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Though questing itself is handled essentially the same as it is in Oblivion, there are some new gameplay elements as well as some modified ones. For example, the prison system is handled in a different, and somewhat more brutal way. Upon being apprehended, your equipment is confiscated and you are placed in a dungeon--an actual, dungeon-crawling dungeon, not merely an underground cell. To reacquire your belongings, you must fight your way out of the dungeon with little more than your fists. Failing to do so, you may simply wait out your sentence.
The second is at CVG:
This add-on is all about the content, and not necessarily the belt and braces of the gameplay. Having said that, if you were of the opinion that interaction with the residents of Cyrodiil was a touch on the shallow side, then to an extent Bethesda agree with you. Nelson himself regrets that they "couldn't quite get to the meat" of NPCs in the original, but with a smaller cast list of around 60 or 70 (excluding monosyllabic guards and the like), the plan is that each will be a fleshed-out and well-rounded individual. Bar the insanity, obviously.
And the third is at Gamehelper:
The Shivering Isles is an alchemists dream with tons of new plant species and minerals to be found throughout your time here. For those keen on forging new armor and weaponry you'll want to be on the lookout for Matrices (one can be found in the depths of Xeddefen). This rare mold when merged with the two new types of ore found in The Realm (Madness Ore in Dimentia and Amber in Mania) result in the creation of an enchanted item when forged with skilled hands. Be sure to visit your local blacksmith in Crucible (Dimentia) or Bliss (Mania) where recipes can be found for the latest wartime accoutrements. Oh, and I'd be remiss if I didn't make clear that new items found within the expansion can be taken back through the portal for use within Oblivion proper newly gained powers however, will remain the property of The Isles and our Lord - thank you.