I know you don't "have" to finish any particular side-quest.
Point noted.
However, if you're doing a quest for a Word Wall and "have" to use a dragon claw to proceed...is it fair that the claw is a "quest item" for a Mages Guild quest? It's stuck in your inventory until you finish its' related quest if you can even figure out what that quest is.
If you're going through a dungeon and stumble across a...what is it? A strange gem or peculiar gem? Whatever, it looks like loot but it's not - it's a guild joining trap. That slick looking dagger with the cool name...gotcha...want to get rid of it? You have to join a guild. Want higher level training? Right in one, you have to join a guild.
For example...
I'm going through this dungeon, another Word Wall hunt, and stumble across a dead mage I search him and find a dragon claw and a journal. I hesitate on both because I'm leary of becoming entangled in...the stuff that can go on in Skyrim (I just tried to get a man his dog back) and the guild traps. I take a chance assuming it'll be a side quest within the same dungeon which I've also experienced and was willing to do. Two birds one stone and all.
Oh but wait, what looked like a nice fat fastball down the middle of the plate was a change-up.
The quest is to reconstruct an amulet that was broken into three parts. I was a little...surprised...at that but it wasn't so bad, I figured I'd get some loot from the dungeons and maybe learn another Shout in the process. Everything was going fine until I came to the last dungeon...
Key Required: This door is locked and can not be picked
I wasn't too annoyed because I distinctly remembered NOT picking up a big fancy looking key from the corpse of one of the main people involved in the quest so I figured that key opened this door. I went back and got the key...
Key Required: This door is locked and can not be picked
I still wasn't too annoyed because this dungeon, unlike others, looked like an active archaeological site and since I was there in the middle of the night I didn't think much of it. I was curious as to why there were bedrolls but noone was in any of them but again I wasn't thinking too much about it.
In any case, I searched the whole site but found no key or people. I did the only thing I could do - saved the game, closed it out and searched the internet.
What did I discover? In order to gain access I have to join the Mages Guild.
That annoyed me.
Not only does it feel like I'm being nudged to join a guild again how, without an internet search, would I have ever figured that out?
With the gem I at least got a quest marker so I knew where to take it. With the claw and dagger they were just "quest items" and couldn't be stored/sold but there was no, in-game, way to find out what quest they were associated with. It's the same with the door how, in-game, does a player find out about opening the door?
I'm not trying to be critical/sarcastic I'm just asking for comprehension - are you now supposed to pre-read the quests/situations before you do them so you already know the outcomes? Put another way, is using the Strategy Guide the only way you'll know you're about to get svcked into a Thieve's Guild quest, etc?
To me it just feels like freelancing is impossible in Skyrim. I mean, if it's not quest items related to guilds it's locations and when it's not locations it's people. I can understand the Daedric quests being that way but not the guilds. Honestly, it has me hesitant to do anything. I'm trying to freelance and my character doesn't want to join any factions (except the legion later) at all. These "guild traps" are almost game breaking because they lead to...nothing.
Again, I'm not trying to be critical/sarcastic about the strategy guide question. I'm assuming that it's a trade off from adding more voice acting. They can't provide as much detailed information so now a strategy guide is mandatory for playing the game.


