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Author Topic: Co-operative Frostgrave  (Read 10627 times)

Offline Fencing Frog

  • Scientist
  • Posts: 459
    • Fencing Frog
Re: Co-operative Frostgrave
« Reply #15 on: 20 August 2015, 11:54:37 AM »
This is something I considered.

Offline Pippa

  • Schoolboy
  • Posts: 6
Re: Co-operative Frostgrave
« Reply #16 on: 25 August 2015, 02:21:57 PM »
So have since played co-operatively again, refining it a bit more.

Lots of Terrain on the table but with ten points at which monsters might generate (we positioned them carefully as to cause the most problems for our adventurers, so near treasure and at choke points/crossroads etc)
Six bits of treasure as usual
At the end of every turn roll a D10 to determine which point the monster comes in at and a D20 to determine which monster it is. We did this twice to bring in 2 monsters each turn.
We were just using the first column on the random monsters chart as our wizards were both fairly inexperienced but obviously you tailor that to your own skill levels.
Game ends when all treasure off (or of course if everyone dies!)

One of the main reasons to play a game like this co-operatively for me, is that when you are first learning a game, It's very frustrating when your opponent gets a lucky shot and takes out one of your characters before you really get to see what they can do. We found that playing this way, we had more scope to try out different spells and combos to see what we liked using.
Another thing we tried was to deal 10 random spells out instead of picking them. Treat them all as your own wizards spells so no penalties to casting non-aligned and neutral etc. Again it was just to make us each try spells we hadn't considered taking. just a bit of fun but it proved quite interesting.

Offline mweaver

  • Scatterbrained Genius
  • Posts: 2748
Re: Co-operative Frostgrave
« Reply #17 on: 25 August 2015, 07:56:11 PM »
Sounds simple but effective.  How did your warbands fare?

-Michael

Offline Elbows

  • Galactic Brain
  • Posts: 9972
Re: Co-operative Frostgrave
« Reply #18 on: 26 August 2015, 02:17:39 AM »
I'm always down for co-op.  Sounds good.  Especially if it's...co-op with a little bit of trickery.
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Offline chrisbogert

  • Assistant
  • Posts: 21
Re: Co-operative Frostgrave
« Reply #19 on: 26 August 2015, 05:23:50 PM »
Just joined the forum :)

I had just read the rulebook, and had a similar thought about playing solo/co-op. 
I haven't played miniatures wargames in ages.  I used to play Warhammer fantasy and 40K back 15 years ago or more.
Just don't have the space or players here in Japan. 

Saw the video review by marnaudo (on BGG) and then noticed they actually have it for sale over here, and in English.
So bought a copy right then. 

Looks cool so far, quite straight forward and not too long, which is great for me.  Also don't need a multitude of minis. 
Right now I'm using my Descent 2nd edition miniatures for the whole warband and creature encounters.

I have a game setup to try solo vs creatures.   I'll let you all know how it goes if I finish before I leave for the U.S. (the day after tomorrow.)

Chris

Offline Pippa

  • Schoolboy
  • Posts: 6
Re: Co-operative Frostgrave
« Reply #20 on: 28 August 2015, 04:24:42 PM »
Sounds simple but effective.  How did your warbands fare?

-Michael

The first game where we were bringing in 3 monsters per turn, both wizards met grizzly ends!
When just bringing in 2 per turn it was much more evenly matched. Enough monsters to keep you fighting but not too many to be overwhelming. Both wizards survived to claim all the treasure in about six turns. I should add that as we are just mucking around trying out the rules, we are playing with no-frills basic wizards still. I'm still trying to decide what sort of wizard to go for.

Offline mweaver

  • Scatterbrained Genius
  • Posts: 2748
Re: Co-operative Frostgrave
« Reply #21 on: 29 August 2015, 02:50:08 PM »
I wonder if the 1:1 ratio of wizards to monsters will scale up beyond two?

Glad to hear the second pair of wizzards fared better than the first pair!

-Michael

Offline mweaver

  • Scatterbrained Genius
  • Posts: 2748
Re: Co-operative Frostgrave
« Reply #22 on: 29 August 2015, 02:50:39 PM »
Welcome to the forum, chrisbogert!

-Michael

Offline agent_pumpkin

  • Bookworm
  • Posts: 72
Re: Co-operative Frostgrave
« Reply #23 on: 22 September 2015, 07:37:09 AM »

For the Co-op style of play with 2 (or more!) monsters arriving per turn... do you guys give xp to Wizards that personally kill monsters?

Offline Harry

  • Scientist
  • Posts: 469
Re: Co-operative Frostgrave
« Reply #24 on: 26 September 2015, 09:50:03 AM »
Have not tried this yet....can't think why not ... sounds right up my snow covered alley.
Will give this a go when we play later on today.

Offline has.been

  • Galactic Brain
  • Posts: 9904
Re: Co-operative Frostgrave
« Reply #25 on: 26 September 2015, 05:38:04 PM »
Just starting this at our school club. Already two players have asked if they could be allied. On the basis that,'a verbal contract is not worth the paper it is written on' I have allowed it. To my mind the main aim is to have FUN. I can't wait until one stabs the other in the back.

Offline pws

  • Scientist
  • Posts: 274
    • Pippoweb hobby blog
Re: Co-operative Frostgrave
« Reply #26 on: 29 September 2015, 02:42:08 PM »
So have since played co-operatively again, refining it a bit more.

Lots of Terrain on the table but with ten points at which monsters might generate (we positioned them carefully as to cause the most problems for our adventurers, so near treasure and at choke points/crossroads etc)
Six bits of treasure as usual
At the end of every turn roll a D10 to determine which point the monster comes in at and a D20 to determine which monster it is. We did this twice to bring in 2 monsters each turn.
We were just using the first column on the random monsters chart as our wizards were both fairly inexperienced but obviously you tailor that to your own skill levels.
Game ends when all treasure off (or of course if everyone dies!)

We tried something similar a couple of weeks ago.
4 players and a game master reading/explaining the rules, spells and rolling for the monsters

All treasures were placed in buildings.
The first figure who enter in a building activate the "things".
Procedure:
- 1d8 for direction;
- 1d6 how many inches far from treasure
- 1d6 for the floor, only needed if you use multi levels building (ie: 2 floors: 1/2/3=ground floor; 4/5/6-1stfloor; OR 3 floors: 1/2-ground; 3/4: 1st floor; 5/6: 2nd floor)
- 2d20 roll on the bestiary table.

All monsters have been summoned in the first 3 turns,
Notes: increase the table size, 4 warbands need space.
It worked fine.
Per aspera ad astra
pippoweb.blogspot.it

Offline ayak333

  • Librarian
  • Posts: 159
Re: Co-operative Frostgrave
« Reply #27 on: 04 December 2015, 08:18:42 PM »
Hey Guys, I wanted to ask if anyone has played more co-op games and what kind of rule additions they use. I havent played a co-op game yet, but me and my buddy are interested.  I was thinking that not competing for treasure might make the game a little slow. So, after a certain number of turns, say 6 or 7, if the warbands are still on the board hoards of 4 skeletons or zombies spawn from the table edges. Each turn after the 6 or 7 gets an increasing number of hoards each turn. And the hoard would activate as one so would be pretty devastating in combat.  So please let me know what you are doing for co-op play, or anything else!

Offline ElOrso

  • Assistant
  • Posts: 40
Re: Co-operative Frostgrave
« Reply #28 on: 10 December 2015, 08:39:19 AM »
We are also trying to avoid trying to butcher the other warband. I really like the idea of just fighting the city for survival and not the other warband.  :D

At this moment the most used tactic is to kill the other warband and get all the unclaimed treasure. We tried to counter this in 2 ways.

1) Increase random encounters
2) Set a turn limit and all treasure still on the board is not claimed

But in the end i would love co-op scenario's.

Offline MrCharisma

  • Assistant
  • Posts: 43
Re: Co-operative Frostgrave
« Reply #29 on: 10 December 2015, 08:54:37 AM »
Co-Op sounds like an interesting approach that would swing Frostgrave closer to D&D. It would certainly appeal to the less competitive gamers in my club. It's probably what i like the most about the Lich Lord campaign and the final scenario.

 

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