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Skyrim- Make a Quest game.


El`derina

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Thought we could all use a little creative story telling to help pass the time. Share your thoughts and dreams here folks!

 

Rules: Just try to share something interesting for a questline. Could be from things known from existing info on Skyrim, tie ins from other games, or whatever. Maybe you had something pretty cool/funny/interesting happen to you in Oblivion and you think it would carry into a questline pretty well.

 

I would start us off... but I am hitting bed.. I'll check back tomorrow morning, or after work.

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There was one quest that I planned on modding into Skyrim. The details about names, places, what clues there will be etc aren't established yet but I'll fill them in once the game is out. The idea is to make it seem like a simple delivery quest at first, but one that becomes much more indepth as you get into it.

 

Part 1

 

You start the quest off by speaking with an NPC in a tavern or a house in a town (if I create a town for example). He asks you to deliver a key to a man in some other town or village and will pay you a fee if you bring the receipt back to him.

 

At the NPCs house you find a man waiting there to deliver the key to. You can discover however that he is not the man who you are meant to deliver the key to. Either way you are attacked by a group of NPCs upon leaving the house. You discover information from one of them that the NPC has been kidnapped and taken to another town.

 

You head to that town to find the NPC and either free him by killing the other NPCs or negotiating his release. You then return back to his house.

 

The NPC then asks you to find out what location the key opens the door to. The only clue is a book that is an old family heirloom.

 

Part 2

 

The book leads you to a rogue vampire who will give you information about what the key opens in exchange for you bringing him a cattle (which is an NPC who does nothing but provide blood for the vampire) or you can just convince him with your skills/threats/best him in battle etc.

 

The cattle can be found in a town somewhere and you need to trick them into coming back with you to the vampire. The vampire tells you that the key opens a tomb that a vampire clan lives. The clan holds a spell that is needed to access a door in another ruin that contains a treasure, and the key is also needed to unlock the treasure.

 

You go back to the NPC and find him dead and the key gone. There are clues that lead you to another group who have taken the key for themselves. You have to kill them/steal it/or convince them to give it over to you.

 

Part 3

 

Once you have the key you go to the vampire clan and either fight your way throught or negotiate your way through to the vampire patriach. The Patriach says that he will give you the spell if you rescue another one of the vampires from a necromancer cult in another dungeon.

 

You can choose to either accept his task or just kill him and take the spell tome from his body. If you accept his task then he will give you a necromancer robe so you can try and bluff your way through to the vampire.

 

When you reach the necromancer den you either fight/sneak or negotiate/bluff your way through to the vampire and escort him back to the vampire clan. They give you the spell tome in exchange.

 

Part 4

 

Once you have learned the spell you go to the ruin and explore your way through a large number of traps.

 

When you reach the place where the door is meant to be you cast the spell and it becomes visible/is summoned etc (depends on what visual effect is easiest to do).

 

Inside the chamber there is both the treasure and a skeleton nailed to a cross with a ghost standing next to it. The cross and the treasure are both locked to something (like a rock or alter) and the ghost tells you (or you get a feeling if I decide to make the ghost not speak) that unlocking one will cause the key to break and keep the other chained up forever. You then have to choose to either unlock and take the treasure or unlock and free the ghost. The reward you get depends on what you choose, and of course the warm feeling you get for being able to roleplay either someone who is a good samaritan or one who only cares about their own profit.

 

What do you think?

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It's better than "Bring me 20 Imp Galls" but the problem is there's no real logical progression from one quest to the next aside from the seemingly arbitrary hooks at the end of each quest leading to the next one. It'd make more logical sense if there was someone else who was doing the research on all of this stuff and having you collect the items to get the treasure one by one... similar to the end of the Thieves' Guild questline in Oblivion where you're running the errands for the Grey Fox, but I don't think ANYONE likes the quest giver structure...

 

Anyway, to contribute, here's an idea I threw together: In 4-7 nondescript dungeons throughout Skyrim, there exists a Black Door. The Door is fairly easily found but hidden somewhere in the dungeon is the matching Black Key. Find the key to open the door and inside you'll find a unique zombie knight who attacks. Kill him, and you'll get a unique sword along with a diary. Each diary contains small fragments of what happened, as well as the location of other Black Doors.

 

If you find all the diaries and piece the information together, you'll get the backstory: The four knights were worshippers of Molag Bal who were ordered by their Prince to kill a favored priestess of Meridia. They succeeded in this, and Meridia responded by cursing the murderers with undeath. You also receive the location of a tomb where the priestess was buried as well as the location of a small shrine to Molag Bal where the knights would meet in life.

 

Take the swords to the tomb, where Meridia will destroy them and reward you with a powerful magic ring.

 

Take them to Molag Bal, however, and he'll fuse them together to make a powerful magic greatsword.

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How about a quest where you could become the lord of a castle? The kind of quest where the lord ask for help to deffend his mansion/castle from the enemy army, then you can decide if you help the lord to deffend the castle, join the enemy army or conquest the castle by yourself.

 

"Thanks to help me to defend the castle"/"Finally, the castle belongs to us, the Dragon Mountain bandits"

 

"My pleasure, sir"

"Give my reward"

"Die, pig, now the castle is mine"

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It's not all the way there, I just came up with this. Be gentle.

Someone walks up to you, given by your reputation, he knows who you are and what you do. He asks if you can look into a mine problem. He owns Tyronspire Mine. And all of his miners have disappeared. He wants you to go into the mine and find out whats happen to them.

Now in Oblivion I loved exploring mines, I wish there was more. I loved the Infested Mine. The entrance was awesome. So if they add more mines in Skyrim then I'll be really happy. I made up the name Tyronspire so don't think I got it from any demos I've seen. :psyduck:

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This seems more like a story than a quest, but quest=story lol but here it is.

 

 

You’re riding your horse on a mountain pass, it's cold and the snow is dancing around you. The snowflakes fall down like feathers, but they intrude your line of sight. It’s cold and your clothes become damp and your horse begins to slow. It’s quiet out and the moon shines bright in the black deathly night, suddenly your horse rears and knocks you back and you fall to the ground! Your horse takes off in the other direction and you quickly pick yourself up, but not in time to retrieve your cowardly steed.

 

A figure appears in the distance, it looks like a man, but the snow as softly as it falls will not let you make out the person or thing. It turns to you and all you see are these glowing red eyes and the figure begins to move away. You try to catch up to the hooded figure but suddenly you get caught up in a storm of arrows! You unequip your weapon(s) and heading straight toward you are skeletons aiming their arrows far too close for comfort. *short yet heated battle* The last skeleton disperses into dust and you head in the direction where you last saw the figure.

 

You didn’t have to travel far before you reached the hooded figure and you spoke demanding to know who or what the thing was. The figure turned to you and a cold burst of wind blew against the figure uncovering its face. It was a man….a Dark Elf, his eyes glowing red, but there seemed to be no anger in his eyes. You demand his name and he smiles. You lift your sword threatening him and he begins to laugh. You become frustrated (so easily?) and charge towards the elf. He lifts his arms and clenched his fists and *yells some strange language* and you fly back viciously hitting against the side of the mountain.

 

You are dumbfounded and confused, this was no ordinary man…he could speak the language of the dragons but how?! Was he dragon-born??? Suddenly a dragon appears from below and the snow dissipates with each flap of the dragon’s powerful colossal wings. The man laughs hysterically and speaks to the dragon, but you cannot make out his words. You perform a dragon shout and the man suddenly vanishes, but he dropped something. The dragon which you almost forgot about has not disappeared and you block it as it lunges for your throat.

 

Personally I think it would be cool to find another Dragon-born person. I figure since you can be any character (and your character is ultimately dragon born) there's really a chance any one from any race can be one...anyways. A lot of detail, more like a story than a quest idea, but hey! You have to go and find out who this person is and learn if he's dragon-born like you or something else. Maybe he is a dragon? :O

Edited by SynysterShadows1213
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*snip*

 

From a lore perspective it's fairly plausible: You're not the first Dovakhiin ever, Ysmir/Tiber Septim was one before you. Remember, though, the greybeards also practice the Voice so you can't use that alone to establish a character's identity as one.

 

As well... Games Are Not Film. What if, instead of pausing for a while, the player just assumed it was a random bandit attack and one-shot the elf before taking everything in? When writing for games, you want to craft interesting situations, not stories. A situation is "The player encounters a bandit on the road." A story is "The player encounters a bandit on the road, so the player uses a calm spell to talk to them, where the bandit reveals themselves to have abandoned their family after finding themselves unable to deal with the pressures of being a parent." While the latter is more interesting than the former, what makes it interesting depends upon the player performing a certain action, meaning the player is denied this bit of content if they choose another reaction or, even worse, if they're forced to make the "correct" reaction in a cutscene. A much better idea is to make a situation that's inherently interesting, then allow the player to freely use the game's mechanics (rather than a pre-written script) to react to it however they want.

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*snip*

*snip*

 

:-p

 

Anyways, I agree with Alcin. But this is just quest building, having some fun... no need for him or anyone to pretty it up for actual quest use.

It would be cool to fight another dragonborn tho. Could be your archenemy and you keep running into him at times. It's his story tho so I'll stop right there.

 

Thanks for contributing all! Keep it coming.

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Another idea I came up with: Starmetal encounters.

 

Every so often, a meteor will fall somewhere in Skyrim. The meteor will land in a random pre-designated location, showing a bright light show of it streaking across the sky. This will only happen if the player is in an exterior cell at night such to minimize the chance of the player missing the occurrence. If the player follows it to the crater site, they can harvest the starmetal from it and use it to smith a powerful piece of equipment.

 

However, if the meteorite is unclaimed by the player within 3 in-game days, the metal will be gone and a discarded note will be left giving a clue as to who took it. If the player is in the cell where the meteorite is when the limit passes, then it just waits to update until the player moves sufficiently far away, as to not have the note suddenly appear out of nowhere. Whoever took it will be an inhabitant of a random dungeon from a list, always preferring one the player hasn't already visited. If the player goes to that dungeon and clears it out within 14 in-game days after the starmetal was taken, they'll find it there, still raw. However, if the player waits too long, then the inhabitants will have already crafted it into a random piece of equipment, which may not have been what the player wanted. (e.g., a greatsword when the player is an axe user, or a piece of light armor when the player wears heavy.)

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