MLGProPlayer wrote: »1.Your alliance story only (not all 3); your role in the story makes zero sense if you do them simultaneously (you'll see why as you play through them); make sure to also complete the mages and fighters guild quests as you do the alliance story as they won't make sense after the planemeld is over
2. Orsinium
3. Dark Brotherhood (optional, more or less); there is a little bit of continuity between some familiar characters found in side quests around the Gold Coast and Naryu in the main quest, but that's it
4. Morrowind
5. CWC
6. Summerset
Stuff that can be done whenever:
Craglorn (it takes place after the events of the main story, but it doesn't connect to any other story lines)
Thieves Guild
Cadwell's Silver/Gold; this is when you're supposed to do the other alliance story lines. Meridia essentially puts a spell on your so you can experience the other story lines as if you were there (these stories are supposed to basically be a "dream" which is the only way they make sense)
MalsvirIxen wrote: »MLGProPlayer wrote: »1.Your alliance story only (not all 3); your role in the story makes zero sense if you do them simultaneously (you'll see why as you play through them); make sure to also complete the mages and fighters guild quests as you do the alliance story as they won't make sense after the planemeld is over
2. Orsinium
3. Dark Brotherhood (optional, more or less); there is a little bit of continuity between some familiar characters found in side quests around the Gold Coast and Naryu in the main quest, but that's it
4. Morrowind
5. CWC
6. Summerset
Stuff that can be done whenever:
Craglorn (it takes place after the events of the main story, but it doesn't connect to any other story lines)
Thieves Guild
Cadwell's Silver/Gold; this is when you're supposed to do the other alliance story lines. Meridia essentially puts a spell on your so you can experience the other story lines as if you were there (these stories are supposed to basically be a "dream" which is the only way they make sense)
yeah that's why I was thinking of just doing all 3 together at the same time. Especially for when I jump over to areas where I'll be meeting Naryu and Razum-Dar since I'm assuming you're supposed to originally meet them in their alliance zones before the DLC and Chapter zones.
MLGProPlayer wrote: »MalsvirIxen wrote: »MLGProPlayer wrote: »1.Your alliance story only (not all 3); your role in the story makes zero sense if you do them simultaneously (you'll see why as you play through them); make sure to also complete the mages and fighters guild quests as you do the alliance story as they won't make sense after the planemeld is over
2. Orsinium
3. Dark Brotherhood (optional, more or less); there is a little bit of continuity between some familiar characters found in side quests around the Gold Coast and Naryu in the main quest, but that's it
4. Morrowind
5. CWC
6. Summerset
Stuff that can be done whenever:
Craglorn (it takes place after the events of the main story, but it doesn't connect to any other story lines)
Thieves Guild
Cadwell's Silver/Gold; this is when you're supposed to do the other alliance story lines. Meridia essentially puts a spell on your so you can experience the other story lines as if you were there (these stories are supposed to basically be a "dream" which is the only way they make sense)
yeah that's why I was thinking of just doing all 3 together at the same time. Especially for when I jump over to areas where I'll be meeting Naryu and Razum-Dar since I'm assuming you're supposed to originally meet them in their alliance zones before the DLC and Chapter zones.
Yeah, but the story won't make sense without the "Meridia" spell. You can still do it, you'll just need to turn a blind eye to all the inconsistencies.
For example, in one quest, you'll be told to kill a bunch of DC invaders off the coast of Auridon, then if you go to Glenumbra, you'll have a quest where you need to kill a bunch of AD invaders off the coast there. All the quests in a particular alliance will essentially paint members of the other alliances as scumbags.
MalsvirIxen wrote: »MLGProPlayer wrote: »MalsvirIxen wrote: »MLGProPlayer wrote: »1.Your alliance story only (not all 3); your role in the story makes zero sense if you do them simultaneously (you'll see why as you play through them); make sure to also complete the mages and fighters guild quests as you do the alliance story as they won't make sense after the planemeld is over
2. Orsinium
3. Dark Brotherhood (optional, more or less); there is a little bit of continuity between some familiar characters found in side quests around the Gold Coast and Naryu in the main quest, but that's it
4. Morrowind
5. CWC
6. Summerset
Stuff that can be done whenever:
Craglorn (it takes place after the events of the main story, but it doesn't connect to any other story lines)
Thieves Guild
Cadwell's Silver/Gold; this is when you're supposed to do the other alliance story lines. Meridia essentially puts a spell on your so you can experience the other story lines as if you were there (these stories are supposed to basically be a "dream" which is the only way they make sense)
yeah that's why I was thinking of just doing all 3 together at the same time. Especially for when I jump over to areas where I'll be meeting Naryu and Razum-Dar since I'm assuming you're supposed to originally meet them in their alliance zones before the DLC and Chapter zones.
Yeah, but the story won't make sense without the "Meridia" spell. You can still do it, you'll just need to turn a blind eye to all the inconsistencies.
For example, in one quest, you'll be told to kill a bunch of DC invaders off the coast of Auridon, then if you go to Glenumbra, you'll have a quest where you need to kill a bunch of AD invaders off the coast there. All the quests in a particular alliance will essentially paint members of the other alliances as scumbags.
Oh I understand that. But by going by the lore for this time we already know the AD win the war so who I am allied with means all of jack to me.
MalsvirIxen wrote: »MLGProPlayer wrote: »MalsvirIxen wrote: »MLGProPlayer wrote: »1.Your alliance story only (not all 3); your role in the story makes zero sense if you do them simultaneously (you'll see why as you play through them); make sure to also complete the mages and fighters guild quests as you do the alliance story as they won't make sense after the planemeld is over
2. Orsinium
3. Dark Brotherhood (optional, more or less); there is a little bit of continuity between some familiar characters found in side quests around the Gold Coast and Naryu in the main quest, but that's it
4. Morrowind
5. CWC
6. Summerset
Stuff that can be done whenever:
Craglorn (it takes place after the events of the main story, but it doesn't connect to any other story lines)
Thieves Guild
Cadwell's Silver/Gold; this is when you're supposed to do the other alliance story lines. Meridia essentially puts a spell on your so you can experience the other story lines as if you were there (these stories are supposed to basically be a "dream" which is the only way they make sense)
yeah that's why I was thinking of just doing all 3 together at the same time. Especially for when I jump over to areas where I'll be meeting Naryu and Razum-Dar since I'm assuming you're supposed to originally meet them in their alliance zones before the DLC and Chapter zones.
Yeah, but the story won't make sense without the "Meridia" spell. You can still do it, you'll just need to turn a blind eye to all the inconsistencies.
For example, in one quest, you'll be told to kill a bunch of DC invaders off the coast of Auridon, then if you go to Glenumbra, you'll have a quest where you need to kill a bunch of AD invaders off the coast there. All the quests in a particular alliance will essentially paint members of the other alliances as scumbags.
Oh I understand that. But by going by the lore for this time we already know the AD win the war so who I am allied with means all of jack to me.
MalsvirIxen wrote: »So from what I've read from the other threads regarding this on multiple sites, is ZoS pretty much states that everything happens roughly the same time since they introduced One Tamriel. However I'm thinking more of say playing by release date since for the Daedric War you should play Morrowind first, then Clockwork City, and finally Summerset. So am I right in thinking that if I want to play the game in Chronological Order I should do this,
1. Play all 3 Alliance Zones simultaneously + Main Quest + Mage's Guild + Fighter's Guild
2. Imperial City
3. Morrowind
4. Orsinium + Thieves Guild + Dark Brotherhood +Shadow of Hist
5. Horns of the Reach + Clockwork City + Dragon Bones
6. Summerset
SilverIce58 wrote: »MalsvirIxen wrote: »MLGProPlayer wrote: »MalsvirIxen wrote: »MLGProPlayer wrote: »1.Your alliance story only (not all 3); your role in the story makes zero sense if you do them simultaneously (you'll see why as you play through them); make sure to also complete the mages and fighters guild quests as you do the alliance story as they won't make sense after the planemeld is over
2. Orsinium
3. Dark Brotherhood (optional, more or less); there is a little bit of continuity between some familiar characters found in side quests around the Gold Coast and Naryu in the main quest, but that's it
4. Morrowind
5. CWC
6. Summerset
Stuff that can be done whenever:
Craglorn (it takes place after the events of the main story, but it doesn't connect to any other story lines)
Thieves Guild
Cadwell's Silver/Gold; this is when you're supposed to do the other alliance story lines. Meridia essentially puts a spell on your so you can experience the other story lines as if you were there (these stories are supposed to basically be a "dream" which is the only way they make sense)
yeah that's why I was thinking of just doing all 3 together at the same time. Especially for when I jump over to areas where I'll be meeting Naryu and Razum-Dar since I'm assuming you're supposed to originally meet them in their alliance zones before the DLC and Chapter zones.
Yeah, but the story won't make sense without the "Meridia" spell. You can still do it, you'll just need to turn a blind eye to all the inconsistencies.
For example, in one quest, you'll be told to kill a bunch of DC invaders off the coast of Auridon, then if you go to Glenumbra, you'll have a quest where you need to kill a bunch of AD invaders off the coast there. All the quests in a particular alliance will essentially paint members of the other alliances as scumbags.
Oh I understand that. But by going by the lore for this time we already know the AD win the war so who I am allied with means all of jack to me.
AD most certainly did not win the war. Where did you get that piece of info from?
EP seems to get painted as scumbags the least, having played through all 3 campaigns.
AD *** up major for me in Shadowfen.
SilverIce58 wrote: »MalsvirIxen wrote: »MLGProPlayer wrote: »MalsvirIxen wrote: »MLGProPlayer wrote: »1.Your alliance story only (not all 3); your role in the story makes zero sense if you do them simultaneously (you'll see why as you play through them); make sure to also complete the mages and fighters guild quests as you do the alliance story as they won't make sense after the planemeld is over
2. Orsinium
3. Dark Brotherhood (optional, more or less); there is a little bit of continuity between some familiar characters found in side quests around the Gold Coast and Naryu in the main quest, but that's it
4. Morrowind
5. CWC
6. Summerset
Stuff that can be done whenever:
Craglorn (it takes place after the events of the main story, but it doesn't connect to any other story lines)
Thieves Guild
Cadwell's Silver/Gold; this is when you're supposed to do the other alliance story lines. Meridia essentially puts a spell on your so you can experience the other story lines as if you were there (these stories are supposed to basically be a "dream" which is the only way they make sense)
yeah that's why I was thinking of just doing all 3 together at the same time. Especially for when I jump over to areas where I'll be meeting Naryu and Razum-Dar since I'm assuming you're supposed to originally meet them in their alliance zones before the DLC and Chapter zones.
Yeah, but the story won't make sense without the "Meridia" spell. You can still do it, you'll just need to turn a blind eye to all the inconsistencies.
For example, in one quest, you'll be told to kill a bunch of DC invaders off the coast of Auridon, then if you go to Glenumbra, you'll have a quest where you need to kill a bunch of AD invaders off the coast there. All the quests in a particular alliance will essentially paint members of the other alliances as scumbags.
Oh I understand that. But by going by the lore for this time we already know the AD win the war so who I am allied with means all of jack to me.
AD most certainly did not win the war. Where did you get that piece of info from?
They are probably thinking of Skyrim and how much power the Thalmor have in that game, which is the latest on the timeline.
MLGProPlayer wrote: »Stuff that can be done whenever:
Craglorn (it takes place after the events of the main story, but it doesn't connect to any other story lines)
Thieves Guild
Cadwell's Silver/Gold; this is when you're supposed to do the other alliance story lines. Meridia essentially puts a spell on your so you can experience the other story lines as if you were there (these stories are supposed to basically be a "dream" which is the only way they make sense)
MLGProPlayer wrote: »