Frostgrave is hot right now (or should that be cold) and
it’s not hard to see why. Its fast pace and simple gameplay are very attractive
in an age of overstuffed massed-battle games. Even so, some problems with game
mechanics have come to light and I want to take a look at one in particular:
First and foremost, I want to express that I am a massive
fan of Frostgrave. I really appreciate just how much Joe McCullough and Osprey
have brought to the community by publishing this game. Its old school design is
right up my alley, and yet I feel there are some new school concepts of game
design that could really add to it. With that out of the way, let’s get to it.
The Problem
When starting out in Frostgrave there are no obvious
patterns in the option you are given. This really lends itself to making the
gamer feel free to make decisions about their wizard’s school and the spells
that they choose. Nothing feels forced on you and every choice feels natural.
A Sigilist doing what comes naturally... ignoring danger and hoping it goes away. |
However, it doesn’t take much game play before you
realise that your wizard doesn’t feel as flavourful as it once did; worse, they
are starting to behave more and more like all the other wizards you come
across. Why is it that, no matter the labyrinthine options you are given at the
start of the game, players find themselves converging in the same place? What
are the underlying causes of this and what could be done differently?
Well, as a total amateur I can’t possibly have definitive
answers, but I can see some ways in which a slightly alternative design might
have helped.
Solution 1 – School Alignments
OK, this first idea is going to take some diagrams to
explain, but stick with it! At first glance, there doesn’t seem to be a strict
pattern governing which wizarding schools are aligned with which. However, if
we try and map the relationships we come up with a diagram like this:
The Cardassians called and they want their logo back. |
You’ll notice straight away that some schools offer very
similar options to others (Necromancer, Witch and Summoner) and some are almost
interchangeable (Illusionist and Thaumaturge). This might not be a problem for
the individual choosing his wizard and spells, but in large groups it means
that certain combinations become unnecessarily common.
It seems clear to me that a more symmetrical structure to
alignments would by-pass this issue. For example, if there were only 8 schools
and each was represented on the corner of a cube, then each would be connected
via edges to 3 schools that could be friendly. There would be 3 more schools
that they were unconnected to and a further school that they were diametrically
opposed to. No matter which school you look at, the options would be equal and
different to the others.
[As a side note, this is assumes that relationships are
reciprocal i.e. if X hates Y, then Y hates X. But that needn’t be the case. A
more complex relationship model could be used, allowing the 10 schools and
still have balanced structure.
For example, the Orange school might be opposed to the
Black school. But as far as the Blacks are concerned, the Pale Blue are their
real opponent, as shown in the diagram below.
Equally, friendships don't have to reciprocate. One
school may allow you to choose spells from 3 'aligned' schools. But it would be
a different 3 schools that can choose spells from your school.]
Solution 2 - Spell Choice
Once you have chosen your wizard's school, the next
choice you are offered is which spells to choose from within those available to
you. Unsurprisingly, the different schools focus on different tactics on the
tabletop. Some are aggressive, others are defensive; some add extra bodies,
while others buff models already in play. Again, this may seem to give the
first time player many more choices, but actually it can often stifle, leading
to some schools being over represented and others being ignored.
"You go ahead. I'm going to back you up by making sure this dead body doesn't move." |
The reason for this is simple. To win the game, you need
to grab treasure. Hence spells that kill your opponent preventing them from
taking treasure; that move your own models faster to and with treasure; and
that add additional models into the game have a premium value that is obvious.
Sadly, these spells are not evenly spread amongst the schools and those that
offer them (Necromancer, Enchanter, Summoner and Elementalist) are
understandably more popular than those that do not (Chronomancer, Sigilist,
Soothsayer and Thaumaturge).
If each school had a good representation of each of the
most crucial spells (in their own particular fashion), there would be less call
for players to start with the same wizard nor for them to converge on the same
spells as their models progressed through campaign play.
Solution 3 - Casting Values
A separate but related issue is the casting value of many
of the spells in the game. This seems to be a problem in a great number of
games and it's hardly unique to Frostgrave, but needs addressing nonetheless. A
very simple rule of thumb in game design is that good things should cost the
player more, and worse thing should cost less. More often than not, this rule
is easy to apply and there is usually no problem. However, when it comes to
magic games designers can sometimes seem blind to it.
It doesn't matter what the casting value is, when you need the spell most you will roll a 1. |
As stated before, the best spells in Frostgrave are those
that cause direct damage, those that increase movement and, to a lesser extent,
those that add extra combatants. However, when looking through the rule book,
we see that these same types of spells tend to be between 8 and 12 in their
casting value, whereas more unorthodox spells can be anything up to 18. This is
a problem, because if I have access to spells like Bone Dart, Leap, Raise
Zombie or Telekinesis for a mere 8 casting value from the start of the game,
what character growth is there for my wizard.
Casting values need to be re-balanced, putting those that
are more effective out of reach of new wizards. Doing this would make starting
players choose from the more eclectic but reasonably priced spells. New wizards
would seem more unusual as though they are early in their journey of magical
mastery having only learned a few tricks off by heart. They would be more
likely to be different as none of the stranger spells are game winning, players
are free to pick whatever they want without negative consequences. And finally,
it gives gamers a reason for wanting to progress and creates narrative as
players can see their wizards becoming more effective over time as they learn
and improve.
Solution 4 - Campaign Growth
Any good writer knows that the heart of excitement and
adventure is jeopardy. If a character gets what they want first time or can
easily by pass any difficulty there is little or no adventure. A character must
struggle to overcome, using only the limited resources that are available
to them and facing a very real risk of failure, if we are to really get behind
them. Sadly, I think this is one area in which Frostgrave is quite weak.
"I could learn to summon legions of soldiers to my aid. I just choose not to." |
Currently, if a player wishes to develop the character of
his wizard by learning a new spell, he has to discover a grimoire that has been
long hidden in the fallen city, and rightly so. Sadly, it is at this very early
stage that things start to lose their sense of peril. To find out what new
spell the wizard has access to, the player rolls on a generic table of spells.
Meaning that all spells are equally likely. No matter which school of wizardry
you started with.
Immediately, wizards that were once different and polar
opposites start finding themselves draw together. A Thaumaturge is as likely to
learn something of the dark necromantic arts as he is about his own school. If
this idea seems counter-intuitive then don't worry because there is a second
way to acquire a grimoire. If your wizard doesn't find what he's looking for,
he can simply purchase any grimoire between games at a flat price, regardless
of school or difficulty of spell!
As I said before, to me, this is one of the weakest parts
of Frostgrave and erodes the fun narrative a campaign can produce. That being
said, it is not unfixable: removing the ability to purchase any spell
would go a long way towards this. (As if your Witch knows a friendly Soothsayer
that is happy to sell him trade secrets!) Perhaps purchased spells can only be
from your own school and allied schools, or maybe they are somewhat randomised
as well, or maybe the option is removed entirely - that is open to discussion.
The next change I would hope to see is the likelihood of
finding a spell becoming stacked in favour of your original school, so that
wizards are encouraged to become more representative of their
particular brand of magic rather than less. It could be as simple as a 40:40:20
split between original:allied:neutral spells. Or if you were feeling
particularly stern, it could be 60:30:10.
Together, these changes would dramatically change the
feel of character development in Frostgrave, but even just one change would be
a real boost.
Solution 5 - School Unique Powers
This final solution is likely to be the most contentious
because for many people to simplicity of Frostgrave is it key draw and this
idea goes somewhat against that. So I'm happy for you, dear reader, to take or
leave this as you see fit.
This accurately represents how carefully I read the rules before starting to play. |
In the latter editions of the game, each school (or lore)
of magic had its own 'lore attribute'. This was not a spell per se, but a bonus
the wizard received for using his magic that added to the theme. For example,
the effects of a Fire spell were increased if they hit a target that was
already on fire engulfing them further into flame; a wizard using the lore of
Beasts found it easier to cast spells on animals: and users of the lore of
death could leech magical energy as their targets life ebbed away.
It would be perfectly possible to imagine a version of
the game in which Thaumaturges were able to increase armour saves because they
had successfully cast other spells or weapons in an Enchanter's warband were
improved due to the natural flow of magic from him.
Bonus: Solution 6 - Unnatural events
The random wondering monsters in Frostgrave are excellent
fun, but if we're in the mood for changing things up a bit, I think we could
make more of these. What if the random events that occurred in the game were
tied to the characters involved in the battle?
4 - You did not have adequate cladding; your pipes burst and the cellar floods |
Again, a simple tweak of probability would make a huge
difference here. Each school of wizardry could have its own random events table
specifically tailored to their background. Necromancers might find that the
dead are more likely to rise. Elementalist we see more storms and blizzards.
Witches find plenty of wild animals. And so on.
These events don't have to be monsters, they could be
anything from tears in space and time that block pathways, to earthquakes that
shake everyone off their feet. The options are endless and with a simple
40:40:20 split between own school:enemy school:random, encounters will feel
very different depending upon who you face.
Perhaps, if you wanted to really ramp up the theme, the
number of successful casts from members of a school would increase (or maybe
decrease) the chances of an encounter. But perhaps that's an idea better left
for another day.
Conclusion
I love Frostgrave and I want to see it succeed long into
the future. As the current release schedule for the game winds down, perhaps we
will see that the city of Felstat has the longevity to see a second edition. If
so, I think that these ideas could help continue driving the game forwards.
Don't see these ideas as criticisms, because if I really didn't like the game,
I wouldn't have spent this long thinking and writing about it!
And if anyone does try coming up with their own house
rules based on my ideas, please do tell me how you got on.
Wow. No comments? Lots of interesting observations and loads of thought and work have gone in to this. Cudos.
ReplyDeleteI've not even played the game yet but your clear writing and thought process makes it unnecessary to have done so. I hope this gets the attention it deserves.
Thanks for your kind words.
DeleteGames design fascinates me, and its always interesting to analyse a designer's choices.
Really good points. Frostgrave is a very fun game, full of drama and peril. And the randomness of combat really captures that!
ReplyDeleteHowever, some of the spells are ludicrously OP. Teleport and Mind Control are absurdly powerful (Mind Control is almost impossible to escape once it's successfully cast) and the combination of Wizard Eye with Bone Dart or Elemental Bolt is sickeningly lethal, especially if you invest in a Fate Stone.
Also, in a game focusing on grabbing treasure and running off with it, Telekinesis pretty much breaks things IMO. Being able to pull treasures away from the enemy and towards you is just cheese-tastic.
I don't actually think FG was ever meant to be taken this seriously, it seems to be this light, fluffy game, but some of the builds you can do (+10 Fight Wizard with Teleport, for example) are so powerful that they can take the fun out of the game. With some nerfing here and there, I think the game can continue to be fun and fluffy, which plays to its core strengths.
Anyway, nice article, and thanks for sharing!