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Thieves Guild... EXPANDED


keithbk

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Okay, I want the thieves guild EXPANDED in the following ways, once you become the Guild Master (after everything is completed):

 

1) I want to be able to assign the various thieves tasks that they must accomplish. After all, they don't do ANYTHING but hang around the guild.

2) I want a risk/reward system for said tasks, each based on their respective abilities and skillsets.

3) I want the chance that they can be caught and imprisoned, forcing me to go and save them (for example, I assign Rune with a Heist Job in Markarth. He gets caught and I have to break him out of the Markarth jail).

 

As guild master, I should be setting people with tasks and getting rewards through leadership, not just some lame tribute chest.

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  • 2 weeks later...
  • 2 weeks later...

This is really cool. Let's add some more like:
1) Actually using the vault

 

2) A better training room (well expanded, at least)

(i) Lock picking (more chests, more high level chests,etc. ) - balance : all/some are empty [like a gamble]

(ii) Pickpocket practice - have a cage with an npc inside - pickpocket him/her

 

3) Taking high end jobs like jobs from Maven, corrupt officials, etc. - example :

(i) Maven wants info on something the Thalmor have - infiltrate Thalmor embassy. sounds easy? - killing/ getting caught is an immediate quest fail

(ii) Corrupt official - "Bob" was caught by the steward, proof is on said steward. pickpocket that steward. find its not there, pickpocket Jarl who hasn't read the note.

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