Greetings, folks!
Since our campaign began for Thaw of the Lich Lord, we've found that Frostgrave is a very tight ruleset. Indeed, each rules question we ran across has been answered in the Errata & FAQ from Osprey Wargames. We've been playing the game according to the rules as written in the main Rulebook, and there hasn't really been an issue we've seen to cause a problem save one. Namely, permanent wizard death.
It wouldn't be an issue in an open or long-term campaign, but we've traditionally ran timed campaigns and tracked individual player win / loss records. It causes an issue when your wizard dies if we're keeping track of certain information (like experience points). If you're reset to 0 in certain respects, how can you manage to make it up before the end of the campaign?
We decided not to subject anyone else to a 0-sum after I suffered as the club guinea pig for having their wizard killed (R.I.P. Arzoz Maurz, Most Annoying Illusionist). After casting around on the internet looking to see if anyone else had come to this conclusion, we quickly found that we were not alone. After examining a few of the rulesets, we've decided to integrate the popular JustPlay Frostgrave Rules Changes wholesale, both Recommended and Optional. This cleans up all the questions we had very nicely, including giving us a nice structure for the Out-of-Game turns as well.
In addition to these changes, we're adding several official Frostgrave expansions to the ol' chopping block this season: Sellsword, Dark Alchemy and Hunt for the Golem. Consider these expansions to be legal in any Wargate campaign where one of the scenarios is listed. For our current game, these are all legal as of now - including the ability to include Captains in your lists. Now you can finally make use of that section of the wizard sheet!
As for the smaller campaigns, Dark Alchemy and Hunt for the Golem, the scenarios take their place in the current order as shown on the Frostgrave campaign page. In addition, Dark Alchemy replaces the potion rules immediately. The campaigns can generally be undertaken by players as they wish, any limits will be denoted in the season's own campaign rules.
Lots of folks are frothing at the mouth for Frostgrave around these parts! We'll see a large campaign update this weekend as new combatants enter the fray. I wonder what level we'll end the season around? Get your wizard leveled now, and we'll see you on Game Day!
Showing posts with label Thaw of the Lich Lord. Show all posts
Showing posts with label Thaw of the Lich Lord. Show all posts
Saturday, July 02, 2016
Frostgrave Campaign Rules Update
Categories
Announcements,
Frostgrave,
Thaw of the Lich Lord
Saturday, April 30, 2016
Thaw of the Lich Lord Campaign Open!
We've been waiting a long time for this, and Season 2 hits this weekend! The new season brings a ton of new games to the table, and we return fully to our Dungeons & Dragons roots for a while. Even more exciting is the prospect of awesome miniature games!
Thaw of the Lich Lord is the latest supplement for Frostgrave, and we've decided to use both the published books for this year's campaign. In addition, this season will be the first to incorporate "campaign days" for both our wargames. These will be event days set aside for the entire club to participate in the new games, and will be a ton of fun for everyone.
We have situated the Frozen City of Frostgrave to the north of Citadel Adbar, somewhere beyond the Ice Mountains. This should give us plenty of terrain to move around on, from mountainous forests to the rocky crags of the topmost spires. It's a time of hobby elation as we begin to both paint our warbands and build a new set of stark, cold and rocky terrain!
Our wizards are already prepared for battle! Join us in discovering what the depths of Frostgrave holds by checking out the campaign page, and tell us about your wizard and warband. We love to hear from everyone!
See you on Game Day!
Categories
Announcements,
Frostgrave,
Thaw of the Lich Lord
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