: With The Mill hinting at the possibility of a reworked
: Myth III solo campaign, I was just curious as to what
: everyone would like to see. And what they'd like to
: change etc.
I've been over my "what I would have wrote the M3 plot as" diatribe plenty of times before, so now I think I'll take a different approach. How could M3 be changed to more accurately reflect Bungie's Myth universe, without making all those newbie M3 players scream "WHAT!? That's not how it happened!"
Lets see... the beginning is just fine, pretty much. Fighting back the Myrkridia, blah blah blah.
Damas should NOT be a Heron Guard. He wouldn't have had to prolong his life through self-mutilation if he was already immortal. Some sort of Imperial Guardsman that's not a Heron, fine, but he's not a Heron.
The rest of killing the Myrkridia is fine.
The Trow do NOT work for Moagim (or Mjarin, either)! The Trow are not Dark. They're just self-centered. Until they owed Balor their lives, they never worked with anybody.
That whole Mazzarin thing is just... no, wrong in too many ways. I can buy Mazzarin as a shade, but he should be evil and under the Watcher in that case.
The Dwarven levels are fine, except there is only ONE Tain! Connacht shouldn't tell them how to build one - he should be seeking "some artifact, help, please!" from the Dwarves, and they present the Tain as a solution. The Smiths are the ones with this intimate knowledge of metaphysics, not Connacht.
I would put the assault on the Smiths and the whole Spider-gods part in here now, before the Oghre rebellion, followed shortly by a barbarian raid from the south resulting in the capture of the Tain. Why? To explain why Connacht didn't simply beam EVERYBODY ELSE that was evil into it!
But this is the hardest part... the Smiths of Muirthemne were clearly IN LEAGUE WITH the Spider-cults, but M3 portrays that wrongly. How to preserve this portion of the game then? Perhaps a schism amongst the Smiths, between those who think this whole thing's gone too far, and those who still wish to work with the Spider-gods. (Sykrosh should be *A* spider-god, not THE, also). Thus you play as those turning AGAINST the evil Smiths. All the Smiths on your side should probably have to die to win the level, anyway - the rest vanish through the Tain. That way "no trace could be found of the Smiths of Muirthemne or their followers".
The Oghre rebellion is fine by me. With the Smiths out of the picture though, the Sunhammer is not an option. No worry. Connacht is supposed to be a kick-assed magician himself. Just throw in a comment somewhere that he's begun training with the Avatara since he joined the Cath Bruig. (I'd also place the Avatara themselves in Madrigal, so as not to contadict GURPS; Myrdred can just be on liason to Muirthemne or something). However this kinda screws with bits of "the Rod of the Callieach" - but we can just say Sardonac was another liason, and that the World Knot wasn't in the Avatara's citadel but somewhere else instead. Hell, that would explain how the Avatara can get back and forth from Madrigal - knots.
The battle with the Watcher should end around Silvermines, and wind up with him getting pinned to the rock by old Myrdred.
The end levels - Fall of the Crown, Vengeance, and yes, even The Traitor are fine by me. It's definitely not verbatim Bungie stuff, the whole Mjarin deal, but I think it's OK writing and it makes sense without flatly contradicting anything.
: Also, will Legends and Lore ever feature details on TWA?
Yes. Soon™.