Short answer: choose a faction for route identity, not only rewards
The best Gothic 1 Remake faction depends on the kind of route you want through the Mining Colony. The Old Camp is the most structured and authority-driven path, the New Camp is the more independent rebel route, and the Sect Camp is the stranger spiritual route built around swamp culture, belief, and different social rules. None of these choices should be treated as a simple best-stat answer before you understand what each camp asks from you.
For a first playthrough, the safest approach is to visit every camp, talk to recruiters, do low-risk errands, identify trainers and traders, and only then commit. Gothic is designed around consequences, social pressure, and dangerous travel. A strong faction choice is the one that matches your role, your tolerance for strict hierarchy, and the quest style you want to follow.
This guide deliberately avoids pretending that every post-release number is fixed forever. Balance, bugs, trainer details, and platform behavior can change with patches. Use the official store pages and current patch notes for live technical details, and use this page as a crawlable planning guide for faction intent, route structure, and early decision-making.
If you are still before the joining decision, pair this page with the <a href="/gothic-remake-walkthrough-beginner-route">spoiler-light beginner walkthrough</a> so route safety and faction choice stay separate.
The released game keeps three joinable factions rather than adding a fourth major camp. The remake expands faction-specific quests and context, so searches for new faction content are best answered by comparing the extra route material inside the Old Camp, New Camp, and Sect Camp paths—not by looking for a separate new faction.