
When you get to the nearest settlement, the so-called "Old Camp", the guard asks if you're going to be making trouble.
"Sure, I'm here to take on the whole camp."
"You're a funny guy... I don't like funny guys."
(beats you up, steals your stuff)
"Thanks for the ore! I'll drink to you!"
And so you are left lying in the mud wondering if there's anyone in this town not looking to punch you in the face...
There is Diego, one of Gomez' men, who keeps you from getting killed by the welcoming committee and quickly becomes your friend and mentor.
Once acquainted with the politics and geography of the place you spend much time travelling between the three main camps doing jobs for each of the factions.


Eventually you join one of the three camps, making your contact with the other two limited to the occasional diplomatic exchange.
The landscape in Gothic is really something. It's not as unendingly enormous as, say, Morrowind, but this is sooner a strength than a weakness. Every cliff and corner is hand-crafted and there's always something interesting to find off the beaten path. Once you've spent some time in the valley you won't even need a map to know where you are. No one place looks the same.

One thing Gothic has in spades is atmosphere, from its European forests and mountain ranges to its sometimes gorgeous weather effects and lighting. The day/night-cycle in the game has a very real effect on the people around you. They wake up and leave their houses in the morning, splash their face in a bucket of water and then get to work. In the evening people sit around the campfire.
NPCs react. If you draw your sword in the middle of a crowded square, everyone around you will draw theirs, shouting: "Put the weapon away!". Go wandering into their houses when they're around and they'll be none too happy either. Any NPC can be killed, but winning a fight against someone only knocks them out. Unless you're using arrows or magic, you have to deliver a killing blow, making murder a very calculated thing which you WILL be held responsible for. Most people will leave you alone if you kick their ass once, so there is generally no need to go around killing everyone who looks at you funny.
You're warned early in the game: "Don't go into the forest, especially at night."
And they aren't kidding. Gothic is filled with things that can kill you. The game is not going to hold your hand and if you're stupid enough to run into a Shadowbeast with no armour and a pick-axe, you will be eaten. It lends a real sense of danger to the wild. Once you venture outside the gates, you're on your own. Get skilled enough though and it is you that will be doing the hunting.
Gothic has a very open-ended start, but gets more focused as you progress and the story begins to unfold. There's a lot of room for choice in how you interact with the three factions and your fellow inmates, though the underlying plot is fairly linear. Overall it strikes a good balance between having a meaningful story and letting you freely explore an open world.
Certainly, it is a place worth visiting.