Review of Conclave

I discovered Conclave after picking up a flyer at GenCon 2013. It's a purely online game, a tactical gaming experience played in your web browser.

As such, it occupies an interesting niche, somewhere between virtual tabletops like Roll20 and pure video games like Neverwinter Nights. Conclave features online multiplayer and turn-based combat, with an aesthetic very much like tabletop 4th Edition D&D. However, it's not like a video game where all players need to get online and play; you can take your turn when it comes up, and the system will email you when it's time to make another decision.

Character Creation

When you create a free account, you'll be taken through a simple character creation process, where you'll choose a race and class (or archetype). Immediately, Conclave starts establishing its own style, with choices that are a half-step away from the Dungeons and Dragons norms, but not so far removed as to be unrecognizable.

I've seen some fantasy heartbreakers before that really try to go over-the-top with their character classes, trying to avoid the fighter/cleric/rogue/wizard subtypes. Conclave isn't too concerned. Take the Beacon, for example - it's an interesting healer, with a polearm and many abilities that work best if it hits while next to its allies. But you can still quickly understand that it's a healer and buffer.

Similarly, the races are unique without being unique for uniqueness's sake. The Mezoar are lizard people, but also the spellcasters of the world. The Nix are somewhat like Halflings, but not too much. They're distinctive, though - when I enter a combat and I see a Nix Pirate next to a Lumyn Pirate, I have some idea of what their specialties and combat styles might be.

Game Mechanics

The primary thing you'll be doing in Conclave is tactical combat on a hex grid. (Well, a hex grid made of squares, but in a game without facing the result is identical.)

Each turn, you'll get one Minor Action and one Major Action.

Minor actions tend to be things like moving and giving yourself buffs, but the game isn't shy about allowing high-level characters to make attacks and deal damage with their minor actions.

Major actions are usually your attacks, although you can also move and do some other things with a major action. It's not strictly like D&D where you can downgrade a major to a minor; there are some things that can only be minor actions.

Thus far, I've found that the game does a good job of intelligently limiting your options. If you're blocked in a corner, your Move abilities don't even show up. If you're out of range, it doesn't even list your attacks. And if there's only one target in range, it selects them automatically.

There are a number of conditions, which feel once again like D&D with the serial numbers filed off. You might get a bonus from being Inspired, or become vulnerable if a dash leaves you Off-Balance. They're all pretty easy to understand.

The combat mechanics are deep enough to be rewarding, while keeping combat quick. I felt a real sense of accomplishment when I managed to maneuver my Lumyn Beacon into position to inspire two other allies, or when my Nix True Bow danced around the battlefield, staying one step ahead of melee monsters.

Roleplaying

After every encounter, there's a good amount of well-written text to read, and often a choice. Perhaps you hear chanting in the distance - you could sneak up on them, charge in and attack, or attempt to intimidate them. The last one might be locked unless someone in the group has Intimidate, which encourages you to bring a varied and multi-class party.

Sadly, these decisions aren't particularly interesting. They've never inspired any discussion or role-playing. Additionally, there's usually a 'right' answer to each decision, so after playing through a quest once you'll probably know how to answer.

It doesn't really hurt the game, you just need to understand what you're signing up for. Conclave is not going to replace your weekly RPG session.

Multiplayer

Joining a party with other players is simple. Conclave even allows players to jump in and drop out of quests that are currently in progress.

This can occasionally be an annoyance. The game is set up so that, if any member of the party falls, everyone loses the quest. So you might be rocking a quest with your level 4 party, only to have a level 1 Rogue show up, rush forward, and get mauled. It's not common, though.

Any player can take their turn in any order. Once all players have acted, a new round begins. This often means that, if you're logging in and the last one to act in a round, you get to take two actions in a row, which helps keep combat moving forward.

Even with their efforts to keep combat fast, though, being in a party is agonizingly slow. You'll take a turn every 2-3 days.

In contrast, I started a new character, dove into the game solo, and ripped through their free quests in about 2-3 hours. It was a lot more fun to have the game be immediately responsive to my actions, but I missed out on any kind of teamwork and cooperation from a larger party.

The solution is to organize a regular group, agree on a time to meet up online, and play Conclave in real-time. Once you're doing that, though, it's difficult to recommend Conclave over Roll20 or even World of Warcraft.

Value

Conclave offers you two character slots for free, and about a dozen quests you can tackle. If you play solo, that content might last you a day; if you play multiplayer, a month or more.

Once you've exhausted those options, the full campaign will run you $19.95 and unlock another 15 quests. It's phrased as a 'Campaign License,' so it's probable that any future campaigns will be an extra charge.

One nice feature is that only one player needs to own a campaign to allow the entire party to adventure in those quests. It seems like a fairly generous business model, and we'll see how far it gets them.

Overall

Conclave occupies a unique role, and I think that'll be its primary challenge. It's not as action-packed as a video game, and it's not as roleplay-focused as a virtual tabletop.

However, the system is good, and the decisions feel weighty. If you occasionally find yourself craving some straight-up tactical combat and monster-slaying, Conclave will do well for you.

I'm still trying to decide whether to pay for the full game. Maybe if I'm still thinking about it in a few days. Look up BeriAlpha on the site, at playconclave.com.

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RPGnet Reviews2013-10-30 Barry Figgins's Summary: Conclave occupies a space somewhere between ...

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