I joined the Old Camp and watched a single choice quietly reroute half my first chapter—then I remembered how many doors I had just locked behind me. You can feel the consequences the moment a quest NPC hands you a note. I’ll walk you through the trade-offs so you can choose without regrets.
On a crowded street, three cafés sell the same coffee but promise very different mornings — the comparison is closer than it looks
Your faction becomes a compass for how the game will steer your first chapters, your moves, and your loot. Gothic 1 Remake gives you three factions to pick from, each bending quests, promotions, and equipment toward a distinct playstyle.
- Old Camp
- New Camp
- Swamp Camp

The three big impacts of your choice:
- Quest access: Your faction determines which quest threads you’ll follow most often. The Old Camp route, for example, hands you early mage-focused tasks such as delivering messages to the Fire Mage boss. Some rival-faction quests remain possible, but many will close off.
- Promotions and archetype: Promotions (the class-style upgrades you get) align with the camp’s training. Pick New Camp and you get mercenary/thief perks; pick Old Camp and the promotion path favors magic and spell synergy.
- Faction armor: Each camp outfits you with gear that nudges your build. Old Camp starts you in Shadow Armor (which upgrades to Warder Armor); New Camp gives Bandit’s Dress; Swamp Camp hands Novice Robes.
Which faction is best in Gothic 1 Remake?
Ask that on a forum and you’ll get as many answers as players. The honest reply: it depends on the character you intend to shape.
At a job fair, recruiters sell lifestyles more than roles — the pitch matters more than the logo
Pick a camp for who you want to become, not for immediate convenience. Pick wrong and some quests become a closed book; pick right and your early levels feel coherent and focused.
- Old Camp — Best when you want to play a mage: If you want elemental power and spell-related synergies, Old Camp is the fastest route. You’ll learn magical abilities early, get mage-aligned promotions, and receive armor that supports caster stats. I picked this path when I wanted to funnel every early decision into arcane power—and it rewarded me with reliable opens to later magic builds.
- New Camp — Best for thieves and fighters: New Camp teaches lockpicking and trade skills fast, so if you want extra loot, stealth options, or a mercenary feel, this camp accelerates those systems. Expect more quests tied to contracts, theft, and combat favors.
- Swamp Camp — Best for a cult-flavored playthrough: Swamp is its own ecosystem: combat trainers exist, but the flavor is worship and bribes. You can skirt some restrictions with coin, and the camp’s narrative connects to the Sleeper in ways the others don’t.

Can you switch factions later?
Short answer: not cleanly. The system is weighted toward your original choice. You can pursue some rival quests, but full membership benefits and promotion paths stay tied to the camp that recruited you. Plan your build around that lock-in.
If you want practical aids while you decide, consult Steam or GOG player guides, watch quick breakdowns on YouTube, and scan write-ups on IGN and community wikis. Streamers on Twitch often show the first few hours from each camp so you can watch how quests and promotions diverge. The game currently lists for $39.99 (€38) on Steam, which is a small price to test different starts if you buy a second copy for a different run.
So pick the voice you want to play: spell-slinger, shadow thief, or swamp acolyte—and then defend that choice every time someone hands you a new quest chain. Which camp will you swear allegiance to first?