Search found 88 matches

by xflclx
Thu Sep 29, 2005 8:23 pm
Forum: Archives
Topic: Map 2 Thieves Guild Discussion
Replies: 137
Views: 8710

Wow, I haven't been on in a while! Screw colleges and applying for them. Anyway, I made sure that the names of people and places are persistant. If you see Dunmer noble x in more than one quest, it is the same dunmer noble. Were it not, I would assign a new variable, such as Dunmer Noble y . Now tha...
by xflclx
Mon Aug 22, 2005 9:18 pm
Forum: Archives
Topic: Map 2 Thieves Guild Discussion
Replies: 137
Views: 8710

since I haven't heard feedback on the latest version, I am going to assume there aren't any major lore or quest related issues, and will begin writing more final versions. I've been busy lately, but this will take a high priority =)
by xflclx
Fri Aug 12, 2005 5:58 am
Forum: Archives
Topic: Map 2 Fighters Guild Discussion
Replies: 61
Views: 4871

I would love to work on quest 5, however for the moment I am up to my neck in writing Darconis TG quests. I will see if I can find some time in the next few days to do some brainstorming on it. And I too need to go through the current Map 2 .esp in TESCS to determine NPCs and locations for TG Darcon...
by xflclx
Fri Aug 12, 2005 5:41 am
Forum: Archives
Topic: Map 2 Thieves Guild Discussion
Replies: 137
Views: 8710

This is by far not the final version worthy of being submitted for approval, however it is the by far most refined version yet. It took me a while to get the questline this far, and I still have a while to go. Hope to get some comments on it soon, good and bad. Heck, constructive criticism is what got the questline this far. Microsoft Word is not working at the moment, so I cannot post this as an attatchment. So here it is:

Thieves Guild (Darconis) Questline v2
This quest line revolves around the planning and execution of an attempt to steal [rare persuasion artifact x] from [secure location y] in Darconis. The player must gather information on the item, the layout of the location, recruit specialists, and then finally execute the plan.
The Mages Guild initially contracts the Thieves Guild to steal [rare persuasion artifact x] that the Mages Guild can use against the Telvanni to gain a political edge or larger magic-market share. The Thieves Guild accepts the contract, and plans to play the Mages Guild and Great House Telvanni against one another for profit. After stealing the artifact, the player must pose as a third party operative and inform the Telvanni of the plans of the Mages Guild, excluding the involvement of the Thieves Guild. The Telvanni then inadvertently hire the Thieves Guild to steal the artifact from the Mages Guild.

NOTE: All dialogue is tentative and will be modified later according to NPC personalities and other factors. Credit for quests 1 through 4 falls largely with Nomadic1; I made simple adjustments to his quest ideas. Also, as a general rule of mine I italicize the names of all spells, spell effects, spell scrolls, potions, and magical items. It is a habit that I picked up in my many years of D&D, and I find that it makes identifying spells names and the like easier.

Quest 1
General Outline: [dunmer noble x] has hired the TG to acquire a sapphire amulet as his present for his daughter‘s coming of age in 2 days. [TG Darconis guild steward] assigns this task to the player, informing him/her that [Darconis clothier z] sells sapphire amulets, and that if the player wants to s/he may be able to steal the amulet. The player must bring the amulet back to [TG Darconis guild steward] within 2 days from being assigned the quest. If the player fails at this, s/he has 1 day to persuade [dunmer noble x] to forgive his/her failure. If the player also fails at this task, s/he is expelled from the guild.
Reward: The player receives a journeyman’s lock-pick and a journeyman’s probe for completing this mission within 48 hours, a bonus 50 septims for completing the quest within 24 hours, and no reward for failure.

Quest 2
General Outline: Recently, the Imperial Cult in Darconis has been conducting excursions into Telvanni lands, preaching the word of the Nine Divines to Telvanni peasants in an attempt to convert them. [minor Telvanni x] has become aggravated by the persistence of the Imperial Cult, as they are disrupting farming with their sermons. It is well known that [minor Telvanni x] wants this problem dealt with, but does not have the internal manpower to deal with it because of the situation with the Mad Lord. The player is to go to [minor Telvanni x] and pose as a non-TG outlaw who offers to slow the Imperial Cult’s operations by stealing copies of [prayer book y] (what is the name of the IC book that the player receives upon joining?) from the Imperial Cult chapel in Darconis, for a price. The player is to steal a total of 5 books from several locked chests in the Imperial Cult chapel in Darconis, and bring them to [minor Telvanni x]. The player must then bring the payment to [TG Darconis guild steward]. The player can report the full amount of 500 gold and receive 125 gold and a quality potion of invisibility, 400 gold and receive 100 gold and a standard potion of invisibility, or s/he can report that the Telvanni ripped the guild off and keep the full 500 gold and receive a bargain potion of invisibility for services rendered. If s/he report that the Telvanni ripped them off, [TG Darconis guild steward] will be angry and say that he will send another TG member to "acquire" the promised payment, but for now has a more important assignment for the player.
Reward: Either 125 gold and a quality potion of invisibility, 100 gold and a standard potion of invisibility, or 500 gold and a bargain potion of invisibility. See General Outline for more details.

Quest 3
General Outline: The Mad Lord has been the source of a great deal of internal conflict for House Telvanni in Map 2. Lately, the TG has been taking advantage of the turmoil within the great house to expand their smuggling operations through Map 2 Telvanni lands. A shipment of smuggled jewels has recently arrived in [cave x]. The player is to go to [cave x], pick up the jewels, and deliver them to [TG fence y] in [Dragon Glade tavern/inn z] in Dragon Glade. The shipment consists of 3 pearls, 2 rubies, 1 raw glass, and a dwemer shortsword. [TG fence y] is leaving Dragon Glade in 5 days, and as such the delivery must occur within that period. If the player is for some reason delayed and unable to make the delivery, s/he must immediately bring the jewels to [TG Darconis guild steward] instead. If the player completes the transaction within the 5 days, they receive 300 gold and a standard potion of shadow for a job well done. If the player gets the shipment but doesn't deliver them in the 5 days, a journal entry instructs them to take the jewels to [TG Darconis guild steward] immediately. If the player doesn't give the shipment to the quest giver within 3 days from then, they are expelled from the TG. If the player doesn't pick up the jewels in the 5 days, [TG Darconis guild steward] gives the player the option of leaving the TG or paying the cost of the shipment plus 100 gold extra for the trouble they have caused. If the player chooses the second option, they complete this quest and move onto quest 4.
Reward: Either 300 gold and a standard potion of shadow, or the player must pay the guild the exact value of the shipment plus 100 gold. See General Outline for more details.

Quest 4
General Outline: [thief x] of the Thieves' Guild was recently caught stealing from [Imperial Legion officer y]’s house as part of a sanctioned operation. The thief remained loyal to the guild, and although s/he is widely known to belong to the TG, s/he told the legion that it was not a sanctioned job. However, in time [thief x] may crack under interrogation and reveal the guild’s involvement. The player is given the job of breaking [thief x] out of jail within 3 days. There are several ways the player can complete this quest.
Using stealth, the player can acquire a key to the cell [thief x] is being held in. However, once freed the player will have to help [thief x] fight his/her way out of the jail. Although there can be no direct evidence implicating the TG in the escape, the injury and/or death of Imperial Legionnaires at the hands of a TG member and his/her accomplice will cause the Legion to begin cracking down on known TG members in retaliation. [TG Darconis guild steward] is unimpressed with the player if s/he chooses this path, and informs him/her that s/he has caused the guild a great deal of trouble. Quest completed without reward.
The player can inquire about [Imperial Legion officer y] in the legion. Almost everybody that the player talks to will say that s/he is a lawful officer, but one will hint that s/he is corrupt and has been taking bribes from [minor Telvanni x] (the same one from quest 2). If the player questions [minor Telvanni x] about the matter, s/he flatly denies the accusations. A search of his/her house will reveal nothing. However, if the player searches [Imperial Legion officer y]’s house s/he can find a letter incriminating the officer. The player can use this letter to blackmail [Imperial Legion officer y] into releasing [thief x]. [Thief x] is immediately released. Player returns to [TG Darconis guild steward] to report success and receive his/her reward.
Alternately, upon learning that the officer is taking bribes, a topic is unlocked for [Imperial Legion officer y] that allows the player to bribe the officer 300 gold to release [thief x]. [thief x] is immediately released. Player returns to [TG Darconis guild steward] to report success and receive his/her reward.
If the player fails to break out [thief x] within 3 days, s/he fails the quest and is expelled from the guild.
Reward: If the player chose to fight the thief‘s way out, there is no reward for being tactless. If the player chose bribing the officer, they are given 2 pieces of raw glass and a quality potion of chameleon, from a recent smuggling operation. If the player chose blackmailing the officer, they are given 2 diamonds, the quality potion of chameleon, and a master's lockpick. If the player fails the quest, s/he is expelled from the guild and receives no reward.

Quest 5
General Outline: The quest giver is impressed with the player’s performance in Quests 1-4, and lets the player in on the big picture: the Mages Guild hired the Thieves’ Guild to recover [rare persuasion artifact x] from [secure location y]. The player is to plan and execute the theft of the artifact. The player must first gather information on the layout of [secure location y] from [covert operative z].
The player is first to gather information on the layout of [secure location y]. The player instructs the informant to draft a report detailing how to best penetrate security. [covert operative z] will require 300 gold and one day to draft the report. The player may choose to instead run an errand for the informant, however because of the lack of funding the report will take two days to draft. When the player returns after the required time period, s/he receives the report (sealed and encrypted, of course), takes it to [TG Darconis guild steward], and receives his/her reward.
Reward: 500 gold

Quest 6
General Outline: [TG Darconis guild steward] decrypts the report for the player. The report says that there are three ways to penetrate [secure location y], and all three ways require the player to work in a team. The first way is for them bluff their way into [secure location y], sneak off when they are not being watched, and than bluff their way out. This plan will require the aid of a master of speechcraft and a master of sneaking.
The second way is to break into [secure location y], pick multiple locks and disarm traps on the way to the artifact, and sneak out. This plan will require the aid of a master of sneaking and a master of security.
The third way is to break into the [secure location y], bluff their way to the room containing [rare persuasion artifact x], break into the room, and bluff their way out. This plan will require the aid of a master of security and a master of speechcraft.
If the player chooses the first path, s/he must go and recruit the masters of speechcraft and sneaking. If the player chooses the second path, s/he must go and recruit the masters of sneaking and security. If the player chooses the third path, s/he must go and recruit the masters of security and speechcraft.
[master of sneaking a] says that s/he will help the TG, however s/he wants something in return. S/he says that, because s/he is usually able to slip out of danger, s/he does not restrain him/herself as much as s/he should when getting into danger. One night, while in his/her favorite pub ([Darconis pub x]), s/he became inebriated and attempted to lift a gorgeous amulet (worth 400 gold) from a man, [pompous jerk b], at the bar. He comes to the low-class bar just to rip on the less fortunate. [pompous jerk b], much less drunk than the [master of sneaking a], felt the his/her drunken attempts to steal the amulet and cried foul. Although [master of sneaking a] left the amulet, [pompous jerk b] remained angry.
Apparently, [pompous jerk b] is chummy with some of the local guards, and ever since the incident the [master of sneaking a] has been constantly harassed and fined on ludicrous charges by the guards. [master of sneaking a] likes the life s/he lives here, and does not want to have to slip away again. S/he is bad with people, so s/he asks the player to persuade [pompous jerk b] to leave him/her alone. S/he begs the player not to kill him, as it would undoubtedly cause the guards to look to [master of sneaking a], and come down on him/her harder. The thief says [pompous jerk b] is a regular at [Darconis pub x].
The player can persuade [pompous jerk b], however this is very difficult. He keeps asking for cyrodiilic brandy, and for each brandy he drinks his disposition goes up by 20 points. Eventually, he agrees to leave [master of sneaking a] alone. The player returns to [master of sneaking a] with the amulet, and s/he agrees and gives him a quality potion of invisibility for a job well done. If the player attacks [pompous jerk b], and tells [master of sneaking a], s/he refuses, and when the player exits and returns, [master of sneaking a] is gone from his/her house (run away or taken by guards?). The player has failed the quest.
[master of security c] says that s/he will help the player, for a price. [master of security c] frequents the same [Darconis pub x] as [master of sneaking a], where s/he talks to drunks to discern if they have any valuables in their home, and where. There is one man there, a regular ([pompous jerk b]), who has a very valuable ring (worth 400 gold), however the man says that he never takes it off. [master of security c] says that s/he would steal the ring, but that s/he is a bad pickpocket because of his/her fat fingers and clumsiness.. S/he asks the player to steal this ring from the man, but not to kill him because s/he abhors violence. [pompous jerk b] is very hard to steal from, and cannot be persuaded to give up the ring, and he keeps asking for cyrodiilic brandy. After 3 cyrodiilic brandies, a baby could rob the man. The player returns the item to the speaker, who than agrees to help the player and gives the player a masters probe and masters lockpick for a job well done. If the player has killed the man, the [master of security c] flatly refuses.
[master of speechcraft d] says he will help the player, for a price. The speaker says that s/he frequents [Darconis pub x], where s/he talks drunks out of hearth and home. There is one man there that boasts continually about his prized, gold-rimmed copy of [valuable book y] (worth 400 gold). No matter how drunk the [master of speechcraft d] gets [pompous jerk b], he will not give it up. Furthermore, the man says that he keeps the book in a very secure, trapped lockbox in his home. [master of speechcraft d] asks the player to get this book for him/her. The player must break into [pompous jerk b]’s house, steal the book from a level 60 or so locked and trapped lockbox under the man’s bed ([lockbox z]), and bring it to [master of speechcraft d]. In return, [master of speechcraft d] agrees to help and gives the player a vial of Telvanni bug musk for a job well done.
Once the player has two of the three masters agreeing to help him, the quest for the third master freezes up, and he responds to the player’s inquiries with something along the lines of: “No thank you, I am very busy on another job.â€Â￾ The player then returns to [TG Darconis guild steward] and reports his/her success. The player has completed the quest, and receives his/her reward.
Reward: 750 gold

Quest 7: The player must now execute the plan and steal the artifact. The player can keep it (and be expelled) or hand it over to the guild. This quest is heavily involved with interiors, and I will get around to that later
Reward: 1500 gold

Quest 8
General Outline: Having successfully procured [rare persuasion artifact x] for the Mages Guild, the player is now informed that the Thieves Guild plans to reap additional profits by having the player pose as a rogue Telvanni bandit and inform [minor Telvanni x] (perhaps the lord of Alt-Bosara) that the MG has stolen [rare persuasion artifact x] in order to gain political advantage over the great house in the midst of the confusion surrounding the Mad Lord. The TG hopes that [minor Telvanni x] will subsequently hire the player to retrieve the artifact for him/her and thereby neutralize the MG threat. In order to pose as a rogue Telvanni bandit, the player must first acquire the trappings of a rogue Telvanni bandit as a disguise. [TG Darconis guild steward] informs the player that a TG operative in Alt-Bosara has indicated that there is a rogue Telvanni base ([rogue Telvanni base x]) on an island near the western shore of Lake Boethia. The player is to locate this base, somehow acquire the outfit of [rogue Telvanni leader y], and go to [minor Telvanni x] posing as the [rogue Telvanni leader y]. [TG Darconis guild steward] gives the player 250 gold for travel expenses and supplies.
Once the player locates [rogue Telvanni base x], s/he can either fight his/her way through to the non-aggressive [rogue Telvanni leader y], or simply sneak/levitate/etc. past the aggressive rogue Telvanni to the leader. [rogue Telvanni leader y] is located in his own locked quarters, with no other rogue Telvanni nearby.
The player can either kill [rogue Telvanni leader y] and take his [unique Telvanni robe a], [unique Telvanni cephalopod helm b], [unique Telvanni gloves c], and [unique Telvanni shoes d]. Alternately, the player can persuade or pay the rogue Telvanni for his garments. Once the player has [rogue Telvanni leader y]’s clothing, s/he speak with [minor Telvanni x] with all four items equipped and convince him/her to hire the player for 5000 gold.
Once the player has secured the business of [minor Telvanni x], s/he must report to [TG Darconis guild steward] to end the quest and receive his/her reward.
Reward: 2 exclusive potion of fortify personality received as payment from the MG for quests 5 through 7.

Quest 9
General Outline: In order to secure complete deniability in the theft of [rare persuasion artifact x] from the MG in Neommaeor, the player must make sure that s/he is seen taking the item while wearing the outfit of [rogue Telvanni leader y]. The player must make sure that s/he is seen stealing [rare persuasion artifact x] and reported, but certainly not caught or the entire ruse will be uncovered. Because the bounty is placed upon [rogue Telvanni leader y], the player will only have a bounty on his/her head as long as s/he wears any piece of the outfit. If the player is caught by a guard (forced dialogue with a guard concerning the crime) s/he is expelled from the TG and the bounty is transferred from [rogue Telvanni leader x] to the player.
The player must now deliver [rare persuasion artifact x] to [minor Telvanni x] while wearing the outfit. In return, the player is given the promised payment of 5000 gold. The player can now report to [TG Darconis guild steward], however s/he can report that s/he received the full 5000 gold, only 3500 gold, or no gold from [minor Telvanni x]. See reward below.
Reward: 25% of reported Telvanni payment. If the player reported the full 5000 gold, s/he receives 500 gold and [TG Darconis guild steward]’s [TG Darconis guild steward personal dagger x], a glass dagger with a paralyzing effect upon striking. If the player reported only 3500 gold, s/he receives 350 gold and 2 scrolls of lockbuster. If the player reported no gold, s/he receives only 100 gold and an exclusive potion of invisibility.

NPCs, Items, and Locations to be Determined or Added/Created
[TG Darconis guild steward]
[dunmer noble x]
[daughter y]
[Darconis clothier z]
[minor Telvanni x]
[prayer book y]
[cave x]
[TG fence y]
[Dragon Glade tavern/inn z]
[thief x]
[Imperial Legion officer y]
[rare persuasion artifact x]
[secure location y]
[covert operative z]
[Darconis pub x]
[master of sneaking a]
[pompous jerk b]
[master of security c]
[master of speechcraft d]
[valuable book y]
[lockbox z]
[rogue Telvanni base x]
[rogue Telvanni leader y]
[unique Telvanni robe a]
[unique Telvanni cephalopod helm b]
[unique Telvanni gloves c]
[unique Telvanni shoes d]
[TG Darconis guild steward personal dagger x]
by xflclx
Fri Aug 12, 2005 3:34 am
Forum: Archives
Topic: Map 2 Fighters Guild Discussion
Replies: 61
Views: 4871

When I was reading through the TG Darconis questline, although it is an admirable work on the whole, there are a few loose ends that I think need to be tied up. The first thing I have a problem with is the animosity between ex-trainer x and super morals preacher guy x . It seems unlikely to me that ...
by xflclx
Thu Aug 11, 2005 9:44 pm
Forum: Archives
Topic: Map 2 Thieves Guild Discussion
Replies: 137
Views: 8710

Thanks Nomadic1 :) I am very glad that you approve of them
by xflclx
Wed Aug 10, 2005 11:26 pm
Forum: Archives
Topic: Map 2 Fighters Guild Discussion
Replies: 61
Views: 4871

Just for the sake of argument, although assassination is the sphere of the Morag Tong, guild wars are not uncommon. Some guilds just don't hire the Morag Tong and do their own assassinations during there guild wars. Remember, the MW FG main quest was the complete elimination of the TG. And, as anoth...
by xflclx
Wed Aug 10, 2005 9:39 pm
Forum: Archives
Topic: Map 2 Thieves Guild Discussion
Replies: 137
Views: 8710

UPDATE: After finishing some rather lengthy tentative dialogue writing for quests 1 and 5, I am moving onto adapting some of Nomadic1's quests for quests 2-4 in the TG Darconis questline. Anyone interested in doing Neommaeor TG should look at his ideas, as there are a couple that would work well for...
by xflclx
Mon Aug 08, 2005 2:44 am
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

Sounds like a pretty good idea. Again, variations from the game-set guild structure require reason, and would need agreement. Thoughts, anybody?
by xflclx
Mon Aug 08, 2005 2:41 am
Forum: Archives
Topic: Map 2 Thieves Guild Discussion
Replies: 137
Views: 8710

Well I'm back from vacation everybody! I was thinking that the book would be bound in gold or something equally lavish and ridiculous, however 1000 may be a weeeeee bit too high. I am thinking that the book be around the same price as the amulet and ring. And having a possibility of speechcraft and ...
by xflclx
Thu Aug 04, 2005 9:16 pm
Forum: Archives
Topic: Map 2 Temple discussion
Replies: 81
Views: 4454

I like your idea, however the nerevarine cult is, in my opinion, something that we should leave to the Nerevarine MQ. I do not think that TR should pick up any questlines involving the nerevarine cult and its future after te MQ, as that is lore that bethesda will almost certainly settle in Oblivion....
by xflclx
Thu Aug 04, 2005 9:10 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

Yes, it certainly is a sticky issue, with many conflicting ideas. I would say, when in doubt, look to the main game and how they did the factions, and try to follow as closely to that as possible, unless there is good reason for deviation. Going away for the weekend! I'm going to be eager to see how...
by xflclx
Thu Aug 04, 2005 9:00 pm
Forum: Archives
Topic: Map 2 Thieves Guild Discussion
Replies: 137
Views: 8710

Here it is, the most current version of the TG Darconis questline. As you will note, I am in need of some minor faction-conflict quests. To read up on inter-faction conflicts, please see Omicron's Map 2 Guild Conflict thread here: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=13322&highli...
by xflclx
Thu Aug 04, 2005 8:56 pm
Forum: Archives
Topic: Map 2 (Darconis) TG Discussion Thread
Replies: 6
Views: 536

Thanks for the quests Nomadic1. I like all the quests, and am especially fond of the Dragon Glade smuggling, theif break-out, and imperial chapel quests. I am going away for the weekend, and this is likely to be one of my last posts until monday, however when I get back, with your permission, I woul...
by xflclx
Thu Aug 04, 2005 8:52 pm
Forum: Archives
Topic: Map 2 (Darconis) TG Discussion Thread
Replies: 6
Views: 536

The reason i started a new thread is because the old thread came down to Omicron, Nomadic1, Jale and myself, and I though6 some new minds would want in withou6 having to read 115 posts. This can all be relocated to the old thread and this thread discontinued, if a moderator beleives that to be more ...
by xflclx
Thu Aug 04, 2005 6:46 am
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

Alright, well I will update the listing when I can. And it seems that there is a consensus that the difficulty should go up as one progresses in a guild (duh), with some guilds being inherently more difficult than others. I suppose we will get to coordinating faction chapter difficulty (i.e. which c...
by xflclx
Thu Aug 04, 2005 5:25 am
Forum: Archives
Topic: Map 2 Thieves Guild Discussion
Replies: 137
Views: 8710

Nevermind
by xflclx
Thu Aug 04, 2005 5:19 am
Forum: Archives
Topic: Eager Writer
Replies: 4
Views: 362

If any moderators happen upon this thread, please place a coin upons its closing eyelids to pay passage across the river Styx
Kill it
by xflclx
Thu Aug 04, 2005 2:20 am
Forum: Archives
Topic: Eager Writer
Replies: 5
Views: 364

Any admin who happens across this, this post is old, and ready to die. It has led a good life, perhaps not as glorious as it would have liked, and regrets what it did that one time after the GD concert, but it is now ready to move on.
Flip the switch
by xflclx
Wed Aug 03, 2005 11:56 pm
Forum: Archives
Topic: Map 2 (Darconis) TG Discussion Thread
Replies: 6
Views: 536

Map 2 (Darconis) TG Discussion Thread

I have decided to make this thread because the current Map 2 TG Discussion thread has gotten rather bulky, with 115 posts the last time I checked. Those who are unwilling to read through all 115 posts can catch up with Darconis TG here. So far, the Darconis TG questline is coming along well. Tentati...
by xflclx
Wed Aug 03, 2005 9:37 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

I thought that might be the case. Does anybody have any more recent information on guild chapters and quest givers in Map 1? I check that thread, Jale, but unfortunately it was tentative.
by xflclx
Wed Aug 03, 2005 6:30 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

Does anybody have information on Map 3-6 faction chapters?
by xflclx
Wed Aug 03, 2005 2:06 am
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

Has it been approved that house Indoril will have quests, or is that a best-guess? I would agree, but that is just my best-guess.
by xflclx
Wed Aug 03, 2005 1:04 am
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

Ty, Jale. That is exactly what I am looking for. And here are all the guilds from Map 2. I will update this to include Map 1 in a few: Imperial Knights: *Darconis Imperial Legion: *Darconis Imperial Cult: *Darconis House Telvanni: *Alt Bosara *Helnim Watch *Marog House Indoril: *Dragon Glade Wait fo...
by xflclx
Wed Aug 03, 2005 12:11 am
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

Well, the way things are shaping up, it looks like there are going to be regional chapters (sometimes more than one per region), each chapter with its own questline that is part of the main guild questline (exactly as it is in morrowind). For example, Map 1 FG will have the same relation to Map 2 FG...
by xflclx
Tue Aug 02, 2005 9:41 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

Well, not really, except to know that there are multiple chapters for each guild, the lower end being perhaps 3-4 chapters and the higher end 7+ chapters. Also, it would be nice for there to be some post-guildmaster or optional insane difficulty quests, like the Archmage Trebonius quest where you ki...
by xflclx
Tue Aug 02, 2005 9:34 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

There will be, on average, one chapter for each of the 6 maps, although some maps could have multiple chapters (MG and TG have 2 chapters each in Map 2) and some maps could have no chapters for a particular guild. Look around, there might be a thread listing guild chapters for each map. If not, we s...
by xflclx
Tue Aug 02, 2005 9:29 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

It sounds like a good idea, with certainly more open-ended gameplay than the original game offered, however it would be a serious break from the normal questline design in-game. I like the idea, it could give TR its own unique flavor. The easy quests could be general quests not specific to any singl...
by xflclx
Tue Aug 02, 2005 8:04 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

Alright, that was what I was trying to figure out. So the Map 2 FG is simply another chapter of the FG in the mainland, kind of like Balmora FG and Ald-Ruhn FG. So now we much figure out which guild chapters will have the more difficult quests, and which ones the easier quests, and what order you mu...
by xflclx
Tue Aug 02, 2005 7:28 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

That sounds like a good idea, and an option for stronger characters. Kind of like the Morag Tong guildmaster quests
by xflclx
Tue Aug 02, 2005 7:27 pm
Forum: Archives
Topic: Map 2 Thieves Guild Discussion
Replies: 137
Views: 8710

Well, as for the Darconis TG, there might not be more forthcoming until tomorrow. I am going to take the day to play some MW, and might get back on the posts tonight. Keep the comments coming, ya'll UPDATE : Tentative dialogue for Quest 1 coming along, should be done tomorrow. Will begin tentative d...
by xflclx
Tue Aug 02, 2005 7:26 pm
Forum: Archives
Topic: Map 2 Thieves Guild Discussion
Replies: 137
Views: 8710

That sounds like a good compromise :)) . Because Map 6 quests are a far ways away from being written, you might want to consider moddifying your questline, perhaps changing the imperial to a telvanni noble, so that it can be implemented as soon as the Neommaeor TG questline, although I realize the N...
by xflclx
Tue Aug 02, 2005 6:27 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

We would have to make sure that the two quest ladders did not interfere with one another, so that moving freely from one to the other would not cause problems, but that shouldn't be too difficult. However, I still favor Bethesda's method of going city to city, with the questlines getting more diffic...
by xflclx
Tue Aug 02, 2005 6:12 pm
Forum: Archives
Topic: Map 2 Thieves Guild Discussion
Replies: 137
Views: 8710

The last thing I want to do is to tell off another member of TR. We are all part of the same project, and should be working together. My apologies if I seemed condescending. I was aggravated that we were rehashing the same question instead of working on questlines. Your ideas are needed here, I assu...
by xflclx
Tue Aug 02, 2005 6:06 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

The best mechanism seems to be to have the quests progess in difficulty as questlines continue. What I am curious about, though, is a problem I am currently wrestling with. In map 2, there are 2 TGs, one in Darconis and one in Neommaeor. Which should the player do first? Are they both equally diffic...
by xflclx
Tue Aug 02, 2005 6:01 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

I very much agree with you, Vegor. When I meant ubermench, I misspoke. I was thinking more along the lines of level 25+, the level you are when you finish the Nerevarine MQ. Of course by the time you are level 60, it is time to make a new character to keep things interesting. However, some guilds sh...
by xflclx
Tue Aug 02, 2005 5:58 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

Thank you Dr. Evil, that is what I have been trying to say. And Jale, the questlines are linear: you do a guild's quests in a certain order. You couldn't say "screw you Balmora TG, I am going to Sadrith Mora TG." The non-linearness in Morrowind is in freely going from guild to guild, doing...
by xflclx
Tue Aug 02, 2005 5:52 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

Yes you were forced to go in a certain order inside guilds in Morrowind. If you went to Sadrith Mora FG as a FG newbie, they would tell you to get lost. We are not forcing the player to go map to map, we are simplying making quests more difficult, more expert, in one questline than another. Yes, goi...
by xflclx
Tue Aug 02, 2005 5:49 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

Make a new character? That is ludacrous! It is like going from Balmora FG, to Ald-Ruhn FG, to Sadrith Mora FG. It gets more difficult as you go on. And as I said it does not need to go 1-2-3-4-5-6. TG could go 2-4-3-5-6-1, FG go 1-4-3-5-6-2, IC 3-4-1-2-5-6, etc. Non-linear, but still a progression i...
by xflclx
Tue Aug 02, 2005 5:40 pm
Forum: Archives
Topic: Guild Difficulty Coordination Thread
Replies: 49
Views: 3240

I would agree with you, Stalker, except that if we simply did intra-guild difficulty progression, it still might not be hard enough for high level players, and all the tasks would be too easy and feel inane. There should at least be some guilds more difficult than others. And what will happen if Map...