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A Roleplaying Dungeon [concept]


hotstew

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Hi guys,

 

it's me, creator of the infamous Hentaikiin Lock. :biggrin:

Anyway, I had the idea to create a little dungeon mod that differs from the main game in several ways:

 

  1. There will be no quests in your journal. You decide what's best for you.
  2. Everyone can be killed. This doesn't mean killing everyone is the easiest way to get out.
  3. You will be faced with real choices, in dialogue form and by action.

 

The whole point behind this is to create an experience that is more akin to pen&paper roleplaying without the whole dice rolling and number crunching aspect.

I love Skyrim but I miss the meaningful decisions we had in Fallout 3.

This will be my first try to actually produce anything with the CK but if the premise intrigues you, write me a PM.

 

Thank for reading, leave comments and ideas below.

Edited by hotstew
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This sounds like a good mod idea. Skyrim doesn't have a lot of choices. It seems like the quests are usually, "Go kill X." The only choice you usually get is to do the quest or ignore it, like if a daedra lord tells you to go kill someone nice and you don't want to do it.

 

It would be nice if there was more sneaking, more persuasion, and more puzzle-solving to beat a quest or dungeon.

 

I think that the quest flags on my view screen in first person mode are an abomination! What do they think this is? Halo? Does the Dragonborn have a computer in his helmet and a viewplate in front of his face? So I like your idea of not having quest diary updates.

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I think the biggest thing that's missing from Skyrim is multiple paths.

 

In every dungeon I've been through thus far (which, I'll admit, is scarcely a fraction of what's in the game), there's just one path (maybe with a dead-ending branch here-and-there for "variety"), and a bunch of bad guys and traps along said path. There's no way through but killing everything.

 

What would be great is to have dungeons with alternative paths that require different skill sets. So the warrior could go straight down the metaphorical middle, killing everything and getting to the end; the thief finds the secret path that lets him bypass most of the bad guys and/or gives him supreme sniping positions; the mage finds... uh... okay, not sure about that one off the top of my head. And there's some bad guys who will talk to you, and that you can either coerce (using Speechcraft) or bribe to let you pass peacefully.

 

The Alik'r quest to find the missing woman in Whiterun is the only example I can think of of a well-done alternate-path quest in the vanilla game, and even then it's all hack-and-slash until you get to the final room, where the boss suddenly starts talking to you. Then you can make a choice. Why not do something similar, but earlier on, and with guys other than the boss? Like, bribe the guards standing outside the treasure room to look the other way for a a few minutes, then intimidate your way past a group of bandits huddled around a campfire for warmth, until you finally sweet-talk the boss into no longer harassing the nearby town that sent you out to stop him in the first place.

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