Lead Adventure Forum
Miniatures Adventure => Fantasy Adventures => Frostgrave => Topic started by: darthgus on July 24, 2015, 05:40:24 PM
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This question is really aimed squarely at Joe5mc, since he is the author of the game.
Are there any plans to do an expansion of the game?
You know, more spells of the existing schools?
More magic schools?
More soldiers to hire?
More cool treasure to loot?
Basically is there more?
Do you have any plans? Has the publisher mooted any of these ideas with you?
Thanks in advance :)
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I'm not sure if you've seen this...
(http://ecx.images-amazon.com/images/I/51eJc7gtAtL.jpg)
...if so, my apologies.
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Yes. Some. No. Yes. Definitely! Yes. Yes. Yes!
What I can say at the moment - Lich Lord is out in November. There is a further book planned for 2016 (sneak preview in Lich Lord). There are also plans for at least one ebook mini-expansion. I can't really go into any details about those at the moments.
So there is definitely more coming, and if the game proves popular, I'm sure there will be more down the line.
Lich Lord does contain a few new spells. They are all Out of Game spells, but I think they will prove popular, especially to those of a slight more macabre nature.
At this time, I have no intention of inventing new schools. The problem there is that the ten are in a pretty careful balance. To maintain that balance, I'd have to invent five more - ten was hard enough!
A few more soldiers are definitely coming and lots of new magical treasure - and lots of new monsters as well.
All of that said - I would love to hear suggestions. I've already seen one for a base addition on Facebook that is too good not to use. So, if you've got suggestions send them my way.
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One thing that can be added as an "Advanced rule" are skill trees for henchmen.
something like 4-6 "special abilities" that are set up in a tree type advancement system.
nothing as game altering as the big spells (this is a game about WIZARD battles after all) but something to give your "veteran soldiers" a minor boost or difference than that noob Templar over there.
they would cost gold and probably have other requirements (such as "this soldier misses the next game due to training")
example abilities...maybe for thugs get an extra bonus on the first gang up attack...archers/crossbowmen have a greater chance to hit enemy units in the middle of a melee...Templars can choose a wizard class they get a "hatred" of giving a small binus when fighting that type of warband...trackers can get a free pet companion...etc etc.
you could also have the final "skill" be a move into a "better" class...
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Joe, love the game. Thank you for giving us a game to scratch that Mordheim itch that is not Mordheim. We run an an annual Mordheim campaign around Halloween and while as much as we love doing it, we are looking forward to doing Frostgrave instead this year.
The future sounds fantastic and I look forward to lots of stuff. My only suggestion is to come up with some new monsters unique to Frostgrave. I would love to see a box of "Monsters of Frostgrave" that spring from your mind. This would also result in some good mini sales for Nick! Can't go out out and by a werejoe mini just anywhere!
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werejoe
Would this actually be a transformed version of Joe? Notebook in one hand, pen in the other, eating Wizards and Soldiers whilst writing new Frostgrave content?
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So there is definitely more coming, and if the game proves popular, I'm sure there will be more down the line.
Regarding new spells from the already established schools of magic, my vote goes to an anti-undead ability for the Thaumaturge.
Lich Lord does contain a few new spells. They are all Out of Game spells, but I think they will prove popular, especially to those of a slight more macabre nature.
Sounds intriguing. This game really excited me when I learned about it, for some reason. Having played Warhammer Fantasy, I think it will be refreshing to delve into traditional fantasy, especially after the Age of Sigmar release. Now I can get some of those Reaper models I've always liked but never had use for, and I really like the multi-part henchman kit for Frostgrave.
All of that said - I would love to hear suggestions. I've already seen one for a base addition on Facebook that is too good not to use. So, if you've got suggestions send them my way.
Upon reading another thread within this forum, perhaps an adjustment or addition to the rules for gaining experience should be added. Intuitively, it seems that offensive casters have a massive experience gain potential, since they may focus more on killing enemy models than, say, a Thaumaturge or an Illusionist.
Also, people were discussing the fact that there is no turn limit, which means that a stronger party has an incentive to simply kill the opposing models in order to gain all of the treasure tokens. I haven't read the entire rulebook yet, but if this is the case, perhaps players should have the option to retreat from the battle. Maybe there could even be a penalty for doing so, such as losing a treasure token.
I could also see potential in being able to obtain special abilities of some sort. Perhaps an ability, and prerequisites, to equip some armor. I know I'm not the only one who will play a Thaumaturge because of the traditional cleric, and I'm sure there's room for bards and such. On the other hand, it could simply add some balancing problems.
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At this time, I have no intention of inventing new schools. The problem there is that the ten are in a pretty careful balance. To maintain that balance, I'd have to invent five more - ten was hard enough!
A good desicion in my opinion. Another magic school would mean a big change for the elegant system of aligned/neutral/opposed schools. I also think that various archetypes of magic are nicely covered already.
I am really looking forward to reading Thaw of the lich lord & getting my hands on those mysterious cultist miniatures :)
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So much cool stuff in my lap now...and so much more to look forward to...EXCELLENT :) I'll post some of my wish-listing later :)