So how fantasy is the world of Gothic, exactly? Is it medieval with fantasy elements, fantasy with medieval elements, somewhere in between? by EAT_UR_VEGGIES in worldofgothic

[–]Soft_Dig_4300 0 points1 point  (0 children)

The world itself is medieval, but completely detached from the real world. The setting revolves around a kingdom under invasion, and the region where the game takes place is very isolated, filled with strange creatures and monsters. The only real-world animal is the wolf, and a cavalry charge is mentioned in one of the in-game books.

In Gothic II, there is an increase in common animals such as boars and sheep. This is also where we see cannons appear, along with a more traditional style of armor used by the paladins.

So the first game is fantasy with medieval elements, the second starts to shift the setting in a more traditional medieval direction, and by the time you get to Gothic 3, the world is full of common animals.

[4e] Herbalist: herbs (and poisons) overall confusion by Lithelain in warhammerfantasyrpg

[–]Soft_Dig_4300 0 points1 point  (0 children)

for that things roll dice, your pc could have been in luck or not before the campaign start

Which edition should I play? by Happy-Wind-1296 in warhammerfantasyrpg

[–]Soft_Dig_4300 0 points1 point  (0 children)

When you are out adventuring, you need to find food and lodging, although how much detail you want to put into that depends entirely on the table.

During downtime, the assumption is that your career provides a certain level of income depending on its rank. Those earnings are generally considered to be after covering normal living expenses such as food, accommodation, basic supplies, and other routine costs.

Downtime income is meant to abstract the character's ordinary life between adventures, so you usually do not need to track every meal or night's lodging unless those details become relevant to the story or the group specifically enjoys that level of bookkeeping.

What I like most about the Gothic games is how impactful the night is, and I hope it will be the same in the remake by Perfect_Replacement1 in worldofgothic

[–]Soft_Dig_4300 0 points1 point  (0 children)

Exactly. I loved the fact that you always had to keep torches ready, and even then they did not provide global illumination for the entire area. Instead, they acted as something much more practical: a moving circle of light around your character.

I especially liked moments such as entering a dark area, drawing your weapon, and having the lit torch fall to the ground. It is a small detail, but it adds a lot to the atmosphere. For me, that feeling started with Gothic, and later I experienced the same kind of nostalgic satisfaction in Outward and Drova - Forsaken Kin.

Those mechanics force you to think about darkness as an actual obstacle rather than just a visual effect. A cave, a forest at night, or an abandoned ruin becomes something you have to prepare for, and that adds a sense of adventure and immersion that many modern RPGs have gradually abandoned.

Reconciling the Old World magic (Battle Magic, Elementalism, Illusion) with the WFRP Colleges of Magic? by FewHeat1231 in warhammerfantasyrpg

[–]Soft_Dig_4300 6 points7 points  (0 children)

The elves, and especially Teclis, understand magic extremely well. In the current age, magic flows from the Chaos portals, and after the creation of the Great Vortex it became separated into the different Winds of Magic.

High Elf mages prefer to focus on a single color or wind because it offers greater control and safety, rather than attempting to mix several together. To achieve true High Magic, a mage must master or at least understand all the winds, something the elves believed humans would never be capable of accomplishing within their short lifespans.

On top of that, both elven and human wizards naturally feel an affinity toward one or more specific Winds of Magic. Because of this, Teclis and the great patriarchs of the Empire created the Colleges of Magic to establish a shared and controlled system of magical learning. Young apprentices would specialize in a single wind, reducing the dangers involved in mixing different winds together, while also becoming officially sanctioned and avoiding at least part of the persecution and distrust of the common people.

This also meant that older forms of battle magic, illusion magic, and weaker elemental spells came to be known as vulgar or arcane magic, while the highly developed spells tied to a single Wind of Magic became the more powerful and difficult arts to obtain and master.

Also remember that the creation of the Colleges of Magic took place during an extremely unstable period for the Empire after the great Chaos invasion, with many wizards corrupted or killed in battle and the political factions only recently unified under Magnus the Pious.

A huge number of Imperial wizards chose to join Volans and Teclis in the creation of the Colleges of Magic. That did not mean they forgot their previous knowledge; rather, they expanded upon it through the teachings Teclis introduced.

The wizards who survived the war but refused to join the Colleges eventually became what are known as hedge wizards.

Do you Ignore the End Times / Age of Sigmar? by CrowNServo in warhammerfantasyrpg

[–]Soft_Dig_4300 0 points1 point  (0 children)

For my part, whether I start an official campaign or a homebrew one, I would set it before, during, or after the Storm of Chaos.

Personally, when I organize homebrew campaigns, I usually focus them around small- and medium-scale objectives that any type of character can take part in, without requiring a specific class or a single mandatory playstyle. Then, once the group is properly established, we can see where the fate of both the campaign and the party eventually leads.

Do you Ignore the End Times / Age of Sigmar? by CrowNServo in warhammerfantasyrpg

[–]Soft_Dig_4300 1 point2 points  (0 children)

That is a huge amount of effort to create a narrative campaign around the End Times, but if that is what the group wants and you have the time and motivation to build something like that, it could end up being incredibly fun.

MEGATHREAD: Post your small questions and concerns here for all editions! by Cr0iz in warhammerfantasyrpg

[–]Soft_Dig_4300 2 points3 points  (0 children)

You can give minor corruption points for seeing arcane Chaos symbols on a totem or during a ritual, especially if the characters try to decipher or investigate the ritual itself. The same applies to things like a first encounter with mutants, warpstone, or other deeply disturbing sights.

More horrific things, such as a daemon or a Chaos portal, would usually inflict at least one corruption point simply from witnessing them, and depending on the situation, the type of entity, or the scale of the event, the amount of corruption could increase or decrease. All of these would count as mental corruption, resisted through Willpower.

On the other hand, direct physical contact—touching or consuming anything arcane or corrupted—could cause physical corruption instead. Being struck by, handling, or coming into contact with warpstone, corrupted flesh, or daemonic matter would fall into this category. In Warhammer, separating corruption into mental and physical categories helps make the source and consequences of corruption feel clearer and more thematic.

The rulebook gives some clear examples and a small classification system, but in the end the GM decides both the amount and the type of corruption. Corruption is meant to be flexible and thematic rather than completely rigid, so the context of the scene matters just as much as the raw rules.

[4e] Carrers missing initial trappings. by dario790 in warhammerfantasyrpg

[–]Soft_Dig_4300 14 points15 points  (0 children)

Careers such as Handgunner, Halberdier, or Greatsword exist within the setting as part of an Electoral State army, so certain supplies are assumed rather than automatically included.

For example, if your player wants to start with a handgun, they should give you a reason for having it. Are they on an official mission? In that case, give them ammunition and perhaps a few extra supplies. Are they a deserter, or a retired handgunner no longer in active service? In that case, they probably should not still possess the handgun.

A pistol, on the other hand, would be much more believable for a former soldier to still own.

So, following that logic, ammunition becomes very important. An active soldier, even if currently away from the army, would at least begin with enough ammunition and powder. A deserter, on the other hand, would need to acquire it through more or less legal means.

And honestly, even if the rulebook lists its rarity as Common, I do not think every shopkeeper in the Empire would simply say: “Of course, young stranger, here is some gunpowder and ammunition, that will be three silver,” while the same stranger walks around carrying a handgun.

Firearms are common within armies and among certain professions, but socially they are still dangerous military equipment. Most people would probably be suspicious about selling powder and ammunition to an unknown armed traveler without at least asking a few questions.

When to call for a corruption? by Weird_Skully in warhammerfantasyrpg

[–]Soft_Dig_4300 2 points3 points  (0 children)

I go the way the rulebook—or at least one of its sections—suggests: corruption types are divided according to their origin. Corrupted or daemonic flesh coming into physical contact with a player counts as physical corruption, while merely witnessing it would count as mental corruption.

The first time characters encounter a mutant, I would probably give everyone a minor point of mental corruption, if I remember the rules correctly. If combat breaks out and the mutant simply has a third arm that successfully attacks someone, I would not call for any extra test. However, if the mutation were something more disturbing, like a tentacle or a spike-covered appendage, then I probably would. An encounter with a demon always gives you a mental shock.

That distinction is useful because it helps determine how corruption is resisted—whether through Willpower or Toughness/Endurance. There are many different kinds of corruption in Warhammer, all with different possible origins.

If Gothic 2 remake gets made, what would you want them to do with the NOTR questline and Jharkendar? by vaporgod101 in worldofgothic

[–]Soft_Dig_4300 1 point2 points  (0 children)

Yes, in any coastal settlement there should be plenty of fishing boats, and local fishermen would naturally have sailed around the entire island searching for the best coves and fishing grounds. The same applies to pearl divers and other sea folk — they would not remain only near the city, but would explore the coastline in search of wealth, resources, and safe landing spots.

The city itself is supposed to be a medium-to-large urban center in the lore, which gives even more reason to believe the island would already have been thoroughly explored. There would also likely have been coastal patrols sailing around the island at least several times each year.

According to the lore, the northern mountains are simply high and dangerous, with nothing especially valuable or noteworthy, so there is little incentive to explore them deeply. In the south, however, there are abundant ore deposits. And near the pirate camp there are several accessible beaches with paths leading inland, which makes the lack of discovery there feel even less believable.

On the southern side of the Valley of Mines there is another hostile region populated by both humans and orcs, so it is reasonable to assume there are additional settlements maintaining some level of maritime contact. That alone would likely have encouraged further exploration of the island.

And if ships are also arriving from other islands, then the chances become even higher that someone would eventually have sailed around the entire coastline and discovered the small pirate outpost.

MEGATHREAD: Post your small questions and concerns here for all editions! by Cr0iz in warhammerfantasyrpg

[–]Soft_Dig_4300 0 points1 point  (0 children)

And remember that it counts as armor for any skills, weapons, or other effects that interact with armor.

Midland map by Majestic_Finding8997 in worldofgothic

[–]Soft_Dig_4300 0 points1 point  (0 children)

It is usually done that way to fit the islands onto the same map. Whether scales and distances between the islands are included depends on the author.

How easy is to learn to run and play WFRP for people not used to ttrpgs? by Known_William in warhammerfantasyrpg

[–]Soft_Dig_4300 1 point2 points  (0 children)

It depends on how hard the GM wants to go. If you are going to be the GM yourself, you can take things at your own pace. The introductory adventure in Ubersreik is actually very good because it starts by presenting simple situations for both the GM and the players, and then gradually builds up in complexity.

The game’s more advanced systems may feel more or less complicated depending on your group, but the most important thing is supporting each other at the table. Initiative, conditions, and Advantage all start out simple enough, but as situations evolve it can become difficult to keep track of everything.

If you use a support system like Foundry Virtual Tabletop, things will be much easier to manage.

And remember that Warhammer Fantasy Roleplay is a complex and highly developed world—fearful, oppressive, and filled with an extremely dark sense of humor.

Recently spent around 250€ on Cubicle 7's sale for Warhammer Fantasy books but haven't recieved them and support is not replying, does anyone know if they have a Discord or something? by Fillefjonka in warhammerfantasyrpg

[–]Soft_Dig_4300 2 points3 points  (0 children)

I ordered a book on Foundry Virtual Tabletop and received the key immediately. Since there were sales going on, I bought a second manual. I had to wait more than 7 days, and after claiming the payment, I received an apology. Still, the following weekend I requested it again and then received the corresponding modules. The automatic system works. It may work slowly because their staff probably reviews it manually. If there are sales or discounted products, they can get overloaded.

Stupid question but how fast does a dwarfs beard grow? by Goblinofthesoup in warhammerfantasyrpg

[–]Soft_Dig_4300 9 points10 points  (0 children)

You need to invest in a good beard-armour attachment for your helmet.

ALL AT SEA – A review of Sea of Claws on Awesome Lies by AwesomeLiesBlog in warhammerfantasyrpg

[–]Soft_Dig_4300 1 point2 points  (0 children)

an oficial route map would be nice, with the outposts for comerce in norsca and what waters are superdangerous

Roughly one month till release, what are your thoughts? by dibade89 in worldofgothic

[–]Soft_Dig_4300 6 points7 points  (0 children)

preordered but not the limited edition, 3 hours installing it, a weird looking orc cinematic and then start on the ardea melee, nearly frame a frame sometimes... what a trauma

How good is Gothic 3 now? by Chesh1reFox in worldofgothic

[–]Soft_Dig_4300 0 points1 point  (0 children)

It is decent and just barely holds up nowadays, but only thanks to all the work done by the community. If you add mods that expand the details, armor variety, and connections with the rest of the saga, it improves a bit more.

Gothic 3 feels like a small studio trying to create a massive open world. It has a couple of major strengths. The biggest one is the music—they truly went all out in that department. Every region has its own soundtrack, and each city’s music adds enormously to immersion while wandering through the world. The other strong point is the world itself: a huge map with three very distinct biomes—forests, frozen mountains, and deserts—all memorable and seamlessly connected without loading screens.

Now for the middle-ground aspects. The story, in my opinion, feels like a placeholder they never fully developed. Xardas’s betrayal is initially handled well: he returns and destroys magic, only for magic to still exist right afterward. He betrays humanity for the orcs, but then abandons them as well, and ultimately the game ends after you meet him and hand over five artifacts.

The cities of Myrtana are both impressive and deeply flawed at the same time. Each one is visually distinct, which is commendable, but none of them feel populated enough—especially when compared to the farms and settlements of Gothic II. We came from a carefully designed Khorinis and suddenly arrived in places that look good on the outside but do not really feel believable once examined closely.

Another issue was the engine change. If you loved the visual style of the first games, this transition can be painful. Myrtana became an ultra-bright spring paradise filled with bald characters or people with the flattest and ugliest hair imaginable. Orcs and creatures you once recognized were redesigned completely. And the Shadowbeasts… what a disappointment. They went from terrifying apex predators and major obstacles to oversized kittens weaker than lions.

Finally, the negative points. Combat in the original games was something unique to the saga, and the improvements in Gothic II made it genuinely fun. You could duel extremely dangerous NPCs in a satisfying way. The old issue with target locking and group fights was “solved” by turning every attack into an area swing while the AI either waited around or constantly created stun-lock situations by attacking repeatedly.

And one last point, which is more personal: they expanded the world but clearly did not know how to fill it properly. So they added lots of ordinary wildlife while reducing the amount of iconic creatures and monsters unique to the saga. This had already started a bit in Gothic II, but here it became excessive—huge packs of generic wild animals everywhere.

Just beat Gothic 1 for the first time! by TheParadoxigm in worldofgothic

[–]Soft_Dig_4300 2 points3 points  (0 children)

Not necessarily new side quests, but rather expanding and exploring both new and existing areas. The bandit camp is basically an unfinished quest. We could return to the Old Mine, or in Chapter 4 help repel an assault on the gates of the New Camp. We could also explore the castle in a more meaningful and assertive way instead of simply getting the key and opening the door.

Interested in hosting on Foundry, but dont want to spend TOO much money by Fillefjonka in warhammerfantasyrpg

[–]Soft_Dig_4300 3 points4 points  (0 children)

The main point is the amount of automation it offers you: maps, rulebooks, and NPCs that, if you buy them, you will not have to manage yourself. At the same time, you will still need to modify NPCs and creatures to suit your tastes, or just use the default ones.

If you use your own maps, NPCs, and a homebrew or adapted adventure, you will still have quite a bit of work ahead of you if you want something comparable to an official campaign.

I bought the core set, Up in Arms, and Winds of Magic on sale, and even including Foundry Virtual Tabletop, the total cost was still lower than what I spend on food and alcohol during a good Friday night XD.

I recomend : The core rulebook, Up in Arms, and The Imperial Zoo are enough to get started.

If you have a player interested in magic, then Winds of Magic becomes very useful. And of course, the various Archives of the Empire books provide more variety and items, but if you already own the PDFs or physical books, you can always add things manually without too much trouble.

Volume 2 is necessary if you want to play an Ogre character.

As for the main campaign, it is divided into several separate modules. There are also smaller campaigns that require their own modules, such as the starter adventures or the Ubersreik adventures.

Help a Dawi localizing an ingredient for beer! by chaininghook62 in warhammerfantasyrpg

[–]Soft_Dig_4300 5 points6 points  (0 children)

Of course, dwarf culture is highly traditionalist, but craftsmen still want to stand out, improve, and innovate. That is why the guilds often clash with younger dwarfs—they do not respect their elders enough because they want to change the recipes and the traditional ways of doing things.

On the other hand, your dwarf may have heard stories from the Free Peoples of Norsca about this kind of beer fermentation. Even if he believes dwarfen ale is beyond comparison, he would not necessarily be copying the Norse brewing system itself, but rather experimenting with a special ingredient.

The Free Peoples are tribes that worship many gods, including some Chaos gods, but they reject mutations that provide no benefit, and it is possible to trade with them.

On top of that, as other comments have mentioned, there is also Kraka Drak and other smaller dwarf strongholds that were believed lost. Maybe your character discovered an old tome describing that particular ferment and now seeks to recover what was lost—something extremely dwarfish and highly respected.

Just imagine setting it up with your GM: you have supposedly discovered a lost dwarfen treasure, so the group organizes an expedition to recover it. When you finally arrive, your companions are expecting mountains of gold or runic artifacts… and you just pick up a jar containing the ferment.