Skip to toolbar
The Empire Responds to the invasion of the Uruk Hai

The Empire Responds to the invasion of the Uruk Hai

Supported by (Turn Off)

I interviewed Rick Priestley.

Tutoring 2
Skill 3
Idea 3
9 Comments

It was done in two parts here’s the links. At the bottom is a write summary done By Mathew on the Bedroom Battlefields discord and podcast.

When Rick Priestley casually says, “What you’re doing sounds entirely normal to me,” it becomes clear how strange modern wargaming culture has become.

On a recent two-part episode of the Tabletop Miniature Hobby Podcast, Priestley, co-creator of Warhammer and Warhammer 40,000, listens as Jason and Mark describe big tables, no points, Games Masters, imbalance by design, and campaigns driven by story rather than symmetry.

To him, none of this sounds radical. It sounds familiar.

 

Powered by RedCircle

The Myth of the Lost Style

Narrative wargaming is often framed as a niche revival or a reaction against competitive play. Priestley rejects that outright. Narrative play is not a rebellion. It is the foundation modern wargames were built on.

Before points values and mirrored tables, games were shaped by scenario and judgment. Sieges were unfair. Last stands were desperate. Balance was not calculated. It was agreed.

Early British designers such as Featherstone, Grant, and Young did not rely on points systems. They assumed good faith, shared imagination, and players who wanted the game to be interesting rather than optimal.

So what changed?

When Balance Became an Ideology

Points values began as a convenience. They helped players build collections and find games quickly. Over time, that convenience hardened into expectation.

Modern balance culture assumes that a properly designed game should resolve to a near-perfect 50/50 outcome between equally skilled players. The result is list optimisation, meta-chasing, and games whose outcome is often decided before the first dice roll.

Priestley does not condemn this approach. He simply questions what it produces. Efficiency, perhaps. Predictability, certainly. But not always joy.

The Games Master We Lost

One of the clearest casualties of this shift is the Games Master.

In the episode, Jason describes running vast multiplayer games overseen by a GM who introduces events, resolves disputes, and keeps the story moving. Priestley immediately recognises the model. This was early Warhammer. Early roleplaying games. Early wargaming.

The GM was never a workaround. They were the engine.

Attempts to replace that role with campaign books and flowcharts were understandable, but limited. You cannot automate trust or improvisation. A referee works because everyone agrees they are there to make the game better.

As Priestley puts it, the only rule is that the Games Master is always right. Not because they wield authority, but because the group has given them responsibility.

 

Powered by RedCircle

Rules as Tools

Another striking thread in the conversation is how casually the group ignores rules.

Forgotten mechanics are handwaved. Unclear outcomes are resolved with a roll and a decision. Priestley admits that even with systems he helped write, momentum matters more than correctness.

This is not carelessness. It is confidence.

Narrative players are not anti-rules. They simply refuse to let rules dominate the experience. Systems are scaffolding. If something blocks the flow of the game, it is removed.

In a hobby obsessed with precision and FAQs, this mindset feels quietly subversive.

Not a Rejection, a Reminder

Priestley is not calling for the end of competitive play. He is arguing for memory.

Narrative gaming never died. It was crowded out of the conversation. What groups like Jason’s are doing is not inventing something new. They are remembering how the hobby once worked and choosing to make space for it again.

The most radical idea in modern wargaming is not breaking the rules.

It is remembering they were never the point.

NARRATIVE FANTASY WARGAMING DAY Saturday 10 January 2026 What You Need To Know – Guide VENUE Great Shefford Village Hall Station Road, Great Shefford West Berkshire, RG17 7DR Plenty of car parking on-site! 2 miles north of J14 on M4 TIMINGS Arrive from 9am for a 10am start. The game can continue into the evening but people are more than welcome to leave when they need to. No pressure either way. FOOD & DRINK Water & tea & coffee making facilities are available and snacks (biscuits, crisps) will be provided. There will be an option to send out for take-away food (nip to the shop), or people are welcome to bring packed lunch. There is plenty of time to eat & drink throughout the day. GAMING We are using Warhammer 6th edition rules with 4th edition magic. There is no need to know the rules! MINIATURES There are plenty already provided models to go around but we would encourage people to bring their painted miniatures.

Join the Bedroom Battlefields Discord

Supported by (Turn Off)

Subscribe
Notify of
9 Comments
oldest
newest most voted
Inline Feedbacks
View all comments
sundancer

The interview links! They do nothing! XD

sundancer

Is clickable now. Sort of. I think this is the problem with WordPress trying to generating previews. I tend not to use any “embeded” links for WP. Let’s see what happens, when I use the “shrade link” from redcricle directly in this comment:

https://redcircle.com/shows/b512aa89-dbaf-4144-8fd8-deec61efb10a/ep/0106dfd9-a871-4c38-a626-d54c926511f0

sundancer

2025-12-23 Your project has been visited by The Hobby Hangout. Huzza!

avernos

sounds fun

Supported by (Turn Off)