GhanBuriGhan said:
No time - don't like that either.
Why? What are the advantages?
But even accepting that decision, how about me wanting to equip myself, gather information (e.g. to help me decide if the opportunity to switch sides presents itself), or simply having a drink at the pub, prior to going where I need to go? It's all part of roleplaying.
Let's leave the "having a drink at the pub" role-playing for TES games as the imaginary activities seem to be the strength of the last two games, and talk about the other stuff instead.
First, let me state again, the goal is not to railroad players but to remove unnecessary and boring actions. Traveling through maps in Fallout/ToEE/BG was boring. ToEE's starting town's quests wouldn't have been half as horrible had the game teleported you from one place to another instead of forcing you to run all over the town, which just. wasn't. fun.
Second, often not allowing your character to leave is more logical than hiring him for a very sensitive job that should be kept secret at all costs and then allowing him to wander the streets and figure out ways to double-cross. We do offer a lot of double-cross opportunities, but they are more interesting than simple going to another party and saying that you've been hired to act against their interests. For example, in that assassination quest (the RPG Vault article) you can't warn the commander before the quest as you can't leave the guild, but you can kill your partner, thus preventing the assassination and then talk to the target, which is a much better option. You will be provided all necessary equipment: crossbow, 10 armor piercing bolts, merchant robes to disguise yourself, a rope to exit through the window, and even some crossbow training. The guild takes good care of its members.
Another example is the first Imperial Guards' quest (also explaining why someone wants the Imperial Guards commender dead)
Centurion: So, these are the new recruits? *the centurion looks critically at every recruit* I suppose we can't expect better quality from a shithole like Teron, can we? However, we are the Imperial Guards - the backbone of the Empire, and for more than a thousand years we've been making real fighters out of local scum whose idea of a good fight is backstabbing someone. You boys set a new low standard for "local scum", but our commander needs some new faces, not associated with the Imperial Guards, which is why you are here.
NPC's description:
Like any other officer of the Imperial Guards, commander Marcus Carrinas earned his rank in numerous battles with barbarians and renegade Houses. His tactics lacked finesse, but showed strength and willingness to fight no matter the odds, which is why he was usually called the Bull. The last battle gave him the rank of commander and a deep shoulder wound that didn't heal properly. Despite his protests Carrinas was sent to Teron to spend his days shuffling papers and telling old war stories. Deep down inside the farm boy he once was wanted the long deserved rest, but the Bull was a soldier and lived to fight.
Carrinas: Hail to you, soldiers. You've finally made the right choice - the only choice - a fighting man can make. Welcome to your new family!
Now, about your mission... To understand it better, you need to know our history. After the death of the last Emperor and the devastation caused by the war, the remaining land and power were divided among seven Noble Houses that were still strong enough to govern and rebuild.
That was 382 years ago. Instead of rebuilding the Noble Houses fought each other for what was left of the Empire, completely eliminating three Houses and destroying a large number of towns and villages. House Daratan, once one of the most powerful Houses of the Empire, is the next to fall. It wouldn't take much to destroy it, yet Lord Antidas refuses to accept the obvious. It needs to be pointed out.
Centurion!
Centurion:
A trading caravan from Maadoran is arriving today. When the caravan reaches the gate, it will stay there for a few hours, until the guards estimate the cargo and negotiate the tariffs. At this point you will attack from the outside, dressed as raiders. The cargo is to be delivered to us, so don't get any ideas. Weapons and armor will be provided. Questions!
1. Why are you sending only the new recruits?
Your faces are not associated with the Imperial Guards. Do I really need to explain that?
2. Why do we have to attack this caravan?
Good question, but don't ask questions that start with "why" again. We are the army, son. We tell you what to do, you do it in a fast and efficient manner. If you like to question everything, you can do it elsewhere. However, I will answer your question as a favor to you, so now you owe me one.
We can't take Teron over without having a good reason, otherwise all Noble Houses will unite against us. So, we need a loud complaint - and nobody is more loud than a bunch of freshly robbed merchants, and a proof that Antidas' guards can't protect the town anymore. This attack will give us both.
3. I changed my mind.
*the centurion looks at someone behind you* Throw him outside in the morning. *A heavy blow brings you on your knees. Darkness.*
4. I'm ready.
<after>
Good job. The merchants have just left. They begged us to do everything in our power to protect Teron. Helping citizens in need is what the Imperial Guards are all about, so we *will* do everything in our power, and power is something we don't lack.
....
Option 4 will take you directly to the caravan. Option 3 is your way out. Considering the nature of the quest and the overall quality of the recruits, it makes more sense than letting you go, hoping that you'll keep your mouth shut.