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The DB let me down. Here's how to save it.


Miraboreasu

  

48 members have voted

  1. 1. Did you like the direction the DB questline went in?

  2. 2. Did you think it was lacking?

  3. 3. Do you want characters with notable personalities to return in this possible DLC?

    • Yes, and they remain as companions.
    • Yes, but some of them need to die.
    • No, it's fine as it is.


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My opinion is the same, the DB quests in SKyrim were retarded and boring. It was the usual same business, "enter the place and kill'em all."

 

I remember learning something in the DB of Oblivion:

. Investigate escape routes

. learn the movements of the victims, or guards.

. choose the right moment.

. Kill it and escape with no problem.

 

Hell, I still don't understand. Why there is only one sanctuary that remains in all of Tamriel? and, in the end the questline ends so suddenly?

 

I say that Assassin's Creed was copied from DB Oblivion :tongue: .

 

I would not buy a DB DLC, mainly because this should be fixed in the first release or in patches. But yes, this should be a mod at least.

 

It seems stealth isn't even much encouraged here. I remember Astrid mentioning it's ok to get caught, just do your time, and come back. That seemed very unlike the Dark Brotherhood to me. I'm starting to wonder if the developers ever played an Elder Scrolls game!

 

That's because Astrid is a disgrace to the Dark Brotherhood.

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No more conversation eh? I thought there was a lot of good discussion going on here.

I'm taking time off from brainstorming; I can certainly come up with ideas, I just don't want to burn through them all at once.

 

If anything, I'd think an underbelly of organized crime would give the Dark Brotherhood some extra income, and possibly put the guild in contention with the Thieves Guild; yes, murder may remain the Dark Brotherhood's main thing, but there's no reason why the organization, which appears to be really poor and near the very bottom of a very uncomfortable valley, can't climb back up and reinvent itself. They say money makes the world go round, so why not have the Dark Brotherhood take this to the core of its existence and bolster its murderous ways with other criminal activities? I mean, it's not like they have a torture chamber in the sanctum... wait... what?

 

That said, I need time to organize my thoughts... I have ideas on how to expand the Dark Brotherhood into organized crime, and to take aspects into consideration when bringing it back to the assassination/murder aspect of the organization, but I don't want to blow my entire load too quickly.

I'm seeing some opposition to the idea of the DB branching out too much, so I've got an idea to settle some ground.

 

Every assassin's guild I've ever heard of in a fantasy world has always been neck-deep in conspiracy. Perhaps instead of taking the thuggish route, and employing all the tools we've been talking about for normal jobs, these methods are best reserved for very high risk political affairs. Perhaps you will get very important contracts, such as removal of a Jarl, or taking out the head of the Thalmor's Skyrim operations.

 

I know we were headed in this direction already, but why not make it pretty obvious now, and keep the DB away from petty thuggish endeavors, and instead focus more on what assassins are meant for, manipulation and conspiracy, as well as personal affairs.

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I think, given the situation, Astrid did the best she could.

 

Remember: Skyrim takes place 200 years after Oblivion, and I don't think it was mentioned in-game when the previous Listener for the Dark Brotherhood ceased to exist (I seriously haven't read Cicero's Journals, because I haven't been able to find them); for all I know, it could have been 200 years since the last Listener was alive, so there's no reason the organization couldn't have really fallen onto hard times during the past two centuries.

 

I don't think it's a matter of the Dark Brotherhood not encouraging stealth, as much as the game not encouraging stealth to begin with; as I've mentioned in other threads, there are no alternative entries for most structures in the game, forcing players to almost always enter through the front door; if anything, I think the Dark Brotherhood's lack of stealth is more an embodiment of the game's flaws regarding stealth, than an indication of how far the Dark Brotherhood has fallen. Yes, the Dark Brotherhood has pretty much become a group of common murderers with some fairly thuggish personalities, but I fault that to generations of lacking leadership, rather than putting it all on Astrid's shoulders.

 

I understand why some are averse to having the Dark Brotherhood enter the racketeering game; this is why I suggested it be optional, so if the player felt the Dark Brotherhood should not pursue those avenues, they could simply tell the NPC who suggests it to, "Never mention this again". Again, I feel giving players choices that matter is important; giving the player the choice to expand the organization's operations into racketeering would help improve the influx of income, which in turn could help in the rebuilding process, say by adding money that could then be used in the sanctuaries in other cities, whereas, without the organization's entry into racketeering, the organization could also continue its expansion, but at a slower rate; as a trade off, it would make sense for the city guards and Penitus Oculatus to focus much more on the Dark Brotherhood (as the organization would be expanding its power) with the local guards taking on a more police-like role, while the Penitus Oculatus would become something like the FBI.

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