First off, I thought about making it a wee bit too different. It makes no goddamn sense for your character to be Sheogorath's Champion, Archmage of the Guild, Dark Brotherhood Listener, Gray Fox, Fighters' Guildmaster, Knight of the White Stallion, Divine Crusader, Arena Champion, **insert title here**... and at the same time save the world from an invasion from Hell, whose leader for some reason courteously waits until you are done questing before unleashing his bloodthirsty hordes on Cyrodiil.
I mean, what the Hell, Dagon?
So... I decided to disregard the 'lone hero' thing from blivion, and make it a party of adventurers.
So here's the first decision: how many adventurers should the party have? I'm leaning towards four or five - one for the leader type who escapes from prison, and four followers who are involved with each of the major guilds. Also, at first each 'hero' has his/her own PoV and separate adventures. It shouldn't be overly hard to manage, since until the heroes meet, their adventures are mostly separate.
Next: what races/specializations? I'm leaning towards having the leader type (the one stuck in prison, to clarify) be a vampire, just for the lulz factor of the world's savior being a bloodsucking fiend. Besides that... nothing was decided yet. Having unusual races could be fun, like an Orc thief. Using unusual factions like the Necromancers might also work. Imagine the new Mages' Guild Archmage being a necromancer in secret... XD
Finally: how many 'sidequests' to undertake? Obviously, I can't cover them all. The main guild quests, the main quest and maybe the Shivering isles (I can use the excuse that time there flows differently to explain why Dagon hasn't pwnzluled the world in the meantime).
I'm also considering using Magic: the Gathering legends as bases for names and specializations. A lot of the old Legends cycle cards, like Sir Shandlar of Eberyn, Livonya Silone and Gwendlyn di Corci, only had flavor text and were never heard of again, so I'd mostly just borrow their names aand looks to make my life easier creatively. Or I could go full-original.
Thoughts?
I mean, what the Hell, Dagon?
So... I decided to disregard the 'lone hero' thing from blivion, and make it a party of adventurers.
So here's the first decision: how many adventurers should the party have? I'm leaning towards four or five - one for the leader type who escapes from prison, and four followers who are involved with each of the major guilds. Also, at first each 'hero' has his/her own PoV and separate adventures. It shouldn't be overly hard to manage, since until the heroes meet, their adventures are mostly separate.
Next: what races/specializations? I'm leaning towards having the leader type (the one stuck in prison, to clarify) be a vampire, just for the lulz factor of the world's savior being a bloodsucking fiend. Besides that... nothing was decided yet. Having unusual races could be fun, like an Orc thief. Using unusual factions like the Necromancers might also work. Imagine the new Mages' Guild Archmage being a necromancer in secret... XD
Finally: how many 'sidequests' to undertake? Obviously, I can't cover them all. The main guild quests, the main quest and maybe the Shivering isles (I can use the excuse that time there flows differently to explain why Dagon hasn't pwnzluled the world in the meantime).
I'm also considering using Magic: the Gathering legends as bases for names and specializations. A lot of the old Legends cycle cards, like Sir Shandlar of Eberyn, Livonya Silone and Gwendlyn di Corci, only had flavor text and were never heard of again, so I'd mostly just borrow their names aand looks to make my life easier creatively. Or I could go full-original.
Thoughts?