Friday, 13 October 2017

Oathmark Dwarf Size Comparison

A few people have asked how the new Oathmark Dwarves compare in size to their The Lord of the Rings counterparts produced by Games Workshop. Well, luckily, I happen to have both in my collection. As you an see, there is a pretty significant size difference. In truth, it is the bulk of of the two figures that separates them the most. The Lord of the Rings figures have always been more slight, more 'true scale' than most miniatures on the market. Personally, I wouldn't use them together.

In truth, the Oathmark dwarves fit better with the other plastics produced by Osprey Games/North Star and with those produced by companies such as Gripping Beast. A few shots of the dwarves with Frostgrave Barbarians can be found elsewhere on the net.

In more important news, I painted a second dwarf! My unit is growing!

Wednesday, 11 October 2017

Oathmark Dwarf

In celebration of the announcement of Oathmark, I thought I would show off one of my first painted Oathmark miniatures. Here is the doughty warrior, dressed in his chain mail, with his trusty hammer and shield. I didn't spend too long painting this guy as he's just one of a unit, and I am more concerned with the over all effect of the unit, than I am with this particular figure. Also, I used him to test out the shield design that I hope to use as the unifying symbol of the 'Blue Army'. It's just a simple circle of wiggles, but at a distance gives the impression of a kind of Celtic tangle. I think it'll look good multiplied across a unit and an army.

This figure is actually a very slight conversion. The shield arms in on the sprue are designed for the shield to be held high in a more shield-wall look. I wanted a bit more of an open-form look, so I took one of the bow arms, snipped off the bow, and used it for the shield arm, which seems to work really well.

I've mounted this guy on a 20mm round base, even though Oathmark uses 25mm square bases. Why? Because I'm a rebel who doesn't by the rules, even when I'm writing the rules! Actually, it's because I've got some nice movement trays for these to slot into that should work perfectly. 

Monday, 9 October 2017


This announcement went up on social media over the weekend:

It’s true, I am currently designing a mass-battle fantasy game as part of my job for Osprey Games. I don’t want to talk too much about it at present, because it is still in the early stages of development. It is still going to be a long time before a set of rules hits the market, and many elements can, and probably will, change from now until then.

That said, for the curious, I can make a few statements about which I am 'mostly' confident.

  • Oathmark is a ‘rank and file’ game, meaning that most figures will be organized into units that will fight in blocks. 
  • However, the basic element of the game is the figure. Each figure has its own stats, and casualties are removed individually.
  • The standard base for most ‘human-ish’ sized figures is 25mm square, so figures mounted on round 25mm, or smaller, bases will be usable with movement trays.
  • The game features a bunch of different races – four main ones to start – each of which have unique stats.
  • There will be a full campaign system, which involves building your kingdom as well as your army. (Assuming I can get all of it to work!).
  • This game has no connection to Frostgrave other than sharing a few deep routed philosophies about what I believe makes a fun fantasy wargame. (Plus most of the plastic kits for the two games will be compatible!).

I’ll talk more about the game as I go along, but it will be a slow process. For now, enjoy the plastic minis that are coming soon!

Friday, 6 October 2017

Ghost Archipelago Terrain

As we draw near the release of Frostgrave: GhostArchipelago, a lot of people have been asking me what kind of terrain they are going to need for the game. In truth, just about any terrain will do. The Ghost Archipelago includes hundreds of islands, including ones covered in jungle, swamps, mountains, ruins, you name it! That said, if you are looking for some ‘off the shelf’ pieces to get you started, you might consider checking out Things from the Basement. They are a US-based, laser-cut MDF company that is currently producing a line of ‘Inspire by Ghost Archipelago Terrain’. They already have one for Frostgrave. They were kind enough to send me a couple of samples of the new range, and I’ve just had a chance to put some together.

The large piece is The Temple. I must admit, when I first pulled this out of the package, I was a little intimidated – each level of stairs is a separate piece,and I’m not a great modeller. However, the whole thing went together quite easily and, using nothing but a modelling knife, woodglue, and a q-tip, I had it done in 30 minutes or so. There is just room enough at the top for 2 or 3 models to fight it out, and even some cover for an archer to take up a good sniper position.

I also put together a couple of columns. These went together in minutes, and are delightful little pieces. They work perfectly in conjunction with the temple, but would also work independently as scatter terrain on any table. Columns and/or standing stones are likely to feature in a lot of Ghost Archipelago scenarios, so I would suggest getting 6 of them if you are ordering.

My only issue is how do I paint them? In truth, I kind of like the sort of sand-stone look they’ve already got, I’d just like them to look a bit more worn. I’m thinking some kind of wash, but worried that a brown wash might make them look more like the wood they actually are, while a black wash would just muddy them. Any thoughts and suggestions on this would be welcome in the comments section!

All-and-all, I’m extremely pleased with these pieces. I’ve also got the ‘Sacrificial Altar’, but I haven’t put that together yet. Look for it in a future post. I suspect these pieces are going to be involved in several battles in the not too distant future.

* * * 

 quick note about reviews – while these piece were sent to me specifically to review, I will never review anything that I don’t actually like. I’ll send it back instead. So, while this is just one man’s opinion, I hope you can consider it an honest one. In this case - Highly Recommended! 

Wednesday, 4 October 2017

Worst Game Ever…

This past weekend, I met up with Dan and Dan at Chaos Cards in Folkestone for a round of Frostgrave. Chaos Cards is a lovely store – bright and spacious, lots of gaming tables, and snack machines! It costs £2 per person to use one of their tables for the day.

Dan 1 brought all of the scenery for the game, most of it hand made. As you can see we had a table that was properly crowded with ruins. Dan 2 bought a serious bestiary in case we had some random encounters.

This was the first ‘for fun’ game of Frostgrave I have played since GenCon, so I brought back Orderic the Enchanter from that game. He was now level 1 and showing off his flashy ring of teleportation. Along with his apprentice, Pavia, he had a full crew featuring a barbarian, man-at-arms, infantryman, 2 archers, a scout, 2 thugs and a thief.

Dan 1, who started off to my left had a gnoll elementalist, while Dan 2, to my front, had a necromancer.

We decided to play ‘The Stars are Wrong’ from The Frostgrave Folio. In that scenario, there are six pylons that occasionally fire a bolt of eldritch energy between two randomly selected ones.

I got the jump on my rivals and went first. My warband advanced, with Orderic successfully casting Telekinesis to move a treasure into easy grabbing distance. Unfortunately, I was less than careful about my position. Moments later, a certain gnoll Elementalist lobbed an Elemental Ball onto my scout. He was fine, but Orderic, who was standing next to him was critical hit and exploded. (I have a history of having my wizards critical hitted early in games).

Thankfully I still had my apprentice, Pavia. She advanced and also cast Telekinesis…well, she tried to. She failed by four. Figuring my chances for treasure might be limited without my wizard, I decided to take the four points of damage to get the spell off (this would prove significant). The treasure floated closer, and my thug grabbed it.

The rest of the turn saw my enemies advance. One arrow nicked one of my archers doing 1 point of damage. Another cut my Barbarian for 2 points (this would also prove significant).

Just as the second turn got underway, a bolt of energy fired between two random pylons. I stared in horror, realizing that the bolt was going to cut straight through my apprentice, the thug with the treasure, and the Barbarian. Still, it was only a +3 shooting attack. As it turned out, Pavia took 6 points of damage (all the she had left) and died. The thug took 12 points of damage and died. The Barbarian also took 12 points of damage (all he had left) and died.

So, before turn two properly got underway, I had lost 40% of my warband, including my wizard and apprentice. I was able to laugh; my opponents were trying hard not to.

As bad as the game started, I ended up doing okay. Both of the treasures that I had Telekinesed were easy enough for my remaining soldiers to scoop up and run with. I even managed to grab a third, partially in thanks to a wandering zombie who provided cover. I also got a bit of revenge, when my Infantryman took out the gnoll apprentice (in fact, by the end of the game, every spellcaster had violently left the table).

The news after the game wasn’t so great either. All of my warband was fine, except Pavia, who didn’t make it.

Anyway, despite the somewhat random destruction of a third of my warband, it was great fun. In fact, if you can’t laugh at something like that, Frostgrave probably isn’t the game for you.

We are already talking about when to have our next match up, and seeing if we can recruit a few more players. So, if you are in the Folkestone area, drop me a line.

Wednesday, 27 September 2017

Star Trek: Discovery

I watch very little television these days. Mostly, I just don't have the time, and when I do, I would generally rather read. However, when I found out that Netflix in the UK would be getting Star Trek: Discovery, I admit I was a tad excited. Both The Next Generation and Deep Space Nine were important shows during my formative years (especially as their air-times seem to coincide with Dad's homemade pizza nights). Unfortunately, none of the Star Trek that has been produced since then has really been what I wanted.

Well, I have just watched the first two episodes of Discovery, and I have to say, I really enjoyed them. It manages to feel like classic Trek, but also to establish its own identity. Lots of action, but also some good character depth, at least for the main character. The end of the second episode really leaves the series hanging in the dark, so I'm excited to see where it goes.

Anyway, if you are a Trek, or even sci-fi, fan, and have Netflix in the UK (or whatever it is showing on in the US), then you should probably give it a try.

Monday, 25 September 2017

Lost Colossus

The Frostgrave: Ghost Archipelago Nickstarter is in its final week. Already, £20 will get you the rulebook, 5 treasure tokens, a special crew sheet, and 2 exclusive metal miniatures. Not bad, and there is a good shot at a third exclusive mini before it is all done. 

So, the game has not even come out yet, but I wanted to let everyone know that the journey into the Ghost Archipelago is not going to end with the Nickstarter. In fact, early next year, Osprey will be releasing the first supplement: Lost Colossus. This supplement contains ten new scenarios that have the Heritors racing around the Lost Isles, looking for the broken remains of a once great statue. So, if you are working on your terrain collection, you might want to think about getting a giant hand…

I will, of course, be revealing more as we get closer to launch time, but for now you will just have to enjoy this early cover mock-up. This only has the artwork at low-resolution and not quite in its final alignment.

Finally, I’d like to take a second to address a comment that blog reader, Phil, made about Ghost Archipelago and its perception as a ‘Pirate Game’. There has, indeed, been some confusion in the wargaming community. Some people have written Ghost Archipelago off because they don’t play pirate games. In truth, this is probably my fault. Early on, when I was talking about the game, I did use the ‘p’ word a couple of times. In my mind, I was just using it as short-hand for a specific type of setting – lots of jungles, boats, lost treasure, the like. But, of course, Ghost Archipelago is really a fantasy game, filled with heroes, magic, and fantastical creatures. The players are not pirates (unless they want to be) and ‘piracy’ has no real part in the game – no one is seizing ships at any rate.

So, if you don’t like ‘pirate games’, then don’t worry, this is a fantasy game. If you do like ‘pirate games’, you will probably enjoy a lot of what Ghost Archipelago has to offer, if you don’t mind a good chunk of fantasy as well.

Friday, 22 September 2017


These days, when I'm working on a supplement for Frostgrave, I tend to jump all around the book when writing it. I write a scenario, then some magic items, then some background. I find it easier that way. However, when I wrote the original rulebook, I wrote pretty much the whole thing in the order it is printed. That includes the scenarios.

Looking back, I realize this was probably a mistake. This means the first scenario in the book is 'The Mausoleum'. I love this scenario, but it is perhaps not the best scenario to play if you've never played the game before. It's got a lot of skeletons, and with new players, who are likely to be less aggressive since they are less familiar with the rules, you can end up with even more skeletons. Many players end up fighting skeletons and never actually come into contact.

Oh well, live and learn. In the meantime, I realized I needed to boost my skeleton numbers a bit and recently finished painting this guy. His pieces come completely from the Frostgrave Cultist box. I must say, I actually much prefer painting skeletons with their clothes on. I never had good luck painting all bones.

Wednesday, 20 September 2017

The Ghost Archipelago Nickstarter!

The Frostgrave: Ghost Archipelago Nickstarter has now been running for a week-and-a-half, and already it stands at nearly £30,000. If you've never heard of a 'Nickstarter' before, it is basically a pre-order program where if the total order value passes certain thresholds, everyone gets some freebies. It's not a crowd-funding program. Everything for Ghost Archipelago is now either made, or is in the final stages of being made. This is just a chance to get in at the beginning.

The £30,000 mark is significant because it means everyone who placed an order will get a free metal Drichean Warrior figure to go with the free metal Snake-man that was added when the orders hit £20,000.

If you are planning on getting the book anyway, you should really consider ordering through the Nickstarter. For £20 (the cost of the book) you'll also get 5 treasure tokens, a special Crew Sheet, and the two metal figures mentioned above.

If you are wondering why I have waited so long to mention the Nickstarter, it is because my kids started nursery last week. This has created all kinds of chaos, and they have brought home all kinds of fun new germs. My son got Hand, Foot, and Mouth, which I had never even heard of. Ignorance didn't protect me however, and I spent two days with aching feet and hands. We all seem to be getting better at the moment...

Thursday, 7 September 2017

The Witch of Mount Gramos

A new Warriors of Athena campaign!

I have just received Issue 92 of Wargames: Soldiers and Strategy which includes  'The Witch of Mount Gramos' a three-scenario campaign I wrote for Warriors of Athena. If you are not aware of Warriors of Athena, it basically takes my Frostgrave rules and uses them to play solo wargames in the world of Greek Myth. To use this new set of adventures, you'll need both the Frostgrave rulebook and the original set of Warrior Athena rules found in Wargames: Soldiers and Strategy Issue 86.

In this campaign, your ancient hero has to scale the heights of Mount Gramos, battling a giant, a nest full of harpies, and a witch who has offended the gods of Olympus.

The main theme of the issue is Napoleonic, but it also includes articles covering the American Civil War, Ancients, Medieval Japan and more. 

Wednesday, 6 September 2017

Scale Leap

My latest addition to my personal Frostgrave collection is a simple skeleton. You just can’t have too many of these guys, and frankly, I don’t have enough of them! It is made with pieces from the Frostgrave Cultist box set, which delightfully includes some undead bits.

A few eagle-eyed readers have noticed that my figures lately have been based on very small bases. In fact, this skeleton is on a 20mm round base. Recently, I decided that I would try to mount most of my minis on these smaller bases. Mostly, I just find the bases more visually appealing. With the industry seemingly pushing for bigger and bigger figures, with larger bases, I’ve come to realize, I like my miniatures to look, well, miniature. Also, I find bases boring, so the less I have to worry about painting and flocking them, the better!

There is a practical reason as well. Smaller bases mean larger tables. Okay, not really, but look at this way. If you compare a 20mm base to a 32mm base, you’ll see how much less space the smaller base takes up on the table. On a small 2’ x 2’ table, the difference between 20 minis based on 20mm bases and 20 minis on 32mm bases can be quite significant. More room to manoeuvre generally makes for better games.

I’m not preaching here. This is purely a personal preference, and I won’t be doing it for all my minis, but I will for most. It does also make them easier to store. So many advantages…

Wednesday, 30 August 2017

A Ranger grabs the Treasure!

I am happy to report that even in my temporary accommodation, I am managing to get a little painting done. Before we moved, I cleaned, assembled, and primed a bunch of miniatures, so I would have some ready to go. Here are the first couple!

I'm really pleased with the ranger. He is actually a mash-up of Frostgrave plastic parts. The body comes from the cultist box, the arms from the soldiers box, and the head from the barbarian box. I'm not sure, but I think the quiver comes from the gnoll box. That was not deliberate, but it does mean I managed to use every box on one figure! What I really like about this figure is that it shows off how versatile the cultist bodies are - a green paint job and it becomes a perfect ranger outfit.

The little treasure token comes from the Russian company Tiny Furniture - as did the back of coins token seen in my Ghost Archipelago demo shots. These are resin pieces and I can honestly say they are of the highest quality. Really enjoyable to paint. I've got a few other pieces that I will hopefully be able to show off in the future.

Friday, 25 August 2017

Back From GenCon!

Originally this post was going to be entitled ‘Home’, but, in truth, I don’t feel like I have a permanent home at the moment. We have sold our house in Oxford (all done and dusted, yeah!), but are still waiting to exchange on our new house. Indications are that it could be awhile. Still, things could be much worse. We have temporarily moved in with my in-laws. They have a large house, so the kids have one bedroom and us adults have another. Our room is big enough that I can put a desk by the window to work. From the window I can actually see a tiny glimpse of the English Channel, and, amusingly, the house we are trying to buy. Still, even if this isn’t ‘home’ exactly, I’m glad to be back.

Not that I didn’t absolutely love GenCon! It was a fantastic show. I got to meet all kinds of interesting people; spoke to a lot of fans about Frostgrave and Ghost Archipelago; ran some demos, and even got a little time to wander around and have a look at some other parts of the show. It’s definitely a place I could go and game and have fun for 4 days!

One of the highlights of the show was playing a game of Frostgrave with Jim from the GeekDad blog and two of his friends who had never played the game before. (In fact, I’m not sure they had ever played a wargame before). It was a terrific game with lots of drama, on some fantastic terrain, but I’ll hold off saying too much about it until after Jim has put up his battle report.

The really cool part was that Jim gave me the mausoleum he had built for the game as a keepsake. Not only is it a great piece of terrain, but it’s got some little green lights in it to give it that extra ‘spook’ factor! Jim actually did a video on building it which you can watch here.

I also managed to do a little bit of shopping, although I was very constrained by my small luggage. I picked up a couple of the new BattleTech books. They are mostly fluff books, which is perfect for me since I play about one game a decade. I find the BattleTech line difficult to keep up with as news is often hard to come by – also the books can be hard to obtain the UK, so I figured I’d better grab them while I had the chance.

 In their display cabinet they were showing off some of the new plastic mechs that will be part of the new starter kit coming out…someday. Traditionally, I have not been a huge fan of their mech designs, but these new ones look great, and I’ll be picking up the new box if I can.

My other purchase was a pair of small figures cases from Chessex. At $12.95 each these hard plastic cases are a real steal. Fourteen pockets make them ideal for carrying a Frostgrave or Ghost Archipelago warband with a couple extra spaces for treasure tokens and dice. Oh, I also bought a new d20 which caused some real damage in the Frostgrave game!

Well, now back to work. Actually, I suppose GenCon was work, but it was so much fun, it didn’t really feel like it.

Sunday, 20 August 2017

Gen Con - Still Rolling

The first two days of GenCon have been wonderful and intense. I am, unfortunately, suffering from the double blows of jet-lag and a cold, and my voice is dropping in and out, but it's been wonderful none-the-less. Thanks to everyone who has come by the stand to talk to me about Frostgrave or have a look at Ghost Archipelago. It's a great opportunity for me to be able to talk face-to-face with fans of the game and to hear what they like and don't like about it. In fact, many of the little tweaks to the system that are found in Ghost Archipelago come from the feedback I've gotten at conventions and online.

In bad news, the Ghost Archipelago has claimed its first victim. At some point during the day, the sample copy of the rulebook fell over and crushed Portock, snapping off his axe head. This is the major downside to using resin sample casts as opposed to the metals that are coming! Bar very delicate drilling, I don't actually know how to fix this, and I probably won't bother.

In other news, I have a Frostgrave show-down tonight with one of the bloggers from Geek Dad and a couple of his friends. I thought the occasion called for a new d20. I saw this red-sparkly one on the Chessex stand and couldn't resist. It just looks like the kind of die you should make spell rolls with. Now, I know what you are probably thinking: 'hey, he's the writer of the game, he doesn't need the advantage of a new die, one that still has its full compliment of luck'. Maybe, but my track record for convention games is rather poor - plus, I just realized that I left my warhound at home, so I'll be going in a man (dog) down! 

I'll let you know how the game goes. There are rumours of pizza being involved, so even if it goes poorly, I suspect the night will be a win!

Thursday, 17 August 2017

Frostgrave: Ghost Archipelago Demo

I wanted to share a shot of the complete Ghost Archipelago demo that I am running at GenCon. Not a bad set-up for the small table available. The really cool wooden platform terrain is from Death Ray Designs (although I can't find it on their website at the moment). The set includes some much bigger pieces that I didn't have room for, and you can set each platform at one of three different heights. The mat underneath is from Cigar Box Battles. It's actually a mat they made specifically for some Frostgrave scenarios set underground, but it actually works well as a watery base.

The first day went poorly for Vasha. I can't say I'm hugely surprised; he's the more subtle, and thus harder to play, Heritor, especially in a demo. That said, people seem a bit shy about having him throw knives, which is something he's really good at! He make my favourite move of the day when he leapt up onto a box and kicked the Wind Warden into the water!

Big Red has been having a better time. She showed just how deadly she can be, once inflicting a massive 16 points of damage on a Fight Roll of 17! That poor little archer was not recovered...

All-and-all, it has gone well today. Thanks to everyone who has come by to take a look at Ghost Archipelago or just talk about Frostgrave. It's always good to hear that people are enjoying the game.

I've only seem a bit of the rest of the convention. After waking up at 2:30 this morning (thanks, jet-lag) and then spending ten hours in the dealer hall, I am completely shot. Which is too bad, if I wanted to, I could go see They Might Be Giants, who are playing at GenCon, and still have plenty of time to make it back for the Pathfinder games that are starting at 2am!

Trocket, Archer

Providing the Heritor, Vasha Tune, with covering fire is Trocket the Archer, constructed from the Ghost Archipelago plastic Crew set that will be released at the same time as the game. Since I’m using such small warbands for the demo, I suspect he’ll also be used to pick up treasure tokens.

Ghost Archipelago has a slightly different (and I think better) set-up with regards to treasure tokens. In Ghost Archipelago, one treasure token is placed in the centre of the table. This is known as the 'central treasure' (original, I know) and it grants bonuses to treasure rolls. Each player then places two additional tokens. Unlike Frostgrave, where there are generally three tokens per player, which has a tendency to create ‘ties’, Ghost Archipelago will always have an uneven number, including one that is better than the rest. This tends to make the games more competitive and gives players more reason to really fight it out. This is a change that I will probably implement in Frostgrave when the chance presents itself. Also, unlike Frostgrave, when the game ends, the remaining player does not necessarily recover unclaimed treasure tokens.

The other difference with treasure tokens is they just aren’t as lucrative as in Frostgrave. The Ghost Archipelago is filled with treasure, but not to the extent of the Frozen City. Players are going to have to work a little harder to build their treasuries and grow their warbands (although this is somewhat offset by free standard crewman).

I await feedback on both of these changes!

Tuesday, 15 August 2017

Covis, Earth Warden

Supporting Vasha in his adventures in the Ghost Archipelago, is the Earth Warden, Covis. For Covis’s four spells, I chose Projectile, for offensive punch; Earthen Wall, to cut lines of sight; Earth Blood, to aid everyone in the warband; and the Water Warden spell, Amphibious, because, well, there is a lot of water around…

Water plays a large role in Ghost Archipelago and is chiefly encountered through two rules, swimming and small boats. Swimming comes into play any time a figure activates while in deep water. That figure must immediately make a Will Roll, with penalties for wearing armour or carrying shields or treasure. If the role is failed, the figure receives no actions and will take drowning damage. Otherwise, he can activate as normal, swimming around and fighting with penalties. Of course, if the figure is somehow amphibious, it does not need to make the roll nor does it suffers any penalties.

Now, most Ghost Archipelago scenarios are set completely on land, but there are a few that involve deep water. In these scenarios, the players are often given the option of putting their figures into small boats. These boats can generally hold up to 6 figures, and have their own rules for movement and fighting. So, while larger ships are handled in the abstract, these smaller boats are on the table in the fights!

None of these rules are revolutionary or overly complex, but I think they go a long way to help giving the game some of its feel and to separate it from Frostgrave

Friday, 11 August 2017

Vasha Tune, Heritor

I suspect that this will be one of the most popular figures in the Ghost Archipelago line.

Meet Vasha Tune, the second Heritor who will be battling it out in my GenCon demo. Unlike his opposition who was an unsubtle combat monster, Vasha specializes in fighting on his own terms. For his stat advance, I gave him +1 Move. As Frostgrave players will know, that extra move can make a big difference. For his Heritor Abilities, I gave him Burning Eyes, which will help keep away the minor threats, and Evade to get him out of any fights he'd rather not be in. He also has Shadowfold, so he's difficult to shoot at. Finally, he has Leap, so he can get around even quicker, and Deadeye, which makes him scary when throwing knives. 

He would likely lose a straight up fight against Big Red, but she has to catch him first - and dodge a bunch of incoming knives! 

In the rulebook, there are thirty different Heritor Abilities to choose from. I have also made a table for those really 'old school' players who want to roll for random Abilities. This lead me to a problem - do you know how difficult it is to create a table with 30 equally probable outcomes using nothing but a 20-sided die. Go on, try it! In the end, I cheated slightly, and some Abilities have a slightly higher probability than others, but there you go.

The irony is that while I was working on this, my friend gave me a pack of 'unusual dice' that actually includes a 30-sider. I was sorely tempted to put the table in there using the d30, just so we would all have an excuse to have one!

Wednesday, 9 August 2017

Oren, Archer

Here is the last member of Collandra's little band. In the demo, I'll only be using four figures a side for the sake of brevity. Full Ghost Archipelago crews will be 10 figures, and since standard crewmen are free, there really isn't much reason for a player to ever have less than that, unless dictated by a scenario.

Oren, here, was made from a test sprue of the Ghost Archipelago plastic crewmen. If you like swashbuckling adventurer types, you are going to love this sprue...

Sorry about the poor photo quality. I just finished painting this guy, and most of my equipment, scenery, and what not are packed up for the move. He seems to have come out a much darker purple than he actually is!

In Ghost Archipelago, shooting works pretty much the same as it does in Frostgrave. In fact, there are only two, minor, difference and neither relates to the actual mechanics of shooting. The first is that 'quivers' are now items. So, an archer must have a bow and a quiver to shoot. This makes no difference at all to the crew, but for characters like Heritors, it means they have to devote 2 item slots to having a bow or crossbow. This is a balancing mechanism, to make shooting more 'expensive'. It didn't matter much in Frostgrave, where magic was the main thrust, but it matters a lot in a game focusing on warriors. The second, related, difference is that I have included 'throwing knives' as a weapon. This is essentially a one-shot ranged attack, that can also be used as desperation back-up weapon. I honestly don't know how important an addition to the game that is, but it is fun and cool so I wanted it in there!

Next time, we'll take a look at the opposition!

Tuesday, 8 August 2017

Frostgrave: Ghost Archipelago - It exists!

I am interrupting today's scheduled blog to show off this, that just arrived by post!

And now I can throw away the huge print out that I have been using as a reference!

Monday, 7 August 2017

Verith, Wind Warden

The next to join Collandra’s band of adventures is Verith, the Wind Warden. How cool a figure is he? A blind archer with no bow!

It was important to me, when I started work on Ghost Archipelago, that Wardens have a different feel and purpose than the wizards of Frostgrave. I decided early on that I would make the Wardens animists, that all of them would have some tie to nature. This fit well with the setting, as the Ghost Archipelago is such natural, alive place (as opposed to the dead, artificial city of Frostgrave). So, I invented five different branches of Warden magic, and gave each branch 6 different spells to choose from. A starting Warden chooses three spells from their own branch, and one from a different branch. Wardens have significantly less spells that the wizards, partly because they are meant to be less powerful, but also because, with players already having to keep track of their Heritor Abilities, I didn’t want the game to get too confusing! However, the good news for Wardens is that they never take damage from failing to cast spells, also, on average, their spells have lower casting numbers.

In this way, I hope, Wardens become more of the supporting pieces they are meant to be. Powerful individuals, but not as dangerous or as dominate as the Heritors. Also, I think players will be happy to hear, Wardens gain experience and levels independently, thus giving players essentially two ‘characters’ that can grow over the course of a campaign.

So, what about Verith? He’s a Wind Warden, so I gave him three spells from his branch: Windblast, to push people around; True Flight, to support any archers, and Dust Devil for a little damage potential. I also gave him the Wave Warden spell: Water of Life for some potential healing when things go wrong!

Friday, 4 August 2017

Portock, Freebooter

Following on from my last post, this is the first of ‘Big Red’s support team. Portock is a Freebooter who carries a big axe!

For the most part, the ‘crew’ in Ghost Archipelago are very similar to the soldiers in Frostgrave, despite having different names in most cases. There is one large difference though. Crew are now divided into two categories: standard and specialists. Standard crewman are basically thugs from Frostgrave except the player has a few options on how they are equipped. The critical thing about standard crewmen is that they are free. In this way, even if you have a terrible game in which all of your crew are killed and you recover no treasure at all, you can still go back to your ship, get some more crewmen, and still have a full complement of fighters for the next game.

Specialists are crew that you’ve hired specifically to help you on your adventures, and tend to be warriors of various types, not sailors – such as the Freebooter here. You can only have four specialists in your warband, so you have to think pretty carefully about which ones you take. Which do you value more, long ranged firepower, or staying power? Also, specialist crewman are not so easy to replace. To hire new specialists requires a trip back to the mainland, which is an expensive proposition.

Thankfully, whenever you lose a specialist, you can replace them with a standard crewman until such time as you can make the journey home

* * *

In the last post, a couple of people asked about a creature list for Ghost Archipelago. While I'm flattered that people want to get ready to play the game in advance, I don't think it would be right for me to give out a creature list before North Star and Osprey Games have put the official figures up for sale. While I have, and continue, to encourage players to use whatever figures they want for the game, I think it is only right that the producers that directly support the game (and it's author) get the first chance to tempt you!

More notes in the next day or two. 

Wednesday, 2 August 2017

The First Heritor!

In a few weeks, about four days after I move house, I am off to Indianapolis for GenCon. I’ll be spending much of my time on the Osprey Games stand, where I will be running mini-demonstration games of Frostgrave: Ghost Archipelago. With that deadline looming, I figured I’d better get some figures painted up to play! Also, it is probably about time I started talking about the game.

So, here is the first Ghost Archipelago figure I have painted. It’s actually an advance resin sample, not one of the nicer metals that will be released. It was sculpted to match one of the great Burmak art pieces in the book.

I’ve dubbed her Collandra, although her friends all call her ‘Big Red’. She’s a Heritor from a long line of powerful warriors. When creating a Heritor, you get to pick one ‘stat advancement’. In this case it was a pretty easy decision to increase her Fight. More difficult was picking her five starting Heritor Abilities. After a bit of thought, I selected Crushing Blow and Fling, which gives her a choice of nasty things to do to her enemies when she beats them in hand-to-hand combat. The rest of her abilities are more defensive. Spellshield to protect her from pesky Wardens. Mitigation to soften the blow of powerful attacks, and Standfirm so that no one can push her around.

In truth, she’s a pretty straightforward ‘tank’; there is not a lot of subtlety to her game, but that is often the best idea when running demos where you don’t have a lot of time, space, or quiet to go into the finer details. Just to make her point clear, I’ve equipped her with a two-handed weapon, a back-up hand weapon, and leather armour.

Now, she just needs a Warden and a few loyal crewmen to follow her in her adventures in the Lost Isles! 

Friday, 21 July 2017

Doctor Who: The Burning Prince

Sometimes, life gets temporarily so complicated, that you can actually forget the things that make you happy. Weird, but true. For example, for years (decades?) one of my favourite activities has been painting miniatures while listening to audio drams - usually Doctor Who. However, over the last year, I have had so little time to paint, that I temporarily forgot. My painting sessions became speed challenges - get out the paints, paint as fast as possible, get it all put away again, before life (children) intervened. It often didn't even occur to me to bust out the headphones as well. 

In truth these sessions rarely achieved much in the way of happiness, and thus they became even more infrequent.

Lately, I have been thinking about my own happiness, and I realized that this is something I need back in my life. So, I acquired a few audios, booked out some uninterrupted painting time, and got back to this simple pleasure.

One of the first of this new round of audio adventures was Doctor Who: The Burning Prince, a really excellent example of Big Finish Productions. This is Doctor Who in full action/horror mode. In tone, it is more similar to Aliens and Predator than anything else. Although one might be skeptical about action done in an audio format, I challenge you to listen to the first 30 - 40 minutes of this adventure and not get caught up in the narrative drive. The tight script is greatly aided by the backing music and sound production. 

In fact, the drive is so furious, that it can't quite be maintained for the full two-hours, and the second half doesn't quite live up to the first, but it is still a strong story overall.

Usually, Peter Davidson is not my favourite audio Doctor; however, it was really nice to hear him in this adventure, free from his usual overload of companions.

For those who might be thinking of picking it up, I encourage them to do so. It is a nice stand-alone adventure - though it hints at sequels. I will warn that it is also a product of a very specific, and very dark, era of Doctor Who, when the show bordered on nihilism. Not a an era I want to visit often, but it certainly was enjoyable this time around.

Sunday, 16 July 2017

50 Bananas!

It's incredible how quickly time passes. Approximately one year ago, I set myself a challenge to eat 50 bananas, a fruit I have never liked and always generally been suspicious about. You can read all about it in this post.

I actually completed the challenge in about three months, but with everything that has been going on in life, I never got around to writing about the results. Which is a shame, because the results were rather extraordinary.

My two main gripes against bananas were that I didn't like the texture, and I didn't like the taste. The first few I really had to choke down. They were just so squishy...

My issue with the texture actually disappeared rather quickly. Certainly by banana 10, I wasn't even thinking about it. I mean really, most food ends up a big squish mess anyway. The taste issue took longer, but day by day, I could actually detect a change. Slowly my reaction to the taste went from very unpleasant, to just unpleasant, to indifference, to very mild enjoyment.

It's true, by the time I had eaten the fiftieth banana, some three months after I ate the first, I just slightly enjoyed the experience.

Since I finished my challenge, I have eaten bananas irregularly. (They are just so cheap versus their nutritional value!). They are still way down on the list of fruits I enjoy eating, but they are on the list.

So, does this prove that you can make yourself like certain foods? Perhaps not, but it certainly showed me that eating something numerous times can definitely change my opinion of them in a positive way.  Next up - corguettes!

Thursday, 13 July 2017

A Quick Spellcaster Poll

First off, a big thank you to everyone who has bought a copy of Spellcaster! I don't think it is challenging White Dwarf in terms of sales, nor is it going to allow me to retire tomorrow, but it has certainly sold well enough to get me thinking about the second issue. On that note, I wanted to get a little feedback about how the issue could be improved.

What you've got in Issue 1 is what I can accomplish for $5. So, my question is, which of the following items would you be willing to pay $1 more for, if any.

Professional Layout

Internal Artwork

Professional Miniature Photography

More Rules Content

Other Articles (Miniature Painting / Terrain Building / etc.)


Other (Let Me Know)

Are any of those worth $1 to you? In theory, the magazine could include all of them, although the price would then be closer to $12, rather than the current $5. Or, are you happy with the basic style, content, and look of Issue 1?

Either way, if you could comment below on what you would like to see for Issue 2, it will help me decide how to approach the next issue, and what improvements the readers would like to see.

Finally, I know a lot of people would like to see the magazine in a print form. For the moment, that's just not an option. Maybe someday a print compendium will appear, but for now, Spellcaster is going to remain a digital only product.  

Thursday, 6 July 2017

Chapter 41

I am currently down on the Kentish coast, looking at houses. But I’ll get to that in a moment.

About a month ago, I turned 41. Normally, my birthday passes with little fuss, but this year I made a big deal out of it, by making it the first day of my new working life. It was the day I became a half-time freelance writer, half-time work from home employee. Actually, I decided to give myself the day off, and took the kids to the zoo instead (oh, the joys of being able to go to the zoo on a quiet Monday!).

This reorganization of my work was only the first step in my family’s master plan to rearrange our life. Step 2 was leaving Oxford (after 11 great years) and moving down to the Kentish coast to be near the sea, one set of grandparents, and one set of great grand-parents. We already have a buyer lined up for our house in Oxford, and that sale is progressing. It should hopefully complete early next month. Our plan is then to temporarily move in with my in-laws while we work on getting a new house of our own in Kent. It will be a bit of squeeze, especially with all of our stuff, but it is wonderful that we have that option.

In truth, I’m sure it will all be a bit of a pain, but if you want to change your life for the better, you often have to experience a bit of discomfort in the short term.
I’ll let you know how it all goes.

Thursday, 29 June 2017

Spellcaster is Now Available

Today is the Day

In case you missed the news last week, today I am releasing Spellcaster: The Frostgrave Magazine. This first issue contains all kinds of goodies for lovers of the Frozen City, including rules for black powder firearms, horses, knightly orders, and a bunch of new scenarios. 

The magazine is only available digitally. You can buy it now from RPG Now. Or, it  can now be pre-ordered on Amazon and should be released on July 2 (Although it is saying July 7 at the moment).  If neither of these work for you, drop me a line and you can buy it directly from me.

Once you've had a chance to look it over, come on back here and let me know what you think. This is the first issue, and I'm sure there is plenty I can do to improve upon it.

Wednesday, 21 June 2017

Spellcaster: The Frostgrave Magazine

Coming next Friday, June 30

For anyone who can’t get enough Frostgrave, I’ve got an exciting announcement. Next Friday, June 30, I will be releasing the first issue of Spellcaster: The Frostgrave Magazine

This is a PDF-only magazine, mostly written and assembled by myself. While I have the blessing of Osprey Games, this is a purely independent project. It’s a chance for me to write rules and other game material that either don’t really fit the game world or just don’t mesh well with any of the major releases. It does also mean the internal layout is done by myself, so don't expect anything amazing there!

So what is in this inaugural issue?

* Rules for using black powder firearms
* Rules for horses in the Frozen City
* Rules for Knightly Orders which add variety to your knights and templars
* Alone in the Crypt – a solo Frostgrave scenario in which you play a captain with a quiver-full of magic arrows trying to escape a crypt full of undead
* The Catacombs of the Evrenbright – a three scenario mini-campaign originally created for Adepticon 2017

Also, as you can see, I’ve managed to convince Frostgrave veteran, Dmitry Burmak to help out with cover art!

This issue of Spellcaster will consist of 18 pages, have a cover price of $5, and will initially be available through RPG Now and Wargames Vault, with Amazon hopefully following soon as well. If none of these work for you, feel free to contact me, and I’m sure we can work something out.

HT Publishers will also be producing a Spanish edition of the magazine which will be available on the same day. 

Thursday, 15 June 2017

A New Wizard in Frostgrave

Way back in April (seriously, it seems a long time ago), I took a trip to the USA for Adepticon. Among the many little treasure I came back with was this guy. This figure was given to me by one of the organizers of the show - apparently he commissions a figure every year as a personal give-away.

I think I have found my next wizard for Frostgrave! (Now I just need to find a game!).

Saturday, 27 May 2017

New Ulterior Motive Cards!

Just a heads-up to all of the Frostgrave fans.

The new issue of Miniature Wargames (#410) contains a short interview in which editor John Treadaway asks me about the new Ulterior Motives expansion. More importantly, the interview also comes with two new, exclusive Ulterior Motive cards.

Now, I admit, it is going to take some creativity to figure out how to use these, since they are obviously printed on paper instead of card and have no back. Still, wargamers are a creative lot, so I have no doubt players will figure something out!

Thursday, 25 May 2017

My New Job: Wargames Developer

In the seven years I have been running this blog, I have tried to keep it separate from my day job. The Renaissance Troll has always been a place for me to ramble on about my thoughts, projects, and hobbies. For the most part, it has been a wargaming blog, as that has been my main hobby for the last decade or so.

As the years have gone by, however, the line between my hobby and my job has blurred. With the publication of Frostgrave two years ago, the line grew even murkier. Now I’ve pretty much gone and done away with the line completely.

In a few weeks I will be closing the book on my time as the Marketing Manager for Osprey Games. Instead, I will be taking a part-time, work-from-home position in the new role as the Wargames Developer for Osprey Games. In this position I will be working directly with the Head of Osprey Games on developing new wargaming systems and products that will be owned and controlled by Osprey Games. For the most part, I will be writing and testing wargames rules. At this point I can’t talk about any of the projects I will be working on. That said, people who follow Osprey Games can probably make a pretty good guess about my first area of work...

So, what does this mean for the world of Frostgrave? Well, it’s good news actually.  As I said, my new job is only a part-time position. The rest of my time will be spent as a freelance writer, and I will continue to work on Frostgrave in that capacity. This should mean that I actually have more time to spend on the game. It will also hopefully mean that I will have more time to explore other writing opportunities.

I am about to take a bit of a step into the unknown, and the new job is only one part of the life-change about to happen. There will be other things to talk about soon.

It’s all a tad scary, but with change, comes excitement, and I am very excited to get started in my new work.

What does this mean for The Renaissance Troll? Honestly, I have no idea.

Sunday, 2 April 2017

Frostgrave: Let’s Talk Spellcasting Experience Points

About a year ago, I wrote a blog post talking about experience points in Frostgrave and some thoughts I had for changing the system. I got a great response to that post, which has helped push my thinking forward. In fact, I have decided that I am going to include an ‘Alternate Experience Points System’ in a Frostgrave supplement that is coming out next year. I just haven’t completely decided what it is going to include!

My biggest mental stumbling block continues to be experience points for spellcasting. Right now, a wizard receives 10 experience points for every spell he successfully casts. The more I have thought about this, the more I am convinced that it is both a good and bad piece of game design.

It is good in that it encourages spellcasting, which is what the game is primarily about. Also, players are rewarded for ‘accomplishing’ which feels right.

It is bad because it encourages a player to cast his or her easiest spell repeatedly, which detracts from the magical diversity of the game and lessens tactical interest. Additionally, as a wizard gets better, that one spell will get easier to cast, making experience points more likely and potentially creating an experience imbalance between players who use just one spell and those who like to use a range of spells. I don’t think this last point is a major issue, but it is an area for improvement.

So, here are two potential solutions I came up with in my musings on the problem. Both of them address the bad points of the current system, but also have an issue of their own!

Experience Points Based on Casting Number

Under this system, whenever a wizard successfully casts a spell, he or she would receive a number of experience points equal to the Casting Number for the spell. So, if a starting Necromancer casts Bone Dart (as so many of them do), they would receive 8 experience points, as that would be their starting Casting Number. If the Necromancer later decreases his Casting Number to 7, he would receive 7 experience points every time he successfully casts the spell.

There is an elegance to this system that I find very appealing. Players still receive experience for accomplishing, but the reward actually matches the level of accomplishment. It eliminates the problem of wizards cranking out experience for casting easy spells. It also gives a little bit of encouragement for wizards to cast their harder spells.

The only real drawback I see to this system is that it requires more paperwork and more math. Not a huge amount, in truth, but... time and time again, I have seen people say that one of the main reasons they find Frostgrave appealing, is that it is simple. This change would only increase the complexity by a small amount, but how many of these small changes can you make before a ‘simple’ system becomes ‘complex’?

If Frostgrave were a role-playing game, I would most likely use this system. As a ‘simple’ warmgame, I remain unsure.

Experience Points for Failure

I recently heard someone suggest that when considering a problem, it is often useful to ask yourself ‘what if I did the exact opposite?’. So, what if wizards earned 10 experience points every time they failed to cast a spell...

Actually, this is really interesting from a game design point of view. Once again it encourages players to attempt to cast their harder spells; though I suspect, more than any other system, it encourages players to attempt the ‘best’ spell for a given situation, which should lead to the best ‘game’. Beyond that though, it brings an entirely new element of balance to the game. Players that are failing to cast spells are less likely to secure treasure. Thus, they will be falling behind in the wealth and experience point race. Under this system, the failing spellcaster would be compensated by receiving more experience from failed spells.

In pure game mechanics terms, this system has a huge amount to offer. The problem is – it feels wrong to reward failure, and I suspect most players wouldn’t like it. I don’t know of any wargame or rpg that works this way. So, either this is a rather new and original idea – or it is just a bad idea that others have thought about and rejected.

I would be very interested to hear what other Frostgrave players think. Please comment below with any thoughts, suggestions, or original ideas that I can steal...