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General guest flexibility questions


mrspongeworthy

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I'm used to RPGs having the flexibility to allow me to take on a quest and then double-cross the originator. I'm trying to do this in Skyrim a bit, mostly in regards to the thieves guild, but am finding no options to, for example, take on a quest and then run to the poor victim and help him/her instead. I think I've run into this problem in a few other areas too. Am I missing something, or are many of the quests in Skyrim less flexible in outcome than I'm expecting. I didn't generally have the feeling with Fallout 3 or NV, for example.

 

Not looking for spoilers, just don't want to waste my time accepting quests I'm not actually interested in (except in terms of opposing the fulfillment of the goals of said quest) only to find out that there is no resolution to the quest other than to strictly follow the scripted plot.

 

Am I missing something? Can I (for example) join the thieves guild simply for the purpose of infiltrating them and then taking them down?

 

Thanks!

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I have found there to be a lot less flexibility in quests, especially the thieves guild. Sometimes when I am doing something bad to a person who doesn't deserve it I leave behind money or valuable items to make up for it.

 

Luckily the really bad stuff I've had to do so far has ended up being to people who deserve it. The first quest for Maven is an example...if you do a little digging you will find out your target is not such a good person and more than deserves what happens to him. I always try to dig around before my quests like this and see if there is dirt on my targets before I decide how to go about things.

Edited by stars2heaven
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you can double cross dark brother hood, you can double cross stormclocks, as for thieves guild, you can kill every thieves guild member except the 2 quest givers, you can steal the skeleton key before the every last quest and keep it, althought the quest doesnt go away
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