Probably old hat to most on this board, but oh well.....
Before we get started on this review, I want to be 100% upfront. I have no intention of ever playing Ghost Archipelago. You maybe asking yourself, “Then why did you spend money on this book?”
I had three reasons:
1. I wanted to support the local game store I picked it up at. Most only have the big two to buy; Warmachine and GW games. This store had FoW, Opsrey, and other niche stuff. I wanted to support that concept in a store so I bought some of that niche content from them.
2. I wanted to see how they handled Heritor’s and their powers and what separated them from Wizards in Frostgrave. I wanted to add this information into my toolbox of wargame design ideas and concepts.
3. I wanted to see how they did warband creation, experience, and treasure placement as it seemed like an improvement and development from Frostgrave. As I was trying to get a Frostgrave campaign going locally I figured these enhancements might benefit my efforts. In the end, that attempt to get a new Frostgrave campaign going failed.
Why would I want to play Frostgrave but not this version of it? To be honest, as a person who lives in the Great White North, the setting of Frostgrave appeals to me more. I already had a good stock of winter terrain from other projects, and I had just donated my jungle terrain away for space reasons. Plus, I just wasn’t sold on the idea of Heritors. They seemed to much like Super-Heroes and if I wanted to play Super-Heroes I had other games for that.
So, now you know the context as I head into this review. I have modified my normal review format going forward. Since many of my general thoughts on the game can be found in my Frostgrave reviews I will instead try to focus on what is different about this game.
Time to head into uncharted territory.
https://bloodandspectacles.blogspot.com/2020/01/review-ghost-archipelago-osprey-games.html