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I know it's too late to implement this with TG, but please consider it with DB...

AngryNord
AngryNord
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You go to Vulkhel Guard/Davon's Watch/Daggerfall, meet a Cyrodiilic noble there, he tells you that his area of Cyrodiil has managed to stay out of the three realms war, thanks to their powerful militia in the area. Unfortunately, due to all the able personell being needed to protect the area against becoming dragged into the war, justice has pretty much collapsed, and they are now plagued by assassins. They need willing heroes from all across Tamriel to help fend them off as long as the borders aren't safe. You accept, get whisked off to the Anvil docks, where a couple of hooded figures approach you, and drag you into an alley. They tell you they know why you're there, and gives you the option to join them instead, but to do so, you first need to prove yourself. This has to be done by killing the same nobleman that gave you the mission. You then go to his mansion, and then have the choice of either following on with your original mission, and become an Enforcer, which will naturally make the DB hostile to you, or to say "screw this", kill him and by that get your initiation to the DB

Don't really see any good reason why this couldn't be implemented, and it would give those who play "good" characters a chance to also enjoy the DLC even it they don't want to be an evil badass.
  • Enodoc
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    So what you're essentially after is a "good character parallel" storyline in the Dark Brotherhood DLC? It's certainly plausible. In both games where you could join the DB before, you also had the option of killing the DB quest-giver. In Oblivion this didn't do much, but in Skyrim it led to an alternative path where you eradicate the DB from the area.
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  • AngryNord
    AngryNord
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    Enodoc wrote: »
    So what you're essentially after is a "good character parallel" storyline in the Dark Brotherhood DLC? It's certainly plausible. In both games where you could join the DB before, you also had the option of killing the DB quest-giver. In Oblivion this didn't do much, but in Skyrim it led to an alternative path where you eradicate the DB from the area.

    Basically, perhaps a questline where you hunt down various DB operatives, culminating in a final Boss-fight against the DB leader, or something like that.
  • Ffastyl
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    Well, to keep it in line with the past games, even if this specific scenario isn't used, the Dark Brotherhood should only contact known murderers. In TES5 and TES4 (the two I have played), the Dark Brotherhood would only invite you to join if you had previously murdered an innocent in some fashion. What were especially memorable were the notifications: A letter with a black hand print and the simple "We know," and "Your killing has been observed by forces unknown..." followed by a surprise visit from an invisible contact in your sleep. I especially prefer the latter (oblivion's) because the setup is more disturbing. As opposed to waking up in a completely new location, expecting unusual things to happen, you wake up where you were and something you can barely see is talking right in front of you. In a place you thought secure enough to sleep, someone has crept up on you, dispelling your sense of safety.
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  • magnusthorek
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    That's sound almost like Skyrim's mod Wyrmstooth. It was one of the best quest mods I played but its story didn't fit well in the whole context of Skyrim and such parallel, although interesting, doesn't sound lore friendly enough to have it's place in something that, at least in theory, have the sole purpose to bring all lore together.
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  • Reedx
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    Hmm would be awesome if they would make that way.

    But think you getting your hopes up. The DLC will must likey be just a guild you do or not join, and you cant sleep in this game, so quess it just will be someone waiting for you at a wayshrine and tell you to go to the guild, dont think they will make any more effort on the DLC..
    Edited by Reedx on January 25, 2016 3:00PM
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