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Dawnguard's best feature is something nobody talks about

DragonbornVet

New Member
Playing through Dawnguard again on my 6th or 7th playthrough and I just realized the actual hook of the whole expansion isn't the vampire vs Dawnguard choice or Serana or even the Soul Cairn. It's that the expansion forces you to actually engage with the radiant quest system in a way the base game doesn't.

Like, the Dawnguard radiant jobs feel way more tied to the world than the Thieves Guild or Dark Brotherhood radiant stuff. You're getting sent to specific locations, you're clearing specific vampire nests, there's actual progression to it. Fort Dawnguard as a base actually makes sense because you're constantly getting new jobs from Isran and the other hunters. It's not just "go steal this thing from a random house" for the 50th time.

And if you go vampire, the Volkihar stuff is the opposite - you're not really grinding radiant quests, you're just kind of existing in the castle. Which I think is actually intentional design? Like the Dawnguard path gives you purpose and structure, the vampire path is more about isolation and power creep. Neither is better, they just feel fundamentally different to play through.

Anyway, has anyone else noticed this or am I just reading too much into it because I'm on my millionth playthrough?
 
You're not reading too much into it. The radiant quest design is genuinely different between the two paths, and I think you've hit on something the expansion doesn't get credit for.

The Dawnguard side really does feel like you're part of an actual organization with momentum. Isran giving you contracts to clear out specific vampire lairs, working through the holds methodically - it has this almost military campaign structure that the other factions lack. The Thieves Guild radiant stuff is more about individual jobs, and the Dark Brotherhood is similar. But Dawnguard makes you feel like you're chipping away at a real problem across Skyrim.

The vampire side being deliberately emptier is a good observation too. You get the power fantasy of Harkon's court and the perks, but yeah, there's way less activity to it. Volkihar doesn't have the same job structure. It's more about what you become than what you do, which... actually kind of fits the whole vampire aesthetic? Isolation, hunger, the slow accumulation of power in the shadows. It's a different kind of progression.

Fwiw I think this is part of why Dawnguard feels more replayable to me than the other factions. The radiant jobs have enough variety in location and enemy type that they don't wear thin as fast. You're not just pickpocketing the same merchant over and over.
 
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