First Reading: Frostgrave Ghost Archipelago
Frostgrave
(FGV from there onward) is nice small skirmish game with issues. One could
think that if you are going to release a new basic set from the world, you will
learn from mistakes of the past. Well, it did not happen. So Frostgrave Ghost Archipelago
(GA) has all the same misfits we can find in the original game, with some major
and minor changes. Author of the text
has very nice wargaming ideas, however their executing by writing down the
rules are poor. Which is sad, and it is one of the major reasons why I am not
playing Frostgrave anymore.
So when
friend came to me with idea to test Ghost Archipelago, I was in! I wanted to
see how the Frostgrave 2.0 lookalike and then, I really enjoyed simplicity if
not rules of vanilla. I am disappointed, again.
When we go over poor writing, where a lot of rules needs a lot of
explanation. It reminded you the history, where there was about 40 pages of
Rules Question on Lead Adventure about the Frostgrave within week after
release. So here we are again. Same shit in movement, same issues with spells;
rules are not exactly explicit and streamlined. What a difference to rules by
Mr. Mersey, Cartmell and Murton or Sfiligoi. You need a lot of jumping from
page to page as chapters are not too much logically sorted, which can be my own
taste. The greatest bonus of the book is the art by Dmitrij Burmak, which is
absolutely stunning.
The basic
system doesn’t changes, so no need to repeat it. Major changes are within the crew and the setting of course moving from frozen city to tropical paradise. I
like that GA is going more low magic. There are that much cut, that the warden,
the spellcaster of the game does not make too much sense use him in the game,
as all five branch of magic are unbalanced crap. About four to six spells are of any use out
of 30 of them, there is no reason to cast anything else. Stormwarden overpowers
all other branches, that there is almost no brainer to go for something else,
speaking competitively. So you will be spamming your +1 armor or +1 fight just
to cast the spell and get XP. Remember the combat is about comparing two dice
rolls with minor modifications. So those are not bonuses at all. So the best
thing you can get from warden is, that he can take a bow to be your solo
archer. Why, let me elaborate. In the GA you will get max eight crewmen, up to four
of them be specialist similar to Frostgrave original henchmen and you will pay
for them from 50 to 100 gold. Same as FGV. The other 4 are ordinary crew with
thug stats and you can choose any melee weapon for them and shield if
possible. We played very peaceful game,
as we are mostly not about killing each other, but more about collecting, we
set up the rule that every treasure will trigger random encounter. We collect
two and three treasure tokens. I get 30 and magic item, friend of mine gets
three treasures with 90gp. In FG you have got a lot of money from treasure. But
not here. We have only one casualty on a crew member. However if you lose your
specialist, not only you have to pay for him, but also you have to return to
the mainland from the islands for 200 gold to be able to purchase one. If you
get 50gp average per game, very soon you will have no specialist. Unless you
play survival more than player killer, however you are still rewarded for
killing the protagonists. So you have to very careful check you resources,
including human ones. The last new guy is the heritor, who inherits (really?)
some unnatural abilities. The issue is – there are some no brainers and more
than 30 out of 40 are really not usable against the others. However instead of self
pick, you can roll for randomizing. Heritor’s are using them different way, let’s
say, that in some combos you will get sort of juggernaut-tank heritor, or plant
loving weirdo. No balance if self picked again. I recommend for two picked up,
to get the basic flavour and then randomizing. Thing is that you can roll
Shadowfold and Catch missiles and those are almost the same!
Finally I
have some issues with swimming and pulling into boat. If you are playing RPG,
one of the main goal as a DM is to remove stupid rolls for simple daily task. And
avoid frustration of the players due to possible chain of bad rolls. Here you
can be really frustrated. You have to roll 5+ Will save with penalties for
armor for swimming and if you fail you get dmg and losing your activation, and
you need 12+Strength save to pull yourself into the boat. Its generally about
50% chance on absolutely flat bell curve d20 (S is generally +2). It means you
can end in frustrating I am in water unable to pull myself into boat, failed
that due to poor roll, I am drowning myself on another poor roll, oh and on my
next pretty average roll, I am still not able to pull myself into boat. My
recommendation? Do not employ boats or deep water.
So at the
end I am quite happy that there are no walking machine guns like in FGV,
however poor executing of the bright ideas, have to be Thumb Down. I cannot
find positive reply for the question, why I have to spend my money on this? It’s
not that much better then Frostgrave and there are plenty much better games
there.
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Hello, thank you for your comment, we hope to publish more in english, unfortunately not enough time and skill level :-D
Vymazat