Golgfag is a gimmick campaign done right.
I just started my Golgfag campaign today and it's so much fun.
The contract system is such an interesting and engaging way to interact with the game world and the fact that it's randomly generated after the first two is such a huge factor in making this campaign replayable.
Going to war. Fufilling the contract. Peacing out. Use the reward to build up the camp and recruit units. Take new contract, teleport there. go back to step 1.
And it has such a synergistic relationship with the loot food>transfer to camp gameplay loop the ogres now have.
But what I really appricate and where this campaign is far better than the changlings is that you still feel part of the game world. Your taking territory for your cilent, influencing the game scape to a huge degree. And leaving an impact long after you've teleported away to the other side of the map.
Whereas with the changling you pretty much existed on a seperate plane of existance all together. You had your schemes yes, but you werent achieveing your schemes by doing anything interesting with the factions around you. You had no real reason to wage war. No real reason to screw with anyone. It was fun, don't get me wrong. But it was very much a one and done for me.
But Golgfag, I can definatly see me playing again in the future and I say that as somone who doesnt really like the ogres thematically. Seeing what contracts pop up next time, deciding how I want the world to look. Or just being pure oppertunist and seeing what results from the chaos.
And while I know that CA maybe over did it with all the teleporting in this DLC it feels far more thematic and rewarding then it did in my skulltaker campaign.
If DoW (assuming we get them.) have a similar or refined system like this I think they'll be a fast favorite for me.