formalrevya Posted January 19, 2012 Share Posted January 19, 2012 (edited) Damn double post Edited January 19, 2012 by formalrevya Link to comment Share on other sites More sharing options...
sajuukkhar9000 Posted January 19, 2012 Share Posted January 19, 2012 (edited) Here's the part where the logic breaks down for me in regards to the myriad of complaints against the werewolf quest. Very early on ((first real quest you do for them)) it's made abundantly obvious that the high ranking members are werewolves. this is at a point where your character can't really be argued to have gotten attached to any of the companions as his family and friends. So you could easily bail on the quest, and if you're really a stickler about it. You could tag them all as non essential and murder them thus cleansing the world of this monstrous group. But if you're RPing a character, one of the important parts of that is dealing with things from their perspective, dealing with the conflicts that arise in their story. If anything the fact that you character wants to be a companion, but doesn't want to be a werewolf enriches his story by giving him a ethical decision. Does he stick to his principles and abandon his newfound comrades, or does he realize the folly of his thinking and join them? that's a course of good RP, If you just had the option of doing what you wanted regardless, then you're just playing a regular PC just like in any other game. Though if you're really insistant on being a sellsword, bounties are abundantly available in the world at large, and more or less play out like the companion quests do after you complete their storyline. hunt down the local wildlife, and the local trouble makers, and get paid with a fat coin purse.A perfect explanation Edited January 19, 2012 by sajuukkhar9000 Link to comment Share on other sites More sharing options...
Lachdonin Posted January 19, 2012 Share Posted January 19, 2012 Once you cure Kodlak there is also a bit of forshadowing involving saving the souls of the other, as yet un-cured Harbingers and various other companions. Kodlak talks about rallying the heroes of Sovengarde to invade the realm of Hercine to liberate their tainted bretherin. This of course doesn't play out in the game its self, but offers another perspective. The fact is, there are several RP routes you can take, even if you hate werewolves, in which you still become one. Whether its a sacrifice to save the souls of others, a personal bid for power, or an honest desire to smell like a wet dog, there is more than just the meta-game approach to the Companions storyline. That doesn't mean the Companions story is good. The fact that they let you into the circle after what... 3 jobs? Thats absurd. But everything in this game is short. Link to comment Share on other sites More sharing options...
sajuukkhar9000 Posted January 19, 2012 Share Posted January 19, 2012 (edited) there should have been 5 mandatory radiant quests between each of the big quests. Edited January 19, 2012 by sajuukkhar9000 Link to comment Share on other sites More sharing options...
Lachdonin Posted January 19, 2012 Share Posted January 19, 2012 there should have been 5 mandatory radiant quests between each of the big quests. I generally find that about ALL the 'guilds' in Skyrim. Oh, how i miss the heady days of Morrowind, when you actually had to be versed in Magic to advance in the Mages Guild... Link to comment Share on other sites More sharing options...
sajuukkhar9000 Posted January 19, 2012 Share Posted January 19, 2012 (edited) I generally find that about ALL the 'guilds' in Skyrim. Oh, how i miss the heady days of Morrowind, when you actually had to be versed in Magic to advance in the Mages Guild...The DB and thieves guild had excellently sized quests. Also you mean "when all you had to do was pay a trainer to raise your level so you could get past the arbitrary and useless guild req" days? I am glad those are gone, useless features that that need to be removed. Edited January 19, 2012 by sajuukkhar9000 Link to comment Share on other sites More sharing options...
Lachdonin Posted January 19, 2012 Share Posted January 19, 2012 I generally find that about ALL the 'guilds' in Skyrim. Oh, how i miss the heady days of Morrowind, when you actually had to be versed in Magic to advance in the Mages Guild...The DB and thieves guild had excellently sized quests. Also you mean "when all you had to do was pay a trainer to raise your level so you could get past the arbitrary and useless guild req" days? I am glad those are gone, useless features that that need to be removed. First, i still found those questlines short. Why does Astrid start sending you off on a plan to assasinate the Emperor when you've been around for... What? A week? As for the training thing, yes, it was broken in Morrowind. I'm not denying that. I dissagree that guild requirements were arbitrary and useless, however. They added specialisation to the guild and made the PC actually have to partake in the area of expertise related to it. In Skyrim, you can get through the College of Winterhold quests casting what... 4 spells? Some mage. Link to comment Share on other sites More sharing options...
ginnyfizz Posted January 19, 2012 Share Posted January 19, 2012 The problem is, from what I understand, that the Cure Lycanthropy quest does not work for everyone and nor can it always be removed by the console. I would prefer that if you decided you did not want to become a werewolf, there could be a quest branch where you had to complete some extra missions in order to proceed with the Companions Main questline, but would still be able to become leader. Werewolf does not suit my play style, my characters do tend to have excellent archery and one handed skills and are no slouches when it comes to combat, but the werewolf powerplay style has never interested me. The cure lycantrophy quest for Vilkas and Farkas are bugged, but those quests don't have anything to do with curing yourself, since that does not have a quest marker. I have spoken to several people who have tried to cure their own lycanthropy and that has not worked, and neither has using the console worked. This is the main issue for me doing the Companions Questline. If the cure for the player character always worked, then seeing as she would invariably have taken all the witches heads when on the mission to procure the cure for Kodlak, she could then just chuck another head on the barbie, so to speak, for herself. But I have spoken to people for whom it has not worked and who have also found that the disadvantages, even when not in Beast Form, outweight the advantages. The 100% disease resistance is of not so much interest to my character because she has high Alchemy and Restoration and thus other means to cure diseases. As to the roleplaying aspect, it would make just as much sense to have a quest branch where if you do not want to be a werewolf, the focus is on helping cure Kodlak and save the souls of those who wish to be cured, still becoming Harbinger. Link to comment Share on other sites More sharing options...
JimboUK Posted January 19, 2012 Share Posted January 19, 2012 I generally find that about ALL the 'guilds' in Skyrim. Oh, how i miss the heady days of Morrowind, when you actually had to be versed in Magic to advance in the Mages Guild...The DB and thieves guild had excellently sized quests. Also you mean "when all you had to do was pay a trainer to raise your level so you could get past the arbitrary and useless guild req" days? I am glad those are gone, useless features that that need to be removed. Useless guild requirement? it makes sense that the arch mage should be a competent caster and not some knuckle dragging baboon whose skills are all warrior related. As for abusing the training in Morrowind, that was entirely optional and completely irrelevant as the point isn't about how you get the skills but not having them in the first place. Link to comment Share on other sites More sharing options...
chanchan05 Posted January 19, 2012 Share Posted January 19, 2012 Why does Astrid start sending you off on a plan to assasinate the Emperor when you've been around for... What? A week? Astrid does not want the Night Mother. You are the Listener and therefore the de facto leader of the DB, not her. Of course you don't know YET its supposed to be that way. So Astrid sends you out to die. Link to comment Share on other sites More sharing options...
Recommended Posts