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New idea for a companion tied with a long quest-line, would need help


Dalgon

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This is an idea of a quest (and possible companion) for Oblivion that I have been thinking about for some time now. I haven't even written these down, however, I believe it would be very nice if it could be done. The problem is, I cannot script at all, and I have never tried texturing :D What I can do is well, come up with ideas, write them, and perhaps even make some NPCs, which of course... is not hard at all. I would like to know if anyone would be interested in my idea and would like to work together to see if we can get it done. Of course, anyone willing to help would be welcome, although I'd definitely need someone that's good at scripting or has experience making companions/quests. Here is a small synopsis of what I have in mind:

 

Quest Start #1:

 

The PC happens to walk outside the Imperial City (or any other place) only to overhear some "voices" coming from somewhere close to the gate. As he quietly gets closers, he observes that a black hooded man is talking to an Imperial Guard (or what seems to be one) The hooded man is tall, wearing a long black robe and his face cannot be seen. Listening closely, the PC overhears something about "attacking a town", a "distraction" and the "real target" being the "manor in the middle of said town," and also something about some "precious item hidden there".

 

After which, the PC is noticed by both men and inmediately stop their conversation. The black hooded man tells the Imperial Guard "I'll leave this in your hands, I have more pressing matters to attend to" to which the guard replies "Do not worry, he is a dead man".

 

The hooded man casts a spell and disappears. The Imperial Guard attacks the player, with the intent of course, of "silencing him/her". Player can either: a) Fight or b) Run back into the city. Notice that if PC chooses to run back into the city, the "guard" will follow and call the alarm and needless to say, being an "Imperial Guard" and dressed like one, the guards inside will assist against the PC.

 

Should the PC be victorious, he/she will find a note in the guard's inventory upon looting him, where it will be made clear that a few corrupt imperials had been paid very handsomely to turn on their comrades when the town mentioned earlier is attacked (I will add more details later). Plus, the note will mention more about this "manor" and "hidden item" although it will not specify exactly what it is.

 

_________

 

Alternate Quest Start

 

If the PC is part of the Dark Brotherhood, then he will be given himself/herself the details of what was mentioned earlier, and will be given the job of using the confusion of the attack on such town (which is just a distraction), to infiltrate the manor and steal the item in question. He is also told to not leave any survivors or witnesses should he be caught or seen, for he would be recognized as a member of the Brotherhood or suspected to be one at the very least, which could trigger some unpleasant investigations. In this instance, the quest start #1 would not take place at all. (Even though the implications of it would still apply, of course)

 

In either start mode, the PC will be presented with quite a few choices that might make his time in such town (and afterwards, during the rest of the following quest-line) easier... or a lot harder.

 

Of course, there is a lot more, I could say I have enough ideas for a few hours of interesting gameplay, but let's talk about the companion that I would like to see made.

 

Depending on PC choices, one (or two) people might join the PC, of course with certain goals that the PC could definitely take part in and help (the rest of the questline). The companion would be kind of like in Baldur's Gate, by "alignment", so technically, if the PC does certain things around a companion that's good, that companion will eventually leave (or even try to kill the PC in disgust for his/her actions). It would work the same way with an evil companion (There would be two choices and PC would eventually end up with one of them, depending on PC choices throughout the questline). If the PC is too "nice" and shows "weakness" in front of the evil companion, that companion will eventually leave the PC or even rebel entirely and try to kill him/her. Note that once the PC ends up with one of the two, the other might just want revenge... for one reason or the other, and might find ways to kill the PC, whether by assassination, or other means. (Depending on whether the left-over companion is good/evil).

 

 

I have a lot of ideas for the companions themselves, functionality, things they would be able to do, that might just set them apart from most companions out there. Simply put, they would have a personality of their own and would not be bound by the PC no matter what.

 

_______

 

Sorry for the long post... Heh, needless to say, like I mentioned earlier I have a looot of ideas that could develop on a long and interesting quest-line with a lot of interesting choices for the PC, some of which would shape and change some things :) I would say there'll be romance, vengeance, jealousy, and a whole lot of other things... Provided that my idea can be put into something more than just that: ideas. I would totally love if

a) Some people were interested in pursuing it.

b) There was someone that could script that could take care of the more complicated parts of it.

 

and c) Anyone that wanted to see it a reality is more than welcome :D

 

What do you guys think?

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