![]() It just wasn’t important enough to keep in the game, but it stayed in the back of my head and reemerged on Frosthaven.īut I came at it from a different angle. It was just one more thing you had to keep track of, and coming up with good repercussions for ignoring timed scenarios without it just feeling like an arbitrary punishment was difficult. These circumstances were more thematic, but they just didn’t feel good mechanically. If you didn’t engage with that scenario immediately, something would happen, and it would no longer be available. You know, like, the demons are attacking the city, and you can’t just go do other stuff for a month and then come back and defeat them. I remember when I was first developing Gloomhaven, I had certain scenarios in the campaign that you only had a limited time to complete. One of these things is the new seasonal events and restrictions. Stuff that ultimately just made more sense and would have more import in this cold, northern region. Stuff that would have been cool in Gloomhaven, but I just had to draw the line somewhere or it would never get done. Stuff from other board games, Kickstarter backers’ suggestions, video games, and my own weird brain. Since I started designing Gloomhaven, I’ve had ideas on how to expand the mechanics of the system. It felt perfectly natural that we would explore there next. Gloomhaven was just the beginning, and when I thought about other dangerous, wild places, the northern coast immediately came to mind. It feels like ever since I created this world, I wanted to play in it as much as possible. So let’s start at the beginning, though it’s hard to remember exactly where that is. Hopefully this will be somewhat succinct, but we’ll see what happens. I feel like I’ve been talking about this a lot, but, ahead of the Kickstarter launch, I wanted to get into all the cool stuff in Frosthaven and why I put it in there.
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