morthal and markarth for the skyrim asks!
Ty for the ask! 💞
Morthal - Do you enjoy exploring dungeons and ruins? Why or why not?
Kinda depends tbh. Dungeons with multiple rooms absolutely FULL of enemies encourage a more stealthy approach, and while I'm a capable stealth archer, it's not my preferred play style, so it can be a bit unfun. The alternative, however, is the ENTIRE DUNGEON hearing me engage in melee and swarming me at once, which. Also isn't fun. Ultimately I guess the answer comes down to "depends on the number of guys in there" and "how likely is Marked For Death to solve the entire issue?" Skyrim is basically the only game where, when given a choice, I'll choose martial over caster or archer, but this can be a problem in packed dungeons. I like single or few guy brutal slugfests where we just beat the shit out of each other. Also then I can just take a break to throw up my shield and watch Celann materialize to OHKO them, which fills me with glee literally every time
Markarth - If you could rewrite one questline in Skyrim, which would it be? (This answer is sooooo long btw)
Hmm... I'm actually not too interested in a lot of them, but when it comes to being disappointed in one, it's the Civil War questline. The entire thing amounts to "use your main character powers about 5 times in a dungeon or something and then go fight the oppositional leader." You can't even fix Whiterun, a place you specifically took for its geographical, strategic, and mercantile advantage. You just leave it in ruins???
There are two quests in the entire line that aren't just "awkwardly storm this place with a couple guys,' and one of them is optional. Both sides have a "steal/plant enemy orders" quest, but the "gaining intel/blackmail" quest is in both cases entirely optional. There's one non-combative "sneak and find this document/gather intel" quest, and no "root out a traitor" or "disrupt a supply line" type quests (technically this one is awkwardly tacked onto the end of the optional quest.) The Dark Brotherhood, Dawnguard, and Thieves Guilds have similar respective quests that we can compare to the 1.5 non-combative Civil War quests: finding intel on Maro's son, the radiant "vampire advisor" quests, basically the entire beginning TG questline (Honningbrew, Goldenglow hives.)
Each of these questlines involve non-typical quests, aka quests where you have to approach it a little differently than the rest of your work: the Brotherhood stealing documents and planting false evidence like thieves, the Dawnguard committing assassinations and pickpocketing orders like both the Brotherhood AND the Guild, the Guild quest where you engage not only in open combat with Mercer, but kill him, like both the Dawnguard and, well, the Brotherhood Brynjolf insists you're not.
While those questlines are largely the same sort of quests on repeat, it's because they're, well, specialized guilds. Built entirely around doing those things. That's their entire function. When it comes to a war (which is very NOT a guild,) you'd expect a bit more than just a few skirmishes, especially considering the only thing that changes when you join is, well. There's one more guy in the skirmish. But magically this turns the tide and the entire war is won through brute force when previously there seemed no end in sight. The questline lacks variety, is incredibly, oddly short for what's supposed to be a war, and generally just... lacks impact. Nothing really happens afterwards. Faction camps are still sitting around, and you still can't even clear them. Hold guards are replaced by the faction that won and Whiterun is permanently in shambles. Can't even fix Whiterun ffs there's not even quests for that.
* After leaving this in the drafts for a few weeks and thinking about it some more, I think ultimately the problem IS the brevity. "Do four battles and suddenly we win" is absolutely insane. The Dawnguard DLC and the Thieves Guild, even the one single time I played it, have spoiled me rotten with the never ending radiant quests. It prevents the Companions feeling of "I joined three days ago and now I'm in charge and everyone does what I say" that throws everyone off. Not only can you keep accepting them, the mainline quests don't get in the way of accepting them (... like the Companions only telling you to go talk to Aela.) This means you can keep accepting radiant quests that provide a feeling of integration and contribution (in)to the guild, and also avoids the Companions and Civil War feeling of "I did three quests and it's over and everyone is bowing to me" by allowing you to do guild things in-between the main quests.
Not only that, but they offer a variety the main line might not provide, especially with the Dawnguard. For example, siding with the Volkihar includes a quest where you're given Dawnguard armor and told to go cause a scene, striking down some innocent civilian in the name of "vampire hunting" to sow public distrust. This quest is cool as fuck conceptually btw, why is a Volkihar radiant cooler than the entire CW line???
Ultimately I think if I could change one thing about the Civil War line specifically it would be adding TG/DG style radiant quests that can be done between main missions and also include "milestone" type quests that really bring home the feeling of growth and contribution. I think it would make it feel considerably less jarring and I'd even maybe consider playing it again if we could fix Whiterun.
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