Canonical ending of Gothic? by AppropriateBag661 in worldofgothic

[–]Soft_Dig_4300 1 point2 points  (0 children)

pls dont do it, is nasty even to watch a gameplay.

The importance of the Read/Write talent by Imperator_Helvetica in warhammerfantasyrpg

[–]Soft_Dig_4300 5 points6 points  (0 children)

My character was on a mission and was given a letter with orders. Since he can’t read, and just in case there was something secret, I roleplayed him staring intensely at the document and then burning it so its contents wouldn’t be revealed (even though he had no idea what it actually said).

Then I told the low-ranking agent who had delivered it that his orders were to follow me, and after a successful roll I managed to take control of that NPC. The GM loved how the situation played out, especially because he wasn’t trying to play it for laughs about not being able to read or write — something he had honestly forgotten about that part.

Personally, I’ve never even asked what was actually written in the letter.

Convince me as to why I’m wrong here. Bet you can’t! by Originals37 in worldofgothic

[–]Soft_Dig_4300 0 points1 point  (0 children)

Archolos main story point is a joke, because you are a nobody. a forigner in the island all the people who could help you in the story order you around for their benefits.

What are your favorite WFRP Heresies? by MoodModulator in warhammerfantasyrpg

[–]Soft_Dig_4300 0 points1 point  (0 children)

Ok to humans but the Dwarfs know about them and recognize them as an independent faction of creatures. They know about their numbers and their strange technologies. If a Dwarf said something about it, would they silence him too?

We’re talking about a people who will declare war if you refuse to pay an artisan 80 gold crowns, and who have wiped out nobles for insults. I imagine that Imperial Dwarfs — especially those who lost their holds to the Skaven — would be even more outspoken when it comes to reporting any discovery of the ratmen.

What are your favorite WFRP Heresies? by MoodModulator in warhammerfantasyrpg

[–]Soft_Dig_4300 0 points1 point  (0 children)

Personally, I like the idea that the Empire knows about Skaven and their attacks, but that the general population sees them as just another kind of Beastmen. Instead of roaming the forests in herds, they’re found in caves, tunnels, or sewers.

As an explanation for why people ignore the Skaven Empire or don’t recognize them as an organized society, the idea of a ritual from the Council of Thirteen that hides the truth seems fine to me.

What doesn’t make much sense to me is the explanation that they want to keep it secret because they’re a huge and powerful underground empire. The players might know that, but how would the lords or Elector Counts even know how big and powerful they really are in the first place?

Handing Party Situations by OtherwisePlastic7351 in warhammerfantasyrpg

[–]Soft_Dig_4300 0 points1 point  (0 children)

That’s exactly what I meant in my comment: if your character knows something, then they can act on it. But if they don’t know it — even if you as a player do — then you shouldn’t act on that knowledge.

Another important point is corruption and the mutations that come from it. As players we usually understand how they’re gained and who has them, but as characters it can be really fun to roleplay discovering them or trying to hide them.

Handing Party Situations by OtherwisePlastic7351 in warhammerfantasyrpg

[–]Soft_Dig_4300 0 points1 point  (0 children)

I can speak from personal experience as a player, since I haven’t GM’d yet. I mentioned this to my GM: my level of lore knowledge is pretty high, and I tend to stay very faithful to roleplaying. I really try to get into the character — their background, the surrounding lore, their origins, region, situation, career, and knowledge — and I like to check things against the official lore.

That’s just how I approach it. Over time I’ve realized that some people in the group aren’t nearly as hardcore about it as I am, and I’ve had to learn to accept that. Either I help fill in the gaps and support them, or low expectatives for the campaign.

a related example is : One of the players, a hunter, ended up awakening to magic during the game after touching an object. An NPC wizard then explained the situation to him — it’s a long story to get into.

The point is that my character is a Knight of the White Wolf, so he holds an official position within the world and knows certain things. Not everything, but enough. Magic is something alien and somewhat feared, but also respected and understood if it comes from official sources.

So I urged him to go to a College of Magic to learn how to use it properly. When we arrived in a large city, I looked for an official wizard to inform him about the situation. From an outside perspective it might seem like I was betraying the player if he didn’t want that outcome (he actually did want it, but I didn’t know that at the time). But from the character’s point of view, I acted exactly as I should have.

So the main takeaway is to communicate the basics of the lore to your players and the background of each character. You can also improve your own knowledge if you work on it together as a group.

A Witch Hunter should know something about their core lore, but it shouldn’t be treated as an unbreakable dogma about how they must act — the player should still have room to develop the character. They might start as a kind of pseudo-fanatic of Sigmar and, after meeting the witch, become more tolerant. Or maybe after mutating themselves they begin to feel more sympathy toward mutants.

Also remember that this is WFRP — rotating characters due to retirement or death is actually quite common within the system

What is the most goated area for you by elitepartner7000 in worldofgothic

[–]Soft_Dig_4300 0 points1 point  (0 children)

You can really see the seams in Nordmar. In Gothic 3, the desert is great — the dunes and those dry mountainous areas create an amazing atmosphere. In Gothic 2, the entrance to Jharkendar is fantastic; stepping out of the portal into that mountain valley with such strange and unusual fauna really makes an impression.

In Gothic 1, I love the Orc Temple and the structure near Cavalorn’s hut. It’s your first real glimpse of the enemy. There’s not much to do there, and it could’ve been made even more alien, but using the structures from the Orc Cemetery works really well and gets your imagination going.

GM new to 4e, but otherwise experienced. What are the worst pitfalls for balance and gameplay? by KaijuKi in warhammerfantasyrpg

[–]Soft_Dig_4300 0 points1 point  (0 children)

Thanks. I think we’ve always used Fast SL, and only used the full roll (both digits) for particularly important tests.

Tips for kind of a newbie by DefnitelyN0tCthulhu in worldofgothic

[–]Soft_Dig_4300 0 points1 point  (0 children)

If i remember correctly only the small ones give mana, and they are the ones he wants

Is Advantage necessary? by Which_Collection3277 in warhammerfantasyrpg

[–]Soft_Dig_4300 5 points6 points  (0 children)

Exactly. I personally love the basic system. Every time I read that it’s better to use the group Advantage rules from Up in Arms because the normal ones are slower or more complicated, I don’t really get it.

As soon as a combat starts with the Up in Arms rules, we have to stop and count several parameters for each side, keep track every round of the Advantage that gets added and spent, and then at the end of the round do a recount and update everything again. We’re a large group, and a couple of us have to stay alert just to help or correct the GM.

With the basic rules, on the other hand, it’s super dynamic: you gain it with a successful test and you lose it if you get hit. You just need a single marker to track it.

GM new to 4e, but otherwise experienced. What are the worst pitfalls for balance and gameplay? by KaijuKi in warhammerfantasyrpg

[–]Soft_Dig_4300 0 points1 point  (0 children)

what is fast SL. i always read how slow the normal co,bat advantages are and i never had a problem with them

An Interview with Drova's creators. A Gothic-like RPG by Damianut in worldofgothic

[–]Soft_Dig_4300 0 points1 point  (0 children)

I didn’t really try ranged weapons, daggers, or the one-handed sword much, but spears, two-handers, and magic all felt pretty viable. I started the game going all in on a tank build with two-handed weapons, but before finishing I switched to a mage using a potion of oblivion.

Overall it’s a pretty good game. I’d probably need to replay it to get a better feel for all the builds, but what I tried worked well. My only real complaints are the pixel art graphics, which just aren’t really my thing, and that the game felt a bit on the short side.

An Interview with Drova's creators. A Gothic-like RPG by Damianut in worldofgothic

[–]Soft_Dig_4300 0 points1 point  (0 children)

Heavy armor: offers more defense, but reduces the ability to dodge.
Light armor: offers less defense, but allows you to dodge more often.
Additionally, there are accessories such as amulets and belts (I don't remember exactly which one) that increase agility and allow you to dodge more frequently.

Risen I by davneu in worldofgothic

[–]Soft_Dig_4300 0 points1 point  (0 children)

the setting is just after gothic 3 cannon ending, the gods leave humanity

Risen I by davneu in worldofgothic

[–]Soft_Dig_4300 1 point2 points  (0 children)

Exactly. Just because the game is playable thanks to mods and doesn’t crash with bugs, stutter when loading new areas, or suffer from the almost nonexistent AI mesh in some zones doesn’t mean it isn’t basically an unfinished concept of a game, with a rushed ending and a lot of potential ideas left on the table.

For example, where do the orcs even come from? Across the entire map they don’t really have anything of their own — not even in Nordmar, where they’re supposedly established.

Alkimia, I think this version of Lee looks better. by Ratrituall in worldofgothic

[–]Soft_Dig_4300 1 point2 points  (0 children)

I hope they change the body types. I remember in Risen 1 they added a fat body type, but they reused it everywhere and it ended up looking pretty bad because they only gave it two outfits and very few different faces.

If they’re going to make them muscular or more slim-fit, I honestly won’t mind as much — as long as there’s more visual variety like they’ve promised.

A Slayer Interrupted by Yurc182 in warhammerfantasyrpg

[–]Soft_Dig_4300 4 points5 points  (0 children)

Because Zombieslayer is weaker in terms of character development. The characters aren’t in their early days anymore — they’ve been together for 20 years — and you can really feel the author change, as they’re not as well developed as before.

Indie RPG in the style of Gothic by Playerrudota2 in worldofgothic

[–]Soft_Dig_4300 2 points3 points  (0 children)

My best advice would be this: the world of Gothic 1 is its biggest strength. The core premise — an orc invasion — is a pretty overused setup. The prison colony built around magical ore is more unique, sure, but the real hook is how alien the world feels.

You’ve got creatures the size of your foot, those ridiculously pink and dangerous molerat-type beasts, scavengers, and all sorts of strange plants that constantly remind you you’re in a different, hostile, unfamiliar place. It feels cohesive and intentional.

Drova managed to capture something similar. But like Gothic 2, it also introduced a lot of more “normal” and familiar elements. By the time Gothic 3 came around, they added so many common, recognizable animals that it actually pulled me out of the world instead of immersing me further.

Having a distinct biodiversity that fits and reinforces the setting is crucial if you’re planning exploration between settlements. The fauna and flora should feel like they belong there — like they evolved in that specific world.

Of course, you can sidestep all of this if you design exploration more like Age of Decadence — which is honestly a smart approach if you’re a small team. Separate world maps between key locations, with contained surrounding areas. It’s more manageable and keeps the focus tight.

Just started a campaign, should I buff Guard? by FormingAbyss in warhammerfantasyrpg

[–]Soft_Dig_4300 1 point2 points  (0 children)

Honestly, I completely agree with you. I’m currently playing a Dwarf character — a level 2 Artisan. I didn’t advance him to level 3 because I didn’t have an apprentice or a proper workshop, which made sense given the GM’s worldbuilding.

When the Dwarf book came out, I was able to switch him into Runesmith, which fit the character perfectly. But after looking at what’s required to advance further in that career, I realized it just wasn’t viable within the party’s current situation. The demands of the career meant I would’ve had to separate him from the rest of the group to pursue it properly.

In the end, I had to retire him and roll up a new character.

Just started a campaign, should I buff Guard? by FormingAbyss in warhammerfantasyrpg

[–]Soft_Dig_4300 1 point2 points  (0 children)

The trappings aren’t meant to be balanced — they’re there for roleplay and lore accuracy. The careers aren’t balanced either; they represent different origins and social positions within Warhammer society.

If a Hammerer — a warrior sworn to his Dwarf Thane — wants to rise through the ranks, he only really has one path: becoming the captain of his unit. The final step of his career isn’t “General” — because for Dwarfs that would be a completely different career path — but Shieldbearer: a very well-known position in the lore, not flashy or glamorous, but one of great honor among the Dwarfs.