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Miniatures Adventure => Fantasy Adventures => Frostgrave => Topic started by: MikeR on July 14, 2015, 09:20:00 PM

Title: Playing solo
Post by: MikeR on July 14, 2015, 09:20:00 PM
Any one any ideas about playing solo.

There are the random encounters, some items can be tressure or monsters.

Mike
Title: Re: Playing solo
Post by: nicknorthstar on July 14, 2015, 11:04:19 PM
I think this would be a great move, hint, hint Joe.

Some solo scenarios where a player could take their warband out to gather treasure and experience when opponents are not available to play.
Title: Re: Playing solo
Post by: aiteal on July 15, 2015, 12:26:52 AM
I was going to use the FECO AI cards that were designed for Mordheim, they struck me as a good match as they are designed around capturing objectives. The only thing missing from them is rules on spell casting.
Title: Re: Playing solo
Post by: Elbows on July 15, 2015, 01:32:28 AM
I find using cards to make things pretty fantastic.  May take some effort to make some worthwhile decks, but you can't beat it.  Be it for activation, or actions, or...tactics etc.  To be fair I don't know anything about Frostgrave, but pick up some blank cards and go nuts.
Title: Re: Playing solo
Post by: ZeroTwentythree on July 15, 2015, 06:57:58 AM
I'm becoming increasingly curious about Frostgrave, but would most likely have to try it out solo. So I'm interested in seeing ideas for this. (Or any solo gaming, as I'm just starting to dabble in it.)
Title: Re: Playing solo
Post by: nicknorthstar on July 15, 2015, 07:58:57 AM
Tunnels and Trolls used to come with solo scenarios, they were the Fighting Fantasy idea before FF. And back in the 80's I had a board game called Barbarian Prince that was the same ideas, the Prince travelled a hex board gathering treasure and followers. It was hard though, I don't think my Prince ever got to the end.

A combination of that plus random encounter/ trap tables could be really entertaining.
Title: Re: Playing solo
Post by: Curadh on July 15, 2015, 06:01:32 PM
I would be very interested in any ideas for AI for frostgrave.  At least until I can entice other wargamers to dip their toes into Frostgrave.
Title: Re: Playing solo
Post by: joe5mc on July 15, 2015, 09:22:49 PM
I'm mulling a few ideas over...feel free to throw ideas my way!
Title: Re: Playing solo
Post by: Black Burt on October 25, 2015, 01:35:10 PM
I am thinking of trying Frostgrave solo. I will roll for possible random encounters every turn and also have about a dozen possible items to find but they would randomly consist of: nothing, treasure, monster, monster and treasure, booby trap, booby trap and treasure. The booby trap would probably be a spell protecting the treasure.
Title: Re: Playing solo
Post by: Digitarii on October 25, 2015, 02:41:52 PM
Hmm. Traps as a random encounter? Something that a Thief or Treasure Hunter could build and/or disable?
Title: Re: Playing solo
Post by: Black Burt on October 25, 2015, 04:28:01 PM
Good idea, non magical traps for a suitable character to identify and disable.
Title: Re: Playing solo
Post by: Bodvoc on October 25, 2015, 05:48:38 PM
Put double the number of treasure tokens on the table. When your party pick one up, throw on a chart to see if it is a trap or a treasure?
You would need more random wandering monsters too, generated on a chart?
Title: Re: Playing solo
Post by: racm32 on October 25, 2015, 06:27:20 PM
I have made a chart that is great for solo play if you have lots of buildings/ruins. Basically when ever a play explores (enters) a building or room (deiced before play which to use) for the first time in the game you roll on the chart and see if any monsters or treasures are in it if anything.

https://drive.google.com/file/d/0BwGPSBnD-LWHTEJyM2dTTlhfQW8/view?usp=sharing

Its also good for multi player games as well.

I'm also working on a trap chart where if you make more than 1 move action in a turn then you roll to see if you set off any traps. Also for each time you pick up a treasure to see if its traps. Thoughts about making thiefs immune to movement traps and treasure hunters to treasure traps.
Title: Re: Playing solo
Post by: Black Burt on October 25, 2015, 08:35:19 PM
That's very much what I had in mind, in fact I may well steal your chart thanks very much ;)
Title: Re: Playing solo
Post by: Fencing Frog on October 26, 2015, 12:08:47 PM
The Living Museum scenario seems like a good solo game, building situations like that are were I would start.
Title: Re: Playing solo
Post by: Bodvoc on October 26, 2015, 01:17:57 PM
 That is a very good chary, I shall print that off for use, cheers :)
Title: Re: Playing solo
Post by: Awesome Adam on October 26, 2015, 09:10:43 PM
You could just run 2 opposing war bands yourself.

Title: Re: Playing solo
Post by: thebinmann on October 26, 2015, 09:43:12 PM
You could just run 2 opposing war bands yourself.

I did this with Mordhiem, and it was fun for a while but I lost interest a little after a while....
Title: Re: Playing solo
Post by: Steelwraith on October 26, 2015, 10:06:31 PM
I've been working on creating my own warbands for Frostgrave, and I'll be going solo, at least for a while. Most of friends whom might take an interest can't exactly spring for minis right now.

Right now, I have a Necromancer with a party of skellies and a couple zombies, and a Sigilist whom has a partial squad of Heroscape Roman soldiers as her escourts. Later, I plan to get a bunch of those Crusader battle nuns from Reaper for her bodyguard, as they will look like they belong to some order of some sort, and all of them have the whimple head-thingee going on.
Title: Re: Playing solo
Post by: Daniel36 on October 27, 2015, 10:32:33 AM
One way to be able to get a solo campaign going is if there were "non-player warbands".
So, for example, you could run into a:
Gnoll Warband
Ghoul Troupe
Gang of Thugs
Cabal of Cultists
Hungry Pack of Wolves
Zombie Infestation
etc.

This might also alleviate the problem some people experience when introducing new players to an already running campaign. Let one player control the "non-player warband", so that the other player has the chance to catch up a bit while at the same time having an interesting battle.

It could easily be a supplement. My idea would be to have these warbands cost 500 + X per Wizard Level or something, so that you can still also play stronger warbands this way.

While not everyone has access to a plethora of these types of models, everyone has humans. Just use them without the wizard.

The basic model statistics could be broadened up a bit. Instead of just the basic wolf, you could also have the Alpha Wolf, slightly stronger and faster, as the leader. Things like that. You could even write some additional "goals" for each of these warbands, maybe at least 4 different "goals", so that when you start the scenario, you roll a d20 and see what they want out of it.

Maybe the Thugs want to kidnap one of your men and hold him ransom. Maybe they want to kill all of you. Maybe they just want to get the heck out of there. Maybe they want... I am out of ideas.

I would be all over this kind of supplement, to be honest. I love assembling and painting random encounters.
Title: Re: Playing solo
Post by: sulecrist on October 27, 2015, 01:38:18 PM
This is something near and dear to my heart. My wife was interested in Frostgrave, but wanted to play co-op games, so after a few "versus" games I put together these advanced Creature Phase rules. Since then, they've gotten robust enough to (in my opinion) play pretty fun, interesting solo games. I've played maybe a dozen solo games with these rules, maybe a half-dozen co-op games, and had several friends playtest them as well.

CREATURE BEHAVIOR REVISITED

ACTIVATION ORDER
Starting with the player who had this turn’s lowest modified initiative roll, the players take turns choosing creatures to activate, one creature or creature group at a time, until all surviving creatures have been activated. No creature may activate more than once during this phase. Note that players only rarely make actual choices about what to do with a creature once activated--the alternation is to speed this phase up and to give a slight advantage to the player who likely had the roughest turn.

TARGET PRIORITY DEFINITIONS
Annoying - An Annoying target is an enemy that dealt damage to this creature this turn.
Bloody / Bloodiest - A Bloody target is an enemy that is currently not at its maximum Health. The Bloodiest target is the enemy that is currently out the most Health (not necessarily the enemy that has the lowest Health).
Chosen - The player who activates this creature chooses which enemy it targets.
Clearest - The Clearest target is the enemy that benefits from the lowest cumulative terrain, cover, or intervening model bonus against this creature’s shooting attacks.
Closest - The Closest target is the enemy that takes the least amount of this creature's movement (in inches) to reach in combat.
Dangerous - A Dangerous target is an enemy that killed another figure this turn.
Hardest - The Hardest target is the enemy that currently has the highest Armor.
Magical - A Magical target is an enemy that is capable of casting spells.
Ranged - A Ranged target is an enemy that is capable of making shooting attacks (including spells that are resolved with Shoot rolls).
Soft - The Softest target is the enemy that currently has the lowest Armor.
Open - An Open target is an enemy that is not in combat.
Random - A Random target is one randomly selected from enemies that suit this creature’s other priorities.
Threatening (X) - An enemy is threatening X when it is within 10" of X. X could be a specific character, a type of soldier or creature, an object, a point on the board, or a piece of terrain. If X is “Treasure Token,” any character currently carrying Treasure also satisfies this priority.
Weakest - The Weakest target is the enemy that currently has the lowest Health (not necessarily the enemy that has suffered the most damage).

Default Melee-Exclusive Priority: Closest, Random
Default Melee-Dominant Priority: Closest, Random
Default Ranged-Dominant Priority: Open, Closest, Random

ACTIVATION: MELEE CREATURE
1) Is the creature in combat? FIGHT.
If the creature is currently in combat with an enemy, it will use its first action to fight. If it wins the combat, it will choose to stay in combat. If it loses the combat and is pushed back, or if its opponent steps back, it will use its second action to move into combat once again. If it wins the combat and kills its opponent, run through these steps again to determine its next action.
2) Is there an enemy in 10" and in line of sight? APPROACH.
If a creature is not in combat, it will move toward an enemy that is within 10" and in line of sight. If there are multiple enemies within 10" and in line of sight, then run through the creature's Target Priorities, in order. E.g., if the creature's priorities are (1) Bloody, (2) Closest, (3) Bloodiest, and there are three enemies within 10" and in line of sight, and two of those enemies are Bloody, then the creature will move toward the closer of those two enemies even if the non-Bloody enemy is closer still. If this brings the creature into combat, it will use its second action to fight. If this does not put the creature in combat, it will use its second action to Approach again.
3) Is neither situation applicable? PATROL.
If a creature is not in combat and there are no enemies within 10" and in line of sight, the creature will make one move in a random direction. If the creature hits any obstacle that must be climbed or jumped, it will stop. If the creature is still not within 10" and in line of sight of an enemy, it is done for the turn and takes no additional action. If an enemy presents itself, it will Approach (see above).

ACTIVATION: MELEE-DOMINANT CREATURE
1) Is the creature in combat? FIGHT.
If the creature is currently in combat with an enemy, it will use its first action to fight. If it wins the combat, it will choose to stay in combat. If it loses the combat and is pushed back, or if its opponent steps back, it will use its second action to move into combat once again. If it wins the combat and kills its opponent, run through these steps again to determine its next action.
2) Is there an enemy in 7" and in line of sight? APPROACH.
If a melee-dominant creature is not in combat, it will move toward an enemy that is within 7" and in line of sight. If there are multiple enemies within 7" and in line of sight, then run through the creature's Target Priorities, in order. If this brings the creature into combat, it will use its second action to fight. If this does not put the creature in combat, it will use its second action to Approach again.
3) Is there an enemy 7-10" away and in line of sight? SHOOT.
If a melee-dominant creature with a shooting attack is not in combat and no enemy is within 7" and in line of sight, it will shoot at an enemy within 10" and in line of sight. If there are multiple enemies within 10" and in line of sight, then run through the creature's Target Priorities, in order. After resolving the attack, run through these steps again to determine its next action.
4) Is neither situation applicable? PATROL.
If a creature is not in combat and there are no enemies within 10" and in line of sight, the creature will make one move in a random direction. If the creature hits any obstacle that must be climbed or jumped, it will stop. If the creature is still not within 10" and in line of sight of an enemy, it is done for the turn and takes no additional action. If an enemy presents itself, it will Approach (see above).

ACTIVATION: RANGED-DOMINANT CREATURE
1) Is the creature in combat? FIGHT.
If the creature is currently in combat with a member of either player's warband, it will use its first action to fight. If it wins the combat, it will step back 1" directly away from its opponent. If it loses the combat and is pushed back, or if its opponent steps back, it will use its second action to WITHDRAW (see below).
2) Does the creature's weapon need to be reloaded? RELOAD.
3) Is there an enemy in line of sight? SHOOT.
If a creature with a shooting attack is not in combat, it will shoot at an enemy that is in line of sight. If there are multiple enemies in line of sight, then run through the creature's Target Priorities, in order. After resolving the attack, run through these steps again to determine its next action.
4) Is there an enemy in 10" and in line of sight? WITHDRAW.
If a creature with a shooting attack is not in combat, it will move away from any enemies that are within 10" and in line of sight, withdrawing, without coming within 1" of an enemy, to a position that is as far away as possible from enemies. After resolving the movement, run through these steps again to determine its next action.
5) Are none of these situations applicable? PATROL.
If a creature with a shooting attack is not in combat and there are no enemies within 10" and/or in line of sight, the creature will make one move in a random direction. If the creature hits any obstacle that must be climbed or jumped, it will stop. If the creature is still not within 10" and/or in line of sight of an enemy, it is done for the turn and takes no additional action. If an enemy presents itself, it will Shoot if possible or Withdraw if not (see above).

ACTIVATION: TREASURE-SEEKER
1) Is the creature in combat? FIGHT.
If the creature is currently in combat with an enemy, it will use its first action to fight. If it wins the combat, it will choose to stay in combat. If it loses the combat and is pushed back, or if its opponent steps back, it will use its second action to move into combat once again. If it wins the combat and kills its opponent, run through these steps again to determine its next action.
2) Is there a treasure token within 10" or in line of sight? APPROACH.
If a creature is not in combat, it will move toward the closest treasure token that is within 10" or in line of sight. If this brings the creature into contact with the treasure token, it will use its second action to pick it up. If this does not put the creature in contact with the treasure token, it will use its second action to Approach again.
4) Is there an enemy in 10" and in line of sight? WITHDRAW.
If a treasure-seeking creature is not within 10" or in line of sight of a treasure token, it will move away from any enemies that are within 10" or in line of sight, withdrawing, without coming within 1" of an enemy, to a position that is as far away as possible from enemies. After resolving the movement, run through these steps again to determine its next action.
3) Are none of these situations applicable? PATROL.
If a creature is not in combat and there are no treasure tokens or creatures within 10" or in line of sight, the creature will make one move in a random direction. If the creature hits any obstacle that must be climbed or jumped, it will stop. If the creature is still not within 10" and in line of sight of an enemy, it is done for the turn and takes no additional action. If a treasure token presents itself, it will Approach; if not, and an enemy presents itself, it will Withdraw (see above).

EXAMPLE CREATURE PRIORITY PACKAGES

Simple:

Mook (Melee): Threatening (another Mook), Closest, Random

Ghoul (Melee): Bloody, Closest, Random

Moderately complicated:

Defender (Melee): Threatening (Defended), Dangerous, Closest, Random

Destroyer (Melee): Dangerous, Hardest, Weakest, Closest, Random

Harrier (Ranged-Dominant): Open, Clearest, Softest, Closest, Random

Heavy (Melee-Dominant): Open, Clearest, Weakest, Closest, Random

Snow Leopard (Melee): Open, Softest, Weakest, Random

Complicated and scenario-driven:

Sir Boyle, Lord of Ash (Melee-Dominant): Dangerous, Magical, Bloody, Closest, Bloodiest, Random
Seer: Boyle does not check Line of Sight when choosing between enemies to Fight, Approach, or Shoot.

Frost Giant (Melee): Annoying, Dangerous, Closest, Special (Rampage)
Rampage: When this creature must choose between multiple equal-priority targets, or when he would Patrol, he instead spends his action to move as far as he can up to 2D6” in a random direction.
Title: Re: Playing solo
Post by: monkeylite on October 27, 2015, 02:42:28 PM
stuff

This is brilliant.

I'd like to combine this with some sort of overarching strategy for use with AI warbands, so instead of the PATROL result, you would continue with your plan to get treasure (somehow). And instead of WITHDRAW, maybe a morale type check, and if you pass then you will press on for treasure.

Title: Re: Playing solo
Post by: Philhelm on October 30, 2015, 05:01:45 AM
The D&D board game, Castle Ravenloft, had a solo option.  In fact, players only control the heroes, as the monsters each have their own unique AI on the monsters' cards.  Ranged units would opt to shoot or cast a spell, if possible, or move closer to the heroes.  Melee units would move toward the heroes until within melee range.  Some had special attacks based on whatever condition.