other spell if I remember correctly). In which case you are right about not needing OBSE. I think it is a great idea :) .

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03.02.2008 06:42 Skot the Sanguine is offline Send an Email to Skot the Sanguine Search for Posts by Skot the Sanguine Add Skot the Sanguine to your Buddy List
Alasdair
Jarl of Skyrim


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Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England

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I don't have KoTN, so I wouldn't really know anything about it, but it's good to hear that it's possible.
07.02.2008 20:17 Alasdair is offline Send an Email to Alasdair Search for Posts by Alasdair Add Alasdair to your Buddy List View the MSN Profile for Alasdair
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Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » Skyrim Quests » A Worthwile Idea?

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