#Fixing Factions: Thieves Guild!

79 messages · Page 1 of 1 (latest)

dull siren
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It is no mystery to anyone that Skyrim's faction writing can sometimes leave things to be desired. Let's bring those desires to life:

Imagine that you are a designer working on the Thieves Guild questline. What ONE major change would you make to this questline, whether it be to the lore, gameplay, or character writing? What are its effects on the story and the rest of the game?

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crimson kayak
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more barenziah gems

willow ridge
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less radiant quests

austere dirge
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more barenziah crowns

errant trench
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Honestly i would have had Nocturnals presence be more pronounced but that would be antithetical to Nocturnals sphere.

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Making Mercer Frey likeable so that the betrayal actually stung was my second go-to, though

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Or

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Better yet

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Ditch mercer, have Brynjolf be the betrayer

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And make the betrayal later on in the story

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And if Mercer is still in play, have HIM and Karliah (they can still be beefing) join you instead

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Betrayal doesnt work when you hate the person by default

willow ridge
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turn Mercer into a thalmor agent

heady hearth
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Mercer ending up just being an asshole and helps u beat the betrayer Brynjolf along with karliah sounds fire

frigid oar
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(and maybe reduced the amount needed ig, but that's less important to me)

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But that's not actually what I'd choose for my one change, it's just the first thing I saw

willow ridge
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Also gotta add in that the speech skill shoulda been use more in general. I find it wild there was only some minor unimpactful checks. But then again the skill sucks beyond just this faction, but you'd expect it to be more impactful in this faction atleast.

frigid oar
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I love Brynjolf so... Yeah that'd hurt

willow ridge
frigid oar
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Oops

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Hold

river vector
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i find karliah a little too brooding, very nitpicky but the VA could have toned it back imo. just found interacting with her a bit... forced?

scenic dawn
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Oh boy, here we go.

Make opposing Nocturnal an actual choice - why we can oppose Hircine in Companions questline, but here we gotta be a good boy and sell our soul?

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Screw daedric magic influence, i will make my own luck

river vector
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hard agree on the less radiant quests too. i think more time could have been given to the other guild members to flesh out their stories, have it be more of an impact when things go to shit rather than fighting for something you're only kinda invested in

willow ridge
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Radiant quest arent inherently bad but the normal result is out of laziness

frigid oar
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Ooh a setup would be cool

river vector
scenic dawn
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Like, that would be one major change i will implement: make it possible to refuse Karliah's plan.

Obviosly Nocturnal will be angry to the Guild, but bringing the key back isn't the only way to break the curse - storm the sanctum, defy Nocturnal once more, and maybe pillage some of her treasures in the process

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A heist to remember

errant trench
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Karliah being framed would still make sense but if it was instead a mystery as to who did it, that would be cool

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That brings me to the Nightingale Trinity though, it would either have to be public knowledge to the guild or knowledge only people in a position like Brynjolfs would know for that idea to work, since Brynjolf being the betrayer also depends upon knowledge of the trinity and the skeleton key

willow ridge
# scenic dawn A heist to remember

Selling your soul makes sense in the thieves guild, selling even your soul for abit more coin. Companions it never made any sense imo especially that no rumors existed for how long they hid the wolf suits.

errant trench
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A shame werewolf thieves tend to lack subtlety

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Though ripping open doors is a plus

willow ridge
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Werewolf rolls to sneak 1d20 intimidation check

wild hill
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Give the Nightingale's the axe and make them an optional route for low level characters while beefing Mercer up with the Skeleton key. Also have more than three missions for stealing things. Also also have a bit more crossover with the Dark Brotherhood, as Delvin is a great connecting piece that isn't utilized much.

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As Sov said make Mercer likable, and actually maybe have a system where Brynjolf and Mercer give you conflicting tasks every now and then, and whoever you end up going with will affect who snaps and betrays the guild.

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Then, and this is the bit I was most frustrated about, give us options on how to take the betrayer down. If we're low level, the Nightingale's will give us a temporary power buff to take them down, if we're a part of the Dark Brotherhood, have them be a faction we can contract with taking him down, and if we think we're powerful enough, give us the Don't Fear the Reaper ending where we go after him by ourselves

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I think the most important part is that we're given at least the illusion that a lot more is happening behind the scenes with the guild

scenic dawn
wild hill
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No I didn't

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I'm rewriting it, as per the premise

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I think his motive was fairly weak, personally. Greed is one thing, but he went to a whole other level

fleet saddle
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It still bothers me, all these years later, that we never know where Rune came from....

heady hearth
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Nvm

long flame
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fix the uh fix the thing with the thing. The thing, that is. :D

  1. Oppose nocturnal
  2. Make the radiant quests better, better scaling, better locations, better loot:reward ratio etc.
  3. Make the cistern way more upgraded as it progresses, like a full-on player+guild home.
  4. more cool missions, like idk defend the guild from outside forces, guards, bribe x official.

etc.
mods.

willow ridge
visual coral
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More thieving missions, or add a second storyline.

Tbf, all of the guilds in Skyrim actually could use a second storyline.

Morrowind imo, did a pretty good job of combining not just one, but three concurrent storyline (or rather, the third one done concurrently with the second, though it is not an actual part of the Thieves Guild questline) of the Thieves Guild

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Like, the primary questline is pretty much the Guild's war against the Cammona Tong (I just love this Mafia vs Mafia-esque storyline) if a bit crude. Second is how we revive basically the Elder Scrolls' version of Robin Hood, the Bal Molagmer.

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And the Bal Molagmer also involves the Twin Lamps mini quest

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it's just Peak

visual coral
# dull siren It is no mystery to anyone that Skyrim's faction writing can sometimes leave thi...

The way I see it for additional storyline:

  • branching storyline, either expand the guild's dealings with the Black Briars (this can be either via Delvin or Mercer), or became fully independent (primarily from Brynjolf/Vex), though if we use the vanilla questline as a primary stick, it will pretty much limited to the latter (not as bad, mind you, as the main objective of the Guild is to be able to operate without interference). I'm using Morrowind and Oblivion's questline as a measuring stick, so your mileage may vary.
  • As much as I love Mercer, his background and the fact that he lets the Guild deals with the Black Briars is a rather major red flag if we want to make him a competent Guild Master in a more professional manner (as the saying goes, if your organization goes to the point of begging for jobs to a different mob boss, your leader will be considered weak). If anything, I want to either make him more like a mob boss (like Orvas Dren) and we can deal with him the way the Nerevarine did with Orvas Dren; either asking for support from the underground Riften scene to make him fall, or as the vanilla questline goes, deal with him ourself (though I will think if I go with the former it will pretty much make me another storyline of either stopping the Jarl's assassination, then supporting/restoring her actual authority indirectly, kinda like a mix Morrowind and Oblivion did with Duke Vedam Dren and the Count Corvus Umbranox, or helping Maven undermining Laila's authority, like Orvas tried to his brother Vedam)
visual coral
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As for Karliah, she is kind of a wild card here. Though I do feel like she can get involved more in the Guild's dealings rather than keep moaning about Mercer being an asshole and restoring the Nightingale, like the mob boss thing ( hell, she can even give nods to the Morrowind questline by remarking that the Guild's issues reminds her of what her parents told her about Vvardenfell's Guild's dealings with Cammona Tong)

scenic dawn
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Maven is a cutthroat politician of her own, true, but her goal of making it into the political elite of the Empire is very much valid, considering she grew up in the burnt down Riften.

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Orvas was just a racist psycho, literally

visual coral
# scenic dawn Orvas was just a racist psycho, literally

yeap, but better in a more organizational thing.

The Silver-Bloods aren't even shown to be a fully organized crime ring, as much as I want to see Bethesda make them do so. The fact that they made a deal with the Reachmen shows that. Orvas and his Cammona Tong meanwhile, imho, is better organized. Hell, they don't even need to outsource when he plans to kill his brother Vedam. Heck if the Thief Nerevarine wouldn't interfere, I believe he will do just that.

I won't call him a Psycho though. racist, yes, but he's sane enough to give the Nerevarine support to become a Hlaalu Hortator

scenic dawn
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I won't call him a Psycho, though

Well, then you didn't even scratch the surface of everything illegitimate Camonna Tong was doing for the entirety of Morrowind BosmerGlad

One of the crazier quests was about Cammona Tong stuffing a Khajiit Slave with Moon Sugar to smuggle the product, and then gutting the slave to retrieve the product

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Or the whole Ash Statue business which greatly aided Dagoth Ur

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Either way, thats enough Camonna Tong.

Supporting Thieves Guild and Dark Brotherhood is something Imperial Politicians were doing for ages - its the exact reason Maven still is willing to support both in the Skyrim despite their very obvious decline.

visual coral
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Hence the branching storyline on the first point I proposed, though the go full independent thing will require the Guild to resolve the Nocturnal problem first.

soft crypt
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I would definitely go for a more side quest centered approach as I don't hate the thieves guild questline and the fact that it makes you work for the leadership role. But once you become the guildmaster, it would be fun to organize full scale heists or looting runs with multiple members all doing a specific job as in a party system. Or an organised raid on the treasury of jarls of different holds. In short, I would like joint missions of looting and thieving with different members of the guild instead of working solo and actually see the other members do jobs on their own which would also be nice.

frigid oar
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It sucks it does it in such a bad way at the same time

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And that it doesn't mean much?

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Not that we need more income but getting a slice of the income and loot would be cool

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TG is honestly hard for me to choose one change I'd make

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I think I generally agree with the side quests being more integrated and better done in general but that's very vague

near fjord
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More Paragons like the Crown of Barenziah would be interesting. It's mentioned as this big fancy concept when the concept is mentioned, but then it turns out to be the only one in play.

visual coral
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but with better programming to follow with the radiant AI

soft crypt
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I would definitely love those combined heist or group quests with lots of spoil. It would make me feel like a part of something. I also think that immediately becoming a nightingale after just a few jobs is ridiculous but ig its the thing with skyrim. Listener after 2 missions, harbinger after 5 and archmage too