Showing posts with label Frostgrave. Show all posts
Showing posts with label Frostgrave. Show all posts

Tuesday, March 7, 2017

First Game of Frostgrave




After talking about Frostgrave as an RPG a while back and looking at the miniatures game even farther back I figured we really ought to play the damn thing. So, over the weekend, Blaster and I did just that. It was just the two of us and we just played the "standard game" from the book, not any particular scenario.

Table-wise they recommend a 3' x 3' area, so we flipped over our X-wing mat and started dropping ruined city parts on it. It's not all that pretty but this is a "prototype" after all.

I took an elementalist because I figured getting a feel for the blasting wizard would give me a solid baseline. Blaster took a necromancer because he was in a zombie kind of mood. We both took apprentices because it makes a ton of sense. Soldier-wise I took a barbarian, a ranger, an archer, two thugs, and a war hound. Blaster went templar, infantryman, 2 archers, 2 thugs, and a war hound. He managed to summon a zombie before the fight while I failed to craft a construct.



We set up our forces and commenced to fightin'.The goal is to hurt the opposition and steal away as many treasure tokens as possible. With 2 players we had six of those on the table.

I quickly discovered that it's very important to keep soldiers close to your wizard and apprentice. First, they provide cover! Second, the sequence of play is wizard + up to 3 soldiers within 3 inches of him, then Apprentice + up to 3 soldiers within 3 inches of him, then your leftover soldiers. It really sucks when you realize all of your heavy hitters have moved off on their own so you're activating just your wizard, then just your apprentice, then all of your other guys while your opponent is moving the full 4 guys each time.

Now you can't always do this. Somebody needs to go retrieve that treasure token on the bridge and it's not going to be my wizard ... hey Thug Bob, why don't you run out there real quick and grab it for us, ok? That means Thug Bob may get to move in the last segment next turn, but it keeps the wizard safe.

Man Down!


My wizard performed pretty well when it came to blasting things. In one memorable moment I lighting bolted an archer right off the top of a monument for the first kill of the game. I was not doing real well on the recovering treasure side of things so I ran my apprentice up to the nearest one and discovered dogs are pretty fast. I also discovered that even dogs can roll really well and he took out my apprentice in one round.

It does take a little getting used to how fragile things are. Figures have hit points which might make you think they're going to take a few hits to kill - maybe, maybe not.

  • Combat is a d20 + your Fight bonus which is typically a zero to a +4. This is an opposed check, high roll wins. 
  • Damage is whatever you rolled, minus the losers Armor number, which is typically 10. You then subtract that damage from the targets Health, which is also going to be around 10. 
As you can see, a d20 + a few, minus an armor number around 10 vs. a health of around 10 means a high roll can kill in one shot. There's also no mitigation from a high initial roll, so if I lose a fight 21 to 19 and I have 10 armor and 10 health I am dead - just as dead as if I had rolled a 3. I don't think it's a huge problem but it did require an expectations adjustment from me after seeing it in action. 

In then end we came out about even. Blaster had more treasure but I had done more damage. He did much better in the gold department but when we rolled for character status after the game several of his soldiers will be sitting out the next game. All of my soldiers came thru OK but my apprentice will be out next time so that will be a challenge. 

We played 5 turns in about an hour and a half and that's with building our warbands, choosing spells,  and fumbling around learning the rules for the first time. I'm pretty sure a regular game will be less than an hour assuming you don't have to pick your forces all over again.

We had a lot of fun and he was already talking about "next time" as we wrapped up so I think it's a winner. I'll post more when we play again. 







Tuesday, February 14, 2017

Frostgrave as an RPG Campaign?




I wrote about Frostgrave almost a year ago and while we have not done much with it I still think about it from time to time. You can see that post for a summary of what it is but the short version is an ancient city suddenly frozen in ice in a magical disaster is slowly thawing, drawing in adventurers (particularly wizards) and looters and thieves and bandits. The main game book is concerned with exploring the ruined city itself but subsequent books have covered the undercity, the barbarian tribes outside the city, and the resurgence of a specific villain in "Thaw of the Lich lord".

You see what they're doing here right? They publishing a lightly-disguised long-term regional RPG campaign. We have the ruined city, the dungeons of the city, the dangerous parts of outside the city, and a campaign adventure to kick things off!

I mean sure, it's sold as a miniatures game but it has all of the background info and general area info you need. There are no big maps of the city or the area so you're free to work up or adapt one that you like, but it is a specific, interesting scenario with a designated state (mostly ruined) and a climate that's not generic (cold and frosty). It's post-apocalyptic in a sense in that there is no organized government so you're free to act as you wish. Monsters are described and I would summarize it as constructs, elementals, demons, undead, and animal types, plus hostile humans. It's not generic "broken city full of orcs or goblins". It's at that just-right level of detail where you have enough to build something with the intended flavor but not so much that you're tripping over it. You don;t have to worry about getting the street name wrong, for example.

It's a little weird because maps are one of those things that get my wheels turning. This set of books really doesn't have any. The concept really appeals to me though in spite of this. I suspect it's the ruined city thing that pulls me in - that's probably my favorite adventuring environment. From Dwellers of the Forbidden City, to Phlan, to Neverwinter, to Ruins of Intrigue, to a whole lot of Gamma World that's one of the instant interest hot buttons for me. I posted about it years ago here and none of that has changed for me.  I've even been looking at Big Rubble for a potential Runequest game so it really is a constant thing.


So I really like the idea and could probably have a ton of fun with it with an intermittent miniatures campaign, but if I really like it that much why not go a little further? Instead of each player running a warband why not have each player as part of the same warband? Co-op instead of PvP? It narrows the focus and let's you dig in that much deeper. It probably doesn't help that I am readin "Playing at the World" at this same time and that whole evolution of wargames and miniatures into RPGs is covered in great depth there. this feels like something we could recreate in our own way.

Inevitably you have to look at rules. "What would you run it in?" someone asks. Not sure yet.

RQ is interesting but I don't know that it would be a great fit for a direct translation. There's a little more magic in Frostgrave - items, locations, spells - and RQ doesn't focus on that quite as much.  The un-freezing ruined city full of danger and magic though ... that does tie in to the whole quest for Runes and things. I think it could be done but the flavor would be a little different.

Dungeon Crawl Classics is another option and would be more mechanically interesting than some games. The monsters and magic fit just fine. DCC has its own flavor too though and while it definitely fits I'm still torn on whether it is the best fit. Maybe the party starts off as zero-level nobodies working for a wizard, then gradually move up the level chain.

5th Edition? Well yeah, and it even has the same 20-level progression. I had not thought about it much before working on this post but it would be a new setting for the new game. The different types of wizard would fit well within the assumptions of the setting.

Basic/Labyrinth Lord/Swords and Wizardry/Some other retroclone ish type game would all work pretty damn well here too. Let's see you're a band of people searching a ruin for loot and magic. The whole setting is basically a return to the birth of D&D!

I think 4th Edition could certainly do it. The emphasis on miniatures combat and the more structured approach to monsters and magic items fits in with the actual Frostgrave game mechanics pretty well. The problem is that I already have a stack of ten thing's I'd like to do with 4E. I'd rather make this something else.

It's not a bad idea for a Pathfinder campaign either but I'm on a break from PF so we won;t be doing it that way.

Last, one that I almost missed but that seems so obvious: Warhammer Fantasy Roleplay. Frostgrave is clearly related to Mordheim, so why not use the Old World and the associated rules for the whole thing? This might be one of the best concepts to get that game onto my table.




So there are seven options for rules that I think might work. What are the general traits I am interested in?

  • Something new! Make it its own setting. I don't want it in the Realms, or Glorantha. I might consider Greyhawk if I went with a D&D type game as it does actually fit in there fairly well, but it's not a place you've been before. I'd consider putting it in the Warhammer world as I mentioned and again it's an unknown region. Other than that it needs to be a new game in a new world. I could even let my players sketch out where they are from in the outside world. 
  • The city is the star! Regardless of setting the campaign is the city! It's not going to get invaded by an evil empire, or the drow, or hobgoblins, or aliens - the adventure is in uncovering what's there. It's not a political campaign and it's not a war story. There may be factions in the city as time goes on but it's not about running for mayor. As for outside the city, that stuff doesn't really matter. We won;t be getting caught up in world wide events or leaving the city for an epic quest across the seas or even the planes - there's enough going on right here to keep everyone busy.
  • People come and people go! It's a rotating cast but it's one big story. Characters can be injured or killed but the game goes on: the "story" of the campaign is the exploration of the city, not that of any one character or even one band of characters necessarily. Frostgrave has rules for bases such as inn, libraries, and towers so characters can retire or take a break to run those while the rest continue. 
I'll post more as I dig farther into it. This is one option for the potential "fantasy campaign comeback" and I need to do some more work on it but it feels like it has a lot of potential to me. 

Sunday, December 11, 2016

40K Friday on Sunday: Other Miniatures Options for 2017



Anthony posted a comment on Friday's post that mentioned getting Bolt Action mini's ready as well as 40K. Yeah, similar problems here. I tend to focus on 40K because that's what we play the most but we go beyond that when we can. For 2016 I even made some deliberate efforts in that direction:

  • I was determined to get in some games of Bolt Action so I went back to work on the 1/72 plastics I had from a while back. I also took a turn and got interested in playing more Pacific battles so I started looking into 28mm Marines and Japanese options. Then I saw a second edition was on the way and put the whole thing on hold. 2017 might be the time to get serious about my WW2 interests again and make this a real option. I was focused on 20mm or 1/72 plastics because they are cheap and a ton of stuff is available but so much of our terrain is 28mm and sometimes looks out of place for them. not so much hills/rocks/trees but the buildings are a real problem.
  • I did, finally, get the two-player starter set for Dropzone Commander. It is a lot like epic, I really like the rules and the design overall, but I got bogged down while building the armies and it sits in a half-finished state, unplayed thus far. I really need to fix that.
  • Frostgrave: It's a cool game, love the rules, but we just haven't found the time. Anything that uses the D&D mini's we already have and plays fairly fast has a chance here though.
  • Flames of War: Bought an older rulebook cheap, read those rules, remembered why I lost interest the first time. Plus it's even more out of scale at 15mm. everything I have is built for either 6mm or 28mm. I'm not likely to buy or build a 3rd set of terrain for one game. 
  • Kings of War: We repurposed my old Warhammer High Elves and Orcs for this game, wokred up some temp bases to stick them on and played 3 or 4 games of it. It's a lot of fun and plays quick without getting bogged down in umpteen special rules for each unit/leader/magic item. I like it a lot. I'm considering whether to rebase the old Chaos Warriors for it and I'm eyeballing the leftover Lizardmen I have so clearly it's found a home.
  • X-Wing! Hey at least you don't have to paint the damn ships! We play this intermittently and I suspect it will resurface during the holiday break. It tends to spring up in conversations like this: Well I could go buy a new tank or a codex for 40K and spend the next few days reading it or building and painting up that unit -or- I could buy 4-5 new X-Wing ships for that same amount and be playing with them as soon as we get home. It's an easy decision sometimes.
Anyway I will probably pick one or two of those to bump up to "real, playable game" status alongside occasional Star Wars space skirmishes. If we do anything serious we will put some pictures here, 

Tuesday, February 16, 2016

40K Friday on Tuesday: Frostgrave!




It's been a miniatures-intensive few weeks here as I've been bitten by the bug again and picked up a few new games. Besides Kings of War our other fantasy game is Frostgrave.

The concept here is that there was a mighty fantasy city that was a center of learning and magical knowledge. One day something happened and the entire city and surrounding area was covered in ice. Now, a thousand years later, the ice is retreating and greedy desperate  intrepid wizards are coming to the ruin to steal loot rediscover ancient magical knowledge.

Now this sounds like a pretty solid start for a D&D campaign and it would be, but this is a skirmish miniatures campaign system. Each player starts with a wizard and 500 gold crowns. The gold is used to buy hirelings (typically starting with an apprentice wizard) such as knights, thugs, archers, all the way to guard dogs. This merry band of thieves explorers then faces off with other competing bands to recover loot. There are different scenarios but typically it's an objective based game (loot tokens) and success lets you level up your wizard, learn some new spells, hire more hirelings, pick up a magic item, and generally get better. Ultimately the goal is to get to level 20 and ascend to the next level of being but the main goal is to have fun skirmishing with friends.


Now yes, this does sound a whole lot like Mordheim from GW a decade or two back which was itself a fantasy version of Necromunda from a decade or so before that and it's pretty clearly aimed at a similar type of game. Mechanically it uses a d20 for resolution instead of d6's but it is in very similar territory regardless of the exact mechanics.

The mechanics are pretty light - 4th edition D&D this is not - but it should keep games fairly short and it looks to me like there's still enough to it to make it worth playing. The main focus is on your wizard and there are ten different schools of magic each with multiple spells to choose from. A wizard starts with a variety of spells, not just one and not just in your chosen school so you can have multiple magical options. There are different types of weapons and armor and some magical items that can be purchased to gear up your band. It looks like enough to keep things interesting but I won't know for sure until we try a few games.


There are ten scenarios included in the game to keep things lively and a bestiary for use with some of those and for wandering monsters - nothing less convenient than having a bear or a couple of skeletons show up when you're trying to get away with the loot safely excavate priceless artifacts for the benefit of all mankind.


One upside is that if you've been playing D&D type games for a few years you probably don't need any new miniatures to play it - Lord knows I don't. So it's nice to have another game that uses things you already have. If anything, it's an excuse to paint up some of those individual fantasy figures that never seem to get played in the RPG campaigns.

These kinds of games blur the line between RPG and miniatures game more than most with their focus on campaigns, small groups of individual characters, and advancement. People get attached! As such I suppose it competes with an RPG game somewhat but it is still a different enough kind of game that hopefully there is room for both. In videogame terms it's "PvP" and not "PvE" but it's usually a pretty friendly form of PvP. Just to blur the lines a little more there is already a campaign book for a specific series of adventures against a lich in the city. There's also a book of fiction set in the city available as well.



So - read it, liked it, read it again, sorted through a few mini's, and expect to play it in the near future. The game has a lot of cool little touches that I want to see in action. Moire here when I have a game or two finished.