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My own Guidl
Posted: Fri Jan 20, 2006 9:15 pm
by gramps001
Hey,
Is there a way in Morrowing that I can create my own faction or guild??
Thanks,
Gramps
Posted: Fri Jan 20, 2006 9:19 pm
by fable
No, afraid not.
Posted: Fri Jan 20, 2006 9:23 pm
by gramps001
Thanks
Ah, well thanks anyways. That would be a cool adition to the game. but i don't know how you might go about adding that so it actually works and you can give orders. But hey thanks for a timly response.
Gramps
Posted: Fri Jan 20, 2006 9:29 pm
by fable
Consider, though: you're just one guy, walking into a fully developed culture. Why should you, coming out of nowhere, have the ability to start a guild or House? And if you did, what would it be for? Such things evolve around
function. The guilds relate to professions, the Houses, to larger, external purposes. We could say that each guild and House is the sum of all its resoureces: people, power, money, possessions. And a single person is just going to walk into this, and start up something new? And even if you could, why shouldn't a thousand people have done it, before you?
There *is* a mod that lets you assist in developing a new Thieves' Guild branch in a small town: Haldenshore. But although you run some pretty impressive errands for them (and get a monthly cut of the profits), you still aren't in charge.
I prefer it this way, myself. My character is at least limited in some respects, and can't become the Overseer of the Universe. Each to their own; but that's my viewpoint.

Posted: Fri Jan 20, 2006 10:16 pm
by gramps001
Yeah
I agree that one player shouldn't become the god and supreme ruler. And that each house serves a greater function. Just i thinkin about it for a couple days and I just was wundering if it was possible.
Posted: Sat Jan 21, 2006 5:53 am
by Loredweller
[QUOTE=gramps001]
Is there a way in Morrowing that I can create my own faction or guild??
[/QUOTE]
You could if you were on pc - by Construction Set creating your own mod. There are examples you could see in this list of
Morrowind Mods at
Planet Elder Scrolls (and some other places).
Posted: Sun Jan 22, 2006 8:19 am
by Rookierookie
Consider, though: you're just one guy, walking into a fully developed culture. Why should you, coming out of nowhere, have the ability to start a guild or House? And if you did, what would it be for? Such things evolve around function. The guilds relate to professions, the Houses, to larger, external purposes. We could say that each guild and House is the sum of all its resoureces: people, power, money, possessions. And a single person is just going to walk into this, and start up something new? And even if you could, why shouldn't a thousand people have done it, before you?
******SPOILERS BELOW******
Well, considering that, at the end of the game, you:
1. has become God of Morrowind
2. has become the ruler of Raven Rock, and to a certain extent all of Soltheim itself
3. has killed one of the Tribunal
4. has probably become the head of one of the Great Houses and all of the guilds/factions except for the Camonna Tong (which is either all dead or sufficiently useless) and the Imperial Cult (which doesn't matter as you are the head of the Imperial Legion in Morrowind), and exacting spirtual leadership over the rest of the Great Houses
I would say that counts as pretty influencial, enought to start a new faction - not that you need to by this time
However, when you think about it, as the Nerevarine, you are the cause of the Nerevarine Cult's existence; you aren't merely their leader, you are their deity. Comes fairly close to starting a new guild I'd say.
Posted: Sun Jan 22, 2006 8:33 am
by fable
Nah, Rookierookie--not that I can discuss what you wrote without making this thread a ton of blank entries.

Suffice to say that players would naturally want to start their own guild long before having achieved the exalted ending of the game. And when you do finally become what you've described, you haven't started a guild; you've simply risen to your position in an already partially formulated cult.
But even if you had an opportunity to create a guild inside a game like this, how could developers help but make it feel generic? Unless it had some apparently non-linear and intense form of interaction with both the public and other guilds, which changed and grew over time, it would seem pretty schematic. That's the problem I find in a number of "profession"-based sims. I enjoy playing the genre, but all too often it feels like a spreadsheet. Just my opinion.

Posted: Sun Jan 22, 2006 10:01 am
by Loredweller
Illuminated Order is a pretty good example. IIRC, it started to be discussed even before Tribunal, dated 12-05-2003 (either officiall release or the date it was submited to RPG Planet, i guess), 12-10-2004 stands for the last date on
Planet Elder Scrolls.
The MQs are pretty strightforward, and the world is immense, there's always a place for a new adwenture and a new story. If somebody had one, why do not place it in? When all mentioned above (in hidden) is done, anyway there's desire for more.