My suggestions: - mark time events with what happens which questline on the back side if the campaign sheet.. or they will become just numbers. -do atack events(and oupostphase in general) at the start of you play day not at the end.. because you will be already mentaly drained after battling out in the scenario if u dont play multipple. - if u have a long game day planned with mulltiple scenarios.. maybe do chayned quest so you dont have multiple ouptostphases stealing your time.. preventing you from finishing the second scenario.
I like the building upgrades. I wish scenarios didn't have time gates. I kind of understand why the game is built around it but like you said, it messes up story cadence. Attach events are always rough, sometimes it can be really late at night and then we pull an attack. Just tedious.
I actually forgot to mention how some of the problems can arise when you have this added to an already long night in some cases. Sometimes I just can't get into it after a long, tough scenario.
So i just watched this one and after your top 5 flaws in Frosthaven video that I watched and left a novel-length comment on... but again, here you're talking about the attacks on the outpost being boring. Ill be playing this with my kids (as I've said... 15, 13 and soon-to-be 10) and I'm now considering just ignoring the attacks. Is there really any good reason to keep them at all? It seems like such a droll thing to have to do and, honestly, like something im going to be trudging through drawing a card for as my kids are wandering off to get a drink and talking about how much experience they gained and what they want to do differently in the next scenario. So would just ignoring them as a "house rule" be viable? I know my 15 year old will want to play "by the book" but I know too that if I give solid reasons including, "EVERYBODY online says to ognore these..." they may get on board. I don't want to lessen the game experience but this doesnt seem like it adds anything at all. Thoughts?
I just read the "Outpost Attacks" on Dwarf74's Frosthaven Campaign Tweaks. Thanks for linking that! But, I still kinda feel like, "What's the point?" haha
I'm currently ignoring them, and just removing some resources from our frosthaven bank. I would suggest maybe trying them at first anyway, maybe the kids will like the "war" like card flip to see if they fend off each attack.
Completely agree. I think they needed to have a more constructed event deck. I know they want it pretty open so you don't feel railroaded, but there was just some attack events that came when it was impossible for our group to defend and there was no good lore or story reason for it. So it was just like here you need to spend a BUNCH of resources oh yeah and btw until you do you're going to be penalized on every scenario to the tune of thing equal to or worse than some of the normal negative scenario effects. It doesn't even honestly feel much like you are starting from scratch and building up over time to something more powerful at times, its just a place to go put a sticker now and again. I do really enjoy the multievent stories and they should have integrated them more.
That's a good point, I do think the randomness in events hurts a bit. We have two groups playing at the same time, and we didn't get attacked until winter, while they had to deal with 3 attacks in the summer. I know Cephalofair wants the game to vary, but maybe some things shouldn't rely so much on variance.
@@PTD-Gaming I really think it was a missed opportunity not to have the attacks be actual scenario type events. Having a dynamic map that got built out as you built buildings that you could have encounters in would have made your frosthaven feel way more alive and meaningful. Heck you could even have made strategic choices about HOW to build Frosthaven depending on how other encounters/attacks went. See the effects of destroyed things. So many opportunities to make it interesting.
@@jaerin1980 Absolutely a missed opportunity. I'd love to have a "Frosthaven" map set up of the town that you used in these cases, especially one that changed depending on the attack. I think they could be designed to be really short, but it would certainly better than just drawing cards.
My suggestions:
- mark time events with what happens which questline on the back side if the campaign sheet.. or they will become just numbers.
-do atack events(and oupostphase in general) at the start of you play day not at the end.. because you will be already mentaly drained after battling out in the scenario if u dont play multipple.
- if u have a long game day planned with mulltiple scenarios.. maybe do chayned quest so you dont have multiple ouptostphases stealing your time.. preventing you from finishing the second scenario.
All good ideas!
Now in frosthaven its a major speedbump😂😅
Good one! :)
I like the building upgrades.
I wish scenarios didn't have time gates. I kind of understand why the game is built around it but like you said, it messes up story cadence.
Attach events are always rough, sometimes it can be really late at night and then we pull an attack. Just tedious.
I actually forgot to mention how some of the problems can arise when you have this added to an already long night in some cases. Sometimes I just can't get into it after a long, tough scenario.
So i just watched this one and after your top 5 flaws in Frosthaven video that I watched and left a novel-length comment on... but again, here you're talking about the attacks on the outpost being boring. Ill be playing this with my kids (as I've said... 15, 13 and soon-to-be 10) and I'm now considering just ignoring the attacks. Is there really any good reason to keep them at all? It seems like such a droll thing to have to do and, honestly, like something im going to be trudging through drawing a card for as my kids are wandering off to get a drink and talking about how much experience they gained and what they want to do differently in the next scenario. So would just ignoring them as a "house rule" be viable? I know my 15 year old will want to play "by the book" but I know too that if I give solid reasons including, "EVERYBODY online says to ognore these..." they may get on board. I don't want to lessen the game experience but this doesnt seem like it adds anything at all. Thoughts?
I just read the "Outpost Attacks" on Dwarf74's Frosthaven Campaign Tweaks. Thanks for linking that! But, I still kinda feel like, "What's the point?" haha
Yes!
I'm currently ignoring them, and just removing some resources from our frosthaven bank. I would suggest maybe trying them at first anyway, maybe the kids will like the "war" like card flip to see if they fend off each attack.
Completely agree. I think they needed to have a more constructed event deck. I know they want it pretty open so you don't feel railroaded, but there was just some attack events that came when it was impossible for our group to defend and there was no good lore or story reason for it. So it was just like here you need to spend a BUNCH of resources oh yeah and btw until you do you're going to be penalized on every scenario to the tune of thing equal to or worse than some of the normal negative scenario effects. It doesn't even honestly feel much like you are starting from scratch and building up over time to something more powerful at times, its just a place to go put a sticker now and again. I do really enjoy the multievent stories and they should have integrated them more.
That's a good point, I do think the randomness in events hurts a bit. We have two groups playing at the same time, and we didn't get attacked until winter, while they had to deal with 3 attacks in the summer. I know Cephalofair wants the game to vary, but maybe some things shouldn't rely so much on variance.
@@PTD-Gaming I really think it was a missed opportunity not to have the attacks be actual scenario type events. Having a dynamic map that got built out as you built buildings that you could have encounters in would have made your frosthaven feel way more alive and meaningful. Heck you could even have made strategic choices about HOW to build Frosthaven depending on how other encounters/attacks went. See the effects of destroyed things. So many opportunities to make it interesting.
@@jaerin1980 Absolutely a missed opportunity. I'd love to have a "Frosthaven" map set up of the town that you used in these cases, especially one that changed depending on the attack. I think they could be designed to be really short, but it would certainly better than just drawing cards.