Oblivion
RoA - No Main Quests

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I don't know if I've said this before, but if I haven't, I'll say it now:
Realms of Asuron will never incorporate a main questline.

True, you will be able to visit famous characters and locales from the book(s), and you will be given a tremendous amount of power over the political and maybe even geographical fate of the world, but, since the mod (series?) takes place after the bulk of the timeline, when the story has already been resolved, nothing is canon. This is the Third Age. The Age of Mortals. The biggest and baddest heroes and villains have resolved their conflict and since abandoned Asuron (save for a few who yet live, but their role is done and their fate is yours to decide). Emberstone, the source of all magic, was effectively destroyed in order to spare the planet from being consumed by a terrible resource war. As a consequence, the Realms have entered perhaps one of the darkest ages in their history. They are without unity and technology, and without tangible gods and demons to pledge allegiance to. This is the epilogue.

I say again: Realms of Asuron will NEVER adopt a main questline. This statement shall remain true wherever it goes, be it Skyrim or as its own independent game one day. Whatever happens, Realms of Asuron will always remain an open-world, sand-box style game design, and it will never deviate from this. You will never be forced to play "the good guy" and you will never be restricted access to any location (with the possible exception of neighbouring provinces, which will be closed off for the time being). The idea behind Realms of Asuron: The Third Age is this:
I've told my story. Now it's time for you to tell yours.

1 comment

  1. TesaPlus
    TesaPlus
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    • 69 kudos
    Positive . There is this other world mod, Ubanga, which, too, has no
    saviour-of-the-world quest going on. This gives the player the freedom to
    tell their story, in due time. I am very much in favour of this.
    --
    Just as an example, leaving out the details: In Ubanga, I play a couple
    -- refugees from Cyrodiil (family matter, don't ask). With some donkeys
    they do their trading routes for a living.

    Anything in their lifes evolve around their job, the merchants caravan.

    Should they come across a quest, they only work on it while on their
    regular trip, unless there really is a big gain to hope for.

    This way, even a fairly simple quest story line may easily span many months,
    measured in game-time as well as in real-time ( in one case 12 month, to be exact :-D ).
    --
    I do believe that there is an audience for your game.