The Witcher: Difference between revisions
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/tg/ helped to translate the ''rules'' of the game back in 2015, around the time when ''The Wild Hunt'' was released. Translation is janky and covers only the rules, but it's still fully playable, as long as you don't mind the fact you have to look up values for monster stats with Google Translator. | /tg/ helped to translate the ''rules'' of the game back in 2015, around the time when ''The Wild Hunt'' was released. Translation is janky and covers only the rules, but it's still fully playable, as long as you don't mind the fact you have to look up values for monster stats with Google Translator. | ||
The Talsorian one is essentially Cyberpunk 2020 with a very, very, ''very'' thin fantasy paintjob over it. The game was forced out of the studio once CDPR send their lawyers on them, reminding Pondsmith senior that when they got rights for CP, he agreed to deliver a Witcher pen-and-paper RPG in turn. Talsorian did their very best to wiggle out of their side of the deal, until it became clear CDPR will simply sue. And since they've spend over two out of three years doing nothing, this | The Talsorian one is essentially Cyberpunk 2020 with a very, very, ''very'' thin fantasy paintjob over it. The game was forced out of the studio once CDPR send their lawyers on them, reminding Pondsmith senior that when they got rights for CP, he agreed to deliver a Witcher pen-and-paper RPG in turn. Talsorian did their very best to wiggle out of their side of the deal, until it became clear CDPR will simply sue. And since they've spend over two out of three years doing nothing, this gad predictable effect on pace and quality of the game design or the lack of playtests. The result was an internet FAQ and official erratum going for almost thirty pages of explainations and corrections within first month after release. | ||
The game is class-and-race based, with a choice between human, [[dwarf]] and [[elf]] (and witchers as race-as-class). There's a lot of background rolling, some truly nasty ways for crits to work you over, and a rather vast crafting system. It is predominately using ''The Wild Hunt'' as inspiration and source of game mechanics design. | The game is class-and-race based, with a choice between human, [[dwarf]] and [[elf]] (and witchers as race-as-class). There's a lot of background rolling, some truly nasty ways for crits to work you over, and a rather vast crafting system. It is predominately using ''The Wild Hunt'' as inspiration and source of game mechanics design. |
Revision as of 22:02, 12 September 2020
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The Witcher is a series of novels written by Polish author Andrzej Sapkowski, but is better known for the series of video games produced by CD Projekt Red (much to his chagrin; he regularly rotates between dismissal of the medium, lamenting the deal he made with them, and entering into litigation). They focus on the life and times of Geralt of Rivia, one of the titular Witchers (alchemically-augmented superhumans tasked to be monster hunters) in a rather dark fantasy setting where fantastical monsters are becoming resurgent and humans are little better than the monsters.
The Setting
An important part of the discussion of history in The Witcher universe is that the setting exists in a multiverse; every so often there is a "Conjunction", when universes meet and species cross over between them, and if taken literally then sometimes new universes are born and old ones are destroyed during these (although this could be a fancy way of saying that the species immigrating back and forth cause major changes).
Due to Sapkowski's general disinterest in worldbuilding beyond what is necessary, what's known about the world is mostly just what pertains directly to the stories themselves. Continents, cosmology, far-off cultures, and large chunks of history are just blanks, to the point that the author himself refers to fan-created maps in later works.
The area that almost all stories take place in is simply known as "The Continent" (there is also "The Western Continent" in a few stories), and was native originally only to Gnomes and Dwarves. Elves, called Aen Seidhe, arrived from parts unknown in boats thousands of years ago and established kingdoms while having sporadic wars with Dwarves. After the first Conjunction humans arrived from another world that had been rendered lifeless by calamity, as well as a second group of Elves called Aen Elle. Humans spread out rapidly, initially living in peace with the Elves and learning both magic and civilization from them. However the human territories aggressively pushed borders as the human breeding outpaced that of the Elves, resulting in more and more wars, massacres, and forced removal of Elves from their own cities. Eventually the Elven youth began to fight back, initially destroying their own cities in order to prevent humans from easily settling into new regions. The Elves were unable to take on the sheer human numbers, and the youth of an entire generation were killed. The Elven royalty reached out to humans who had benefited from their shared past (so wizards) and tried to establish relations, but the ignorant human masses killed an Elf Princess and her human husband which resulted in another Elf/human war. The Elves lost again, losing one of their few remaining kingdoms and souring most Elves on humanity forever.
When the Second Northern War began the Elves established an army of guerilla Scoia'tael freedom fighters, made up of the various non-human races that mankind had marginalized. They managed to win back one of their kingdoms, although their best soldiers were given to the humans for war crimes and were summarily executed.
During the Second Conjunction, all (or almost all depending on interpretation) Elves left the world, because literally anything is better than remaining with humans. Witchers came back into prominence due to the new influx of monsters.
Cast
- Geralt of Rivia - Our main protagonist and one of the last Witchers, a race of alchemically augmented mage-warriors. He's a fairly no-nonsense guy though he's very much struggling to keep the inhumanly impassive perspective in check.
- Ciri - Geralt's sorta-adopted daughter, proclaimed his Destiny because of a tradition called the "Rule of Surprise" (A tradition in which one person does a service for another, and the recipient must repay this favor through a means that satisfies intentionally-vague criteria). After her mother and grandmother died in a siege waged by barbarians, she manages to wander into Geralt's life, and so he decides to raise her...as a mini-him. This is quickly stopped and she's sent to a proper school to learn. It's pretty clear that she's far more important than she seems as her unnatural height and uncontrolled bouts of magical power indicate that she might have some inhuman blood insider her. According to the games, she’s also been to the world of Cyberpunk while trying to escape pursuers (made possible by the act that CD Projekt RED works on both franchises).
- Dandelion - Traveling bard and one of Geralt's few genuine friends. He's something of a complete idiot and a coward, but he's also the friendliest folks around and is always looking for material for his ballads. He's something of a nuisance, but he's also one of the most well-traveled people around.
- Yennefer of Vengerberg - The closest thing Geralt has to a formal relationship and the closest thing that Ciri has to a mother, though she's totally a bitch at times. She's a sorceress who's manipulative but also very much despises her condition of infertility (a result of becoming a sorcerer) and this is one of the great points of contention between the two of them.
- Triss Merigold - Sorceress with a teenage-like romantic obsession for Geralt that he doesn't share. She doesn't have too much presence as a character in the books, then she jumps to being a main character in the videogames when she takes advantage of Geralt's amnesia and Yennefer's absence to fulfill her fantasy of being the witcher's main lover. She may remain as such even when he recovers his memory. Aside from that dick move, she is very kind and light-hearted, and remarkably, she is one of the few sorceresses that doesn't continuously behave like a bitch.
- Emhyr var Emhreis- the Emperor of Nilfgaard, which is essentially a superpower based mostly off of Rome, though their aesthetic is more medieval German (as far as "evil empires" go, though, it's rather morally grey). He is known for being a cold, ruthless and pragmatic son of a bitch who will stop at nothing until the continent knows only the glory of Nilfgaard and all other kingdoms and states are subjected underneath the Golden Sun. Ciri is his biological daughter, and he desires her to continue his line, as he's head of a prophecy that states that her bloodline will eventually control the world. Has a series of long-winded titles, including a ridiculous "The White Flame who dances on the graves of his foes."
- Eredin- the elvish King of the Wild Hunt (a group of supertall and buff elves in scary black armor), and widely considered to be THE main antagonist of the games. He lead a genocide of the human population of his home planet, poisoned his old king with a spiked aphrodisiac, and when a mystical force is known as the White Frost (either an encroaching Ice Age or the heat death of the universe) began to threaten his world, he started to hunt Ciri in order to use her to invade her world.
- Vesemir- Geralt's mentor and the closest thing he has to a father. He is a witcher with roughly four centuries of experience under his belt and was the sole survivor of an assault on the Witcher stronghold at Kaer Morhen. (Geralt and the few other witchers were away on contracts when this happened)
- Radovid- At first Prince and then King of Redania, the Poland-Lithuania-style country. Stylized as Radovid V the Stern, he starts off as alright-ish and eventually becomes a real fucking prick by the point of the third game, ordering the extermination of all magic-users due to Philipa and her Lodge of Sorceresses backstabbing him and murdering his father, as well as ordering the suppression of non-humans. Despite his ruthlessness and "madness", he is also shown to be a very clever tactician and strategist.
- Sigismund Dijkstra- Think Winston Churchill if he was a medieval Polish intelligence official. Gruff, fairly obese, and intensely patriotic to Redania, he believes in using methods other than war to achieve the state's aim, but he won't hesitate to bash in a motherfucker's skull if it means Redania remains safe. Had to flee his country when Philipa sent assassins after him and ended up becoming the head of a gang in the free city of Novigrad, while still secretly retaining his loyalty to his homeland.
- Philipa Eilhart- the "Jewel of Tretegor", and probably the biggest reason why sorceresses and mages are seen in a negative light in the Northern Kingdoms. She is the head of the Lodge, the magical advisor to Redania's king, and a complete and utter cunt. Even Yennefer hates what a stone-cold bitch she is, noting that she is manipulative, power-hungry, cold, and ambitious. Radovid eventually tires of her bullshit and ends up exiling her, but not before putting out her eyes.
- Crach an Craite- the Jarl of Ard Skellig, which is part of the Skellige Isles (essentially comprised of a people who are more or less Gaelic-Norse in culture). He is a steady ally of Geralt's, and noted for being an exceptionally brave and fearsome warrior, even giving witchers pause when facing him. He is a just and fair ruler to the people on his island, and a terrifying opponent to face in a raid, to the point where Nilfgaardian and Northern naval vessels steer far away from the isle, lest they suffer the wrath of the "Wild Sea Boar".
The Novels
While there are eight novels in total, they were not released in order of continuity in English. Two of them (The Last Wish and Sword of Destiny) are just a bunch of short stories using the same cast and settings while the rest of them are all focused on a particular central plot, creating the so-called saga. It is all followed by a stand-alone prequel "novel", which is a short story blatantly stretched to 400 pages.
- The Last Wish: The introduction to the setting, explaining who Geralt is, the world he lives in, and his work. As a collection of stories, there's not much of a greater overarching plot, except for a framing device of Geralt healing in a monastery and recollecting past adventures with various visitors he has.
- Sword of Destiny: Unlike the previous one, this collection lacks a clear-cut frame, but the stories are more or less in chronological order of events. Geralt meets Ciri for the first time, as a snotty girl, then again, few years later. At least the last two stories of the collection are part of the saga proper, to even know who is who and what's going on. Possibly the most fun witcher-related book.
- Blood of the Elves: Geralt tries rising Ciri in Kaer Morhen, with predictable results. Essentially a set up with nothing important or vital happening, but everyone has their moment to play parent for Ciri.
- A Time of Contempt: Ciri is prepared to be send for a magic training. In the background a massive pile-up of conspiracies eventually implodes, leading to infighting between mages and reassumption of war between Nilfgaard and all the northern kingdoms.
- Baptism of Fire: Probably the most /tg/ of all of the books. Geralt assembles a
partyhansa and starts his search for Ciri, who disappeared after the disastrous coup in previous book. On the other side of the world, Ciri is doing her best to survive by joining a pack of thieves. Big political game starts to unfold in the background. Depending on why you picked up the saga, this is the moment when you either drop or start to enjoy it. - The Tower of the Swallow: Bad things happen to everyone: The Book. Ciri gets captured by Leo Bonhart, Geralt & co. are still struggling to find her, Nilfgaard is winning the war and whole lot of people die, while politicians and mages are plotting.
- The Lady of the Lake: The big culmination of the saga. Ciri eventually manages to master her ability, while Geralt finally gets a trail toward her. In the background, North finally starts a counter-offensive, culminating in an all-or-nothing battle for both sides. Skip the final chapter and you've got a servicable ending. Read it and realise you've been trolled into going through seven books.
- The Season of Storms: A blatant and open cash-grab, written almost 20 years after the whole saga. Would be a decent, 30-something pages long story about Geralt getting his swords back somewhere in the middle Sword of Destiny. Instead, it's stretched, rolled and tucked into a novel format, all while openly trolling anyone who ever cared about lore.
The Games
CD Projekt Red is responsible for releasing the three main Witcher games (with DLC) alongside Gwent, a digital card game and competitor to Blizzard's Hearthstone, and Thronebreaker.
The RPGs
There are two: one made by Poles in 2001 and one made by R. Talsorian in 2018. The first one is a result of bunch of fans running an RPG-publishing company finally getting rights to make a Witcher game. The second is a result of contractual obligation. This has pretty obvious effects on both games.
The Polish one is based on d6. It's class-less, supports both point-build or roll-for chargen. You pick your race, then either roll stats or spend points on them, then fill-in skills and special abilities. The game was designed from a ground-up specifically for the task of supporting things from the lore. It is also in a very awkward straddle between "muh realism" and "muh epic", with some rules aiming for high lethality and emulation of detailed factors, while others over-simplify things and underscale difficulty of various tasks.
Design-wise, it's a very late 90s game - various stats and skills overlap, others are overly simplified (like having 3 different tracking skills or 7 conversation-related, but just one for all types of melee weapons). On the flip side, its combat mechanics are more than servicable. What else to ask from a game when it has grappling rules that are just two sentences, make sense and don't confuse anyone, all while the game allows in the same time use magic and fight in melee? The game covers only things that are present in the books, so stuff introduced in video games like bombs or gorillion of potions is missing. The rules are also grounded in the lore, so bards play music and write poetry, while monks copy manuscripts. Elves still are sluts, thou.
/tg/ helped to translate the rules of the game back in 2015, around the time when The Wild Hunt was released. Translation is janky and covers only the rules, but it's still fully playable, as long as you don't mind the fact you have to look up values for monster stats with Google Translator.
The Talsorian one is essentially Cyberpunk 2020 with a very, very, very thin fantasy paintjob over it. The game was forced out of the studio once CDPR send their lawyers on them, reminding Pondsmith senior that when they got rights for CP, he agreed to deliver a Witcher pen-and-paper RPG in turn. Talsorian did their very best to wiggle out of their side of the deal, until it became clear CDPR will simply sue. And since they've spend over two out of three years doing nothing, this gad predictable effect on pace and quality of the game design or the lack of playtests. The result was an internet FAQ and official erratum going for almost thirty pages of explainations and corrections within first month after release.
The game is class-and-race based, with a choice between human, dwarf and elf (and witchers as race-as-class). There's a lot of background rolling, some truly nasty ways for crits to work you over, and a rather vast crafting system. It is predominately using The Wild Hunt as inspiration and source of game mechanics design.
It's not horribly designed barely playable. The class system is extremely restricting, even without comparison to the freedom of the Polish game. The skill system is schizophrenic as hell, not sure whether it wants to collapse similar skills together into super-skills or split them out into granular sub-skills, the random backstory generator tends towards grimderp and cannot be removed or replaced with something that lets a player pick, since some results offer gameplay benefits and penalties, and the crafting system is, at once, the worst kind of busywork math homework/bean-counting actuarial nonsense and absolutely necessary since everything in the game is designed to be more expensive than necessary to force you to engage with it at gunpoint. Because hey, RPGs are about crafting, right?
Combat's also not bad awful, since it takes CP2020 game mechanics, slaps swords and magic on them, but never adjust for the fact original ruleset was written for firearms and ballistic armour. It has an unique stamina mechanic where players essentially have a finite-but-replenishing currency they spend by taking all kinds of actions, but it's very random and lethal, so having a medic is also something the party needs at gunpoint.
Finally, although they are the supposed draw of the game, Witchers are generally restricted to one per party, and while they are very good at hunting and killing monsters, they are very bad at everything else, they suffer extreme social penalties, and while Geralt, by virtue of being a protagonist and a high-level character, is good at all kinds of things, most Witchers really, really need to specialize. Honestly, the average man-at-arms is just as good at fighting as the average Witcher, again, outside of monster stuff, and better at doing other things that don't involve monsters or tracking.
Aside from those two official games, there is a handful of notable homebrews and fan expansions to various games. This even includes a separate one for PF and 3e, 3.PF, 4e and 5e D&D. But probably most notable is the GURPS module, since it's on par with quality of official stuff. Pretty much all homebrews that are in English were designed with elements from video games, rather than book content.