better at being an RPG than Skyrim, in no small part because of how variable its quests can be. In Oblivion, certain choices really do matter: whether it's an individual line of dialogue in a major quest, or a more nebulous, will-they-or-won't-they decision out in the open world, your actions will often have consequences.
But that's not always the case. Lots of choices in Oblivion don't really change anything in the long run; while you may get a slightly different line of dialogue, or find a different NPC in a different place, the impact on your gameplay and story experience will be minimal. Here are ten such unimportant decisions in Oblivion Remastered that you don't have to agonize over; the results don't matter.
10 Positioning The Mages In "Ambush"
Mages Are Expendable
As part of the Oblivion Remastered Mages Guild questline, you'll have to help defend a set of Ayleid ruins from invading necromancers in the quest "Ambush." One of your goals here is to determine the strategic positioning of three different mages: Thalfin, Merete, and Iver. Each of them has their own combat specialties, which they'll gladly share with you when you ask, but ultimately, where you decide to position them doesn't matter.

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I mean, it does matter in that, if you put Merete up front and center, she's likely to die. But honestly, it's no big deal if any of the three mages (or even all of them) die; it doesn't affect the rest of the quest, your reward, or the story result.
9 You Don't Have To Save (Most) Fighters Guild NPCs
If You Don't Mind Losing A Little Gold
The Fighters Guild is Cyrodiil's premiere organization for unspecified mercenaries: whether you use melee, stealth, or magic, there's something for you to gain in ing the Fighters Guild. Its quests are largely what you'd expect from a generic fantasy hero: go to a place, kill a monster, and/or rescue a poor lost soul. What they don't tell you, though, is that when Fighters Guild quests require rescue, you usually don't have to worry too much about keeping the target alive.
There are some exceptions: for example, saving all three NPCs in "The Desolate Mine" will get you a better reward and a point of Fame. But most rescuable NPCs are essential, meaning they can't be killed - if their HP is reduced to zero, they'll just drop unconscious. You can just leave them behind, clear the cave you found them in, then return to them and escort them out.
8 What To Do With Glarthir
You Can't Save Everyone
One curious Oblivion sidequest, "Paranoia," has you helping a strange figure named Glarthir in Skingrad. He insists that he's a victim of a coordinated stalking effort, a conspiracy at the hands of various local magnates. He asks you to investigate, then, depending on your findings, potentially to kill, three different targets: Bernadette Peneles, Toutius Sextius, and Davide Surille.
There are a lot of ways to navigate Glarthir's quest: try to placate him, feed his delusions, or report him to the authorities. But ultimately, there's no bloodless way to complete "Paranoia" - whatever you choose, someone will die. All that differs is the who and when. And it doesn't really make a difference; all the NPCs involved in this quest are basically exclusive to it, so you don't miss out on anything no matter who dies.
7 Should You Choose Mania Or Dementia?
Starting The Shivering Isles
One of the strangest parts of Oblivion is the Shivering Isles DLC, a bizarre, extended sidequest that delves into the depths of the human psyche by allowing you to travel to a realm where mental illness manifests physically. As soon as you start Shivering Isles, you'll be asked to make an important choice: Dementia or Mania? This may seem pretty central to your experience in Sheogorath's domain, but ultimately, it's not too important.
Basically, what you're deciding on is which section of the Shivering Isles you'll start in; you can always travel to the other later. Your choice will also grant you a Greater Power, the Blessing of Dementia (which demoralizes enemies) or the Blessing of Mania (which frenzies enemies). Ultimately, the effect is pretty similar: both of these distract your enemies, giving you a break during tough battles, so choose whichever you like.
6 Who To Kill For The Dark Brotherhood Initiation
Most NPCs Are Safe
In order to the Dark Brotherhood in Oblivion Remastered, you'll have to kill an innocent NPC anywhere in the world. That's right: Oblivion's version of the Dark Brotherhood initiation is a lot less structured than Skyrim's, so you can start the questline any way you want. You'll find lots of lists of "safe" NPCs to kill online, but frankly, you can safely kill almost any NPC without any major repercussions.

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Of course, you'll still want to be a little sneaky about it so as not to incur a bounty, and you shouldn't kill anyone involved in any of the other major guilds. But most NPCs are marked essential until their quests are complete, meaning you literally can't kill them if doing so would lock you out of content.
5 ing The Blades Or Not
Jauffre May Be Disappointed
Fairly on in Oblivion's main quest, you'll lead Jauffre and Martin to Cloud Ruler Temple, where the heir to the throne is to be secreted away until he's ready for public coronation. While there, you'll have the opportunity to The Blades, an organization devoted to defending the Emperor. You can say yes or no to the offer, which may feel like a pivotal story turning point, but isn't all that important in the long run.
ing The Blades only affords you the privilege of looting Cloud Ruler Temple, and doesn't really change your gameplay or story otherwise. Now, there are some decent early-game weapons and armor lying around Cloud Ruler, so you'll be missing out on a bit of gear, but you can easily make up for it elsewhere.
4 Your Birthsign Doesn't Matter
You Can Get Another One Later
When you make a new character in Oblivion, you'll be asked to choose their Birthsign, effectively a set of perks (sometimes with drawbacks) determined by the constellation they were born under. Your choice of Birthsign is pretty important to your character build - you don't get a lot of opportunities to take on perks in Oblivion, so you need to make the few you can get count. However, you don't need to fret too much about which is the best Birthsign; you'll have the opportunity to take on others later.
Scattered all around Cyrodiil are landmarks called Birthsign Stones, where you can gain a second Birthsign perk for free. The only catch is that you can only be attuned to one Birthsign Stone at a time, but still - it takes some of the narrative and gameplay heft out of the immutable bonuses granted by your Birthsign.
3 Killing The Unicorn Is Totally Fine
A One-Of-A-Kind Creature
There's a secret unicorn mount in Oblivion Remastered, but you'll have to make some sacrifices in order to get it. The unicorn is located in Harcane Grove, south of the Imperial City, but it's also involved in the Daedric Artifact quest "Hircine" - the problem is, in order to claim Hircine's reward, the Daedric Prince of hunting demands the unicorn's horn. It's only natural to think there might be some consequence for killing a unicorn, but actually, it's not that big of a deal.
Ultimately, your choice here should be grounded in practicality: do you want the unicorn as a mount, or the Savior's Hide? The Hide is a decent cuirass with 12 base armor that gives you 25% magic resistance, but it's underwhelming among Daedric Artifacts - it's not a bad candidate for the quest "Paradise," if nothing else. The unicorn is a pretty poor mount - it's slower than the horse you get as part of the Dark Brotherhood questline, and, if left unattended, will walk back towards Harcane Grove, potentially leaving you stranded.
2 You Don't Have To Complete "Allies For Bruma"
Oblivion's Worst Quest
One of the most annoying quests in Oblivion is "Allies for Bruma." It requires you to travel all around the map, closing a series of Oblivion Gates in order to curry favor with local leaders so they'll agree to send aid to Bruma ahead of a decisive battle. It's lengthy, repetitive, and just plain unnecessary - but you can actually skip the bulk of the quest with no immediate repercussions.

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After starting "Allies for Bruma," you can simply start the following quest, "Defense of Bruma," at any time, even if you haven't recruited all the possible armies. Of course, this will mean you'll go into the battle with fewer allies, but with the right preparation and a few tricks up your sleeve, you should still be able to complete it without any major casualties.
1 It Doesn't Matter What You Do When
Oblivion Is Truly Open-Ended
If you're just starting Oblivion for the first time, and you're not sure where to go first, you'll probably read a lot of guides online. These all have differing opinions and strict ultimatums: make sure you get this before completing this, don't forget to meet this person before accepting that, and so on. I'm here to tell you that it well and truly does not matter what order you complete Oblivion in.
Start with the main quest, start with the sidequests, start with the guilds - whatever you like best. Pick storylines and characters that you're interested in and stick with them until they're done. Explore freely, get lost, stick your nose in places you have no reason to be. There's some value to a totally optimized playthrough, but you'll have the most fun in The Elder Scrolls 4: Oblivion Remastered by choosing to do exactly what you want when you want it.







The Elder Scrolls IV: Oblivion Remastered
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