Weekender XLBS: Rules Or Fluff, What Should Come First In Game Design?
August 21, 2016 by dignity
For some website features, you will need a FREE account and for some others, you will need to join the Cult of Games.
Or if you have already joined the Cult of Games Log in now
What difference will having a FREE account make?
Setting up a Free account with OnTableTop unlocks a load of additional features and content (see below). You can then get involved with our Tabletop Gaming community, we are very helpful and keen to hear what you have to say. So Join Us Now!
Free Account Includes
- Creating your own project blogs.
- Rating and reviewing games using our innovative system.
- Commenting and ability to upvote.
- Posting in the forums.
- Unlocking of Achivments and collectin hobby xp
- Ability to add places like clubs and stores to our gaming database.
- Follow games, recommend games, use wishlist and mark what games you own.
- You will be able to add friends to your account.
What's the Cult of Games?
Once you have made a free account you can support the community by joing the Cult of Games. Joining the Cult allows you to use even more parts of the site and access to extra content. Check out some of the extra features below.
Cult of Games Membership Includes
- Reduced ads, for a better browsing experience (feature can be turned on or off in your profile).
- Access to The Cult of Games XLBS Sunday Show.
- Extra hobby videos about painting, terrain building etc.
- Exclusive interviews with the best game designers etc.
- Behind the scenes studio VLogs.
- Access to our live stream archives.
- Early access to our event tickets.
- Access to the CoG Greenroom.
- Access to the CoG Chamber of Commerce.
- Access the CoG Bazarr Trading Forum.
- Create and Edit Records for Games, Companies and Professionals.
Supported by (Turn Off)
Supported by (Turn Off)
Supported by (Turn Off)






























Happy Sunday
genre mixing has been done , if you look at the background for a RPG called TORG..
https://en.wikipedia.org/wiki/Torg#Setting
One if the greatest RPG’s our group have played in 30 odd years
Lego trains are awesome and really easy to put together plus you can buy extra track, space wise they’re a bit bulky but pulling them apart and putting them back together is simple and something you really can’t do with a regular train set. I say go for it!
On a slightly more serious side model building (including Lego) as a way of therapy is a brilliant method. I’m 36yo and had been out of the wargames world for a long time until events led me to develop PTSD. A horrible condition but getting back into painting and gaming has been brilliant for my recovery and has probably been the biggest single element into getting back on my feet, not only from a building therapy side but also as feeling like part of a community again. Food for thought anyway. Great show guys.
You need to also pick up the 60098 Heavy Haul train set – get another engine and another loop (still no junction) – plus a JCB to help you lay the track 😉
Happy Sunday!
@martincraddy
Man I’m glad you are better and it’s great to hear the hobby has helped 😎
It is indeed a fabulous comfort blanket for me as well in particularly stressful times and the community is certainly an integral part of it.
In other words ALL OF YOU!
Happy Subday to everybody out there 🙂
Thank you.
You know, what seemed like such a straight forward topic this week, ‘game or background’ it completely stumped me lol
There is just no definitive answer to it, it really is @dignity‘s 50 shades of grey 🙂
When the man is right, he’s totally right lol
I honestly believe that the greatest games in one’s life must be both. I discovered a wonderful little game called Bushido on your site a few years back and was sold in seconds. The gameplay looked fun and the miniatures were great. But the reason I even bothered to look at the page at all was the theme. East Asian fantasy. I have been a long time fan of Kung Fu and Samurai movies. Mystical Ninjas and Oni demons. Throw in Big Trouble In Little China as one of my all time favorites and there you go. Because without the one, the other will never shine quite so bright. So both aspects must be shared like all great games should be.
I think i have see the rules isn’t it pronounced Kamasutra? @warzan
I think guys that is not 100% one way or the other, for people who have very much been keeping their ears to the ground they know that I am actually doing a campaign setting book, I was considering doing my own system for it, I have one in place… but that is another story.
So when I did the background for this I considered something. I considered D&D and the wizards right for your average 3 ed, 3.5 or Pathfinder player the Wizard is closer to something a kin to a god than a normal person. I thought about this, in the real world would be tolerate such a people? We love athletes, some people don’t but on the general whole and when we meet people we love them. This is built into us, we want to be with those who ensure our survival, and if there is someone extremely fit we want stick around them. However, it is almost the inverse for nerdy people, even the very successful ones. Take a look at the story of ‘The Social Network” the guy who made the whole thing is hated. Why? Because of his behaviour sure, but also his lack of “Charisma” his lack of grace, his inability to communicate. Does that sound like a wizard?
TL;DR Mark Zuckerberg is a wizard, people hate wizards.
So what would happen to these people? They would become separate from society those powerful enough would form organisations by necessity to protect themselves. Those not powerful enough would swear themselves to someone else in order to protect themselves. When you hear the word wizard you don’t know if they are the guys who make the lords hedge animals by waving their hands, the guy who make crops able to grown in the swamp, or the guy who can point and at his command people will die.
TL;DR Magic would be feared and respected in that order.
However, if I took that approach to how I developed cultures for my setting how would that work? All humans have one feat as a bonus for being human, so they are more stuff do-y…
:/
Sufficed to say I have given some thought to this issue before it came up on this video ha ha 😀
There is a vast gulf between the fiction of the warhammer 40,000 universe and the mechanics of the game. Would the game truly be better if the space marines were a force of 10 that could take on 10,000 or even more?
What is fun is what should be important. That is my thought anyway XD
In the world of computer game design there are basically two schools of thought.
One school is story-driven design, which starts with a cool character and a narrative and builds the game around this. All the adventure and RPG games live in this space. In the more open-ended spectrum it leads to Fable and the like.
The other school puts game mechanics first, sometimes to the point of avoiding as much story as possible. The prime example of this would be Tetris I think. There are more of these ‘ludologist’ games. They are often abstract and involve a lot of puzzle elements.
Between that is a whole host of games (most of them in fact) that develop their story and gameplay simultaneously. Sometimes a game mechanic can spark an interesting character trait. And next the backstory requires the protagonist to have a certain skill or move through a certain type of event.
And marketing is always a factor.
The story of a game is often used to help us understand what the game is about and to help teach us the game mechanics. Humans are relatively bad at remembering abstract data, but very good at remembering stories. So the abstractness is told to us in the form of narrative and environment.
For example, instead of trying to tell us “red square is bad for you” a game can present you with a fire. People know fire will hurt and will be cautious around it. Dark Souls turns this idea around by making the fire into a campfire. It’s still fire, but because of the way it is presented it now means security. -> Here is your sa(f/v)e point.
In tabletop games I can understand you would lean to think that story comes first, because the games we know are all based around character, in the form of individuals, bodies of men or factions/nations. It would be interesting to think of a ludologist’s tabletop game. Could we create a fun tabletop game without the characters and graphic visions of war?
… Or would we then end up with another version of Chess or Go?
Interesting point, in video game design they generally start with the mechanics and build from there. However, in tabletop gaming, especially RPGs, you’ll sometimes start with a background concept that then informs the mechanics.
I started out in model trains. North American N gauge then 0-16 Welsh narrow gauge. Many of the skills transfer to wargaming and it’s probably why I have a passion for scenery.
Here’s the most honest review you’ll ever see on Legos High Speed Passenger set:
https://youtu.be/ceaa4jhvEcA
@warzan
@johnlyons Great to see you doing more on the weekenders John. Totally miss your painting tutorials, would love to see more of them as they’re what got me into the hobby.
I’m actually working on my first professionally published game at the moment (a lifelong ambition come true!), so needless to say the ‘game or background’ topic was very interesting to me! I agree that there is no definitive answer, but I also think it can depend on the KIND of game you are designing- personally, I love campaign/progression games like Mordheim, Necromunda et al, and for those games I feel that having a strong (though not necessarily in-depth) setting and background is vital for that immersion in the world that lets you invest (sometimes emotionally) in those wee plastic and metal figures we push around the table! Whereas a competitive card game for example does not NECESSARILY need a fully-fleshed background, as the joy is in learning the rules in order to beat your opponents… Having said that, look at Magic: the Gathering and the novels etc it has spawned! I guess what I’m trying to say is that it doesn’t really matter whether game or background comes first- one will naturally follow the other as I guess it’s just human nature to want to tell stories that resonate with us and make us feel a part of them, and gaming is just another way of doing that…
Thus us the second week in a row and the only times since I have joined that the video isn’t working. The Saturday weekender works fine. Have you changed something?
@warzan yes you can buy extra track, it’s lego and it’s pricey, I had a look at amazon just now and here is the best result
https://www.amazon.co.uk/LEGO-City-7499-Flexible-Tracks/dp/B0042HOU1W/ref=sr_1_1?ie=UTF8&qid=1471766197&sr=8-1&keywords=lego+track
so you don’t get a lot for your money really.
I’d say the best option is to buy the set from the shop (which seemed a decent discount), and buy the track from eBay.
Here are your junctions… https://www.amazon.co.uk/LEGO-City-7895-Train-Tracks/dp/B000EXN8DY
Two things on infinity rules in fantasy:
1) You could put more emphasis on coordinated orders, effectively grouping 4 guys and making them move together. Then, some guys might have “reach” (Warmachine) allowing them to block charge lanes etc. whilst others might have shields etc. to absorb charges etc. That could allow for some interesting mini-formations to do the CC.
2) Longbows or weapons like that would hardly be used in ARO. Yes, small crossbows etc. but not all ranged weapons.
I work in a real medieval dungeon in Nottingham and every saturday night we run terror tours around it in the dark. No mammoths but who can tell in the dark. If you ever visit Notts you need to send Justin round.
Shame about the Mercs rulebook only being hardback. Wonder if that will hurt them in the long run. With so many companies putting out their rule sets for free download to let you get a feel for the game, why would somebody pay $60 dollars for something they could hate. Thought those type of gambling days were gone in modern gaming.
There is talk of them releasing it in PDF form; but at the moment they have this $60 barrier to the game. They do make some strange decisions as a company…
Playing Devil’s Advocate (and I haven’t bought or played MERCS), publishing a big hardback rulebook is a ‘declaration of war’. Or a statement that this is a serious, big league game up there with anything put out by GW, FFG, Privateer press, etc. It can make it less easy to ignore than a free or even cheap PDF.
I can’t say which works better in general or which might work better for them. These days I think it is probably more important than it used to be to make games cheaply and easily accessible, even if not with the full rulebook. Especially if, as it seems, the rules themselves are actually very short relative to many other miniature wargames.
hiho,
if you want to see great model trains and want to visit a great dungeon, then you have to come to hamburg/germany there you have both next to each other.
you have the miniature wunderland with awesome h0 szeneries, inklusive an airport and a harbor both full funktional.
http://www.miniatur-wunderland.com/
and
next to it you have the hamburg dungeon
https://www.thedungeons.com/hamburg/en/
this two locations are realy awesome 😀
if you are going to vistit call me i will go with you in it 🙂
Speaking only for myself, I find this one to be a little like being asked to decide whether I prefer sculptors to be left-handed or right-handed. I don’t care as long as the sculpt is good. I’m not bothered whether the setting existed independently of the game or was created for the game. I thoroughly enjoy games derived from both. I don’t think it’s necessarily a problem if market constraints are placed on creativity, they can even help spark creativity. There is a line over which you can go, though, in which a purely market-driven design philosophy can be counter-productive. GW’s directive that every 40K army have Terminators being a good example. That said, I don’t think anyone is advocating that kind of design philosophy anyway.
I guess you’re right @redben aye – as long as the product at the end is enjoyable and it feels ‘good’ to play and explore from the ‘gaming in the gaps’ perspective maybe it doesn’t matter overly heh
Happy Sunday!
I’m really liking the inclusion of the forum posts, I wish I had more time to get involved.
I will start a project log at one point.
With regards to game design I’d say the idea must come first, I mean you must know what genre of game you want to create?
After that first step the fluff and rules would naturally evolve together.
got to be done if a bit cliché , Justin & Dragons going to the wrong type of dungeon ie the S&M type
Oh God yes lol
Or even being able to pronounce ‘dungeon’
I would pay good hard cash to see Justin at TG…..his beard would be the belle of the ball…
I think that with the development of some type of games background and game go hand in hand. Because when they start making a game they probably already have ideas of the world it will play in. Like halo, gears of war for electronic games. I also had that feeling with shattered earth and antares and probably a lot more other games have that to. But I think that that makes the game just that much better because it will feel right. And I think that you can still do things like that with worlds that are already out there. Like making new things in the worlds of star wars, star trek or even warmachine or wh40k.
Mercs rulebook is nice, unfortunately it is the only nice thing that came out from the debacle that was their MERCS recon kickstarter, for those interested in the models be advised they are bendy restic with excessive flash at particular models and factions and some suffer from massive loss of detail, sad really.
@warzan
Straight for the holly cows eh? Heroscape was a massive hit on the boardgame world especially in the US especially because of the mash up theme, were cowboys could fight goblins and mecha could go to punches with dragons, I am not sure how marketing was behind it, given as soon as hasbro took over they killed it because it was expensive with small margins (they redid it with the magic the gathering arena of the plainswakers this year and the drop in manufacturing costs is evident) or simply doing it for the rule of cool, something I am really surprised you didn’t mention, you been you of course, the one who always sides with the rule of cool over background, history, or game rules.
Segwaying from that lets go to the main course.
Background is massively important, take a look at a recent FFG release, The world of Android a book giving the background for mainly the android netrunner cardgame, imagine that, for a cardgame were fluff is minimal offered by a line or two in each card, if ever, they created a background big and extensive enouph to fill a book.
Why? because an extensive background helps with everything, it creates internal consistency, speeds up the concept art and sculpting/ artwork, defines the world and allows everybody involved to know what is what and what can and cannot be done, see how old games were inconsistent in armours weapons even artwork and now top tier companies create consistent and coherent work, look at the concept art and see the extension they go to make sure units have armour and weapons that are fit for their timeline.
The trinity of a system is models, rules background, models (looks really it could be a cardgame or a boardgame) are the thing that will grab the eye of the customer, rules are the thing that will hook the customer to the system and the background will retain them, if you can make the customer fantasise about the world you have created then you have a customer retained.
Now for a companies perspective, or an amateur who wants to do a professional work, the most important thing in your background is your manufacturing and distribution capabilities, can you deliver the background you create? if not make it work with your company, look at MERCs from megacon, their background speaks of massive state power corporation entities that rule the world, but their merc teams are a squad of highly trained “champion” status individuals, it makes no sense, the world would demand the “MERCs” to be nation sized armies and there is no mention that these individuals a re the elite doing undercover work.
On the other hand in Infinity it this is exactly the background, armies are mentioned, described and the player forces are indeed small elite teams doing undercover work.
On one hand CB addressed their manufacturing and distribution capacity by creating a background they can deliver, on the other hand megacon created a background they cannot deliver so they left the background details needed for the world to function outside of it.
I would love to see someone turn Ulysses 31 into a game
Happy Sunday!!
I’m not sure one should be developed too far without the other.
Definitely need to begin with a concept of basic setting and core rules. The nature of those core rule elements should drive the fluff details while the setting should drive the rules details. It’s an iterative cycle, with both feeding off each other.
Of course when the fluff already exists (license or historical) you still need to drive a solid concept to build the rules on.
Thanks for another great weekender guys. As always fun to watch and listen to you 🙂
And a lot of interesting discussions. And Justin can chalk this one up as a win for him i guess. A time when he gave Warren headaches and not the other way round ;P
Heroscape … man … i was looking at that game when it came out and all the stuff in it got me totally confused.
For the fantasy game from Corvus Belli i’m with Warren, at least a bit. It needs to keep some of the western stuff in it with some anime/manga-flair added to it if it wants to attract more players. I’m a huge fan of japanese and chinese mythology and history, so i like games that are just far eastern in theme … but even i have to admit that those games are just sitting in their niche and will have hard times to attract a larger group of wargamers. A bit like Legend of the Five Rings. I love that game to hell and back, be it the ccg (soon to be lcg) or the rpg. But it could never reach the huge customer base of Magic or D&D.
And man Romain really started a trend with his painting tutorials for galaxys. That was an inspiration for a lot of guys in the hobby forum. @caladors with the robes of one of his minis for silver tower and that awesome looking galaxy board (that is something i would hang up on my wall and be happy just looking at it). More of the guys painting that effect on robes and cloaks. @ogreblood with his fantastic looking Mirrorsaurus Rex (i believe that is his official name now). Or my humble attempts to get some bases with the galaxy effect on them … expect more of them once i get my copy of Operation: Red Veil. So thanks @elromanozo for beeing such a huge inspiration 🙂
I have to agree @elromanozo started an amazing trend, and your right there are quite a few people picked up the ball, yourself included.
I am really glad to see this quiet pattern continue which reminds us all how we are all connected.
I forgot to add for the app integrations, we disagreed the previous times and time unfortunately placed me to be correct, both in exillis and gholem arcana now FFG creates aps for their games and introduces DLC content with minimal cost for them and bypassing the retail distribution, this is not particularly bad and the market can adapt (funny though asmodei blows the horn of defending the LGS), what is important is that I do not see were the physical models and board is needed, seen a few reviews reviewers were ecstatic, but from a cynical perspective, anything outside the dice and the stat cards is not needed, so why these games are in physical form again?
Inevitably technology will be adapted in a form that will be useful for the physical part of the game, the Infinity army app makes the list for your force and tracks some effects of your force during game without been intrusive and there are other companies apps that do the same the question is what more a companion app can do without making the need of physical components unnecessary.
Don’t really get the whole using the so called correct models with a game. I don’t understand how companies can enforce this unless it’s a company organised tournament . I still think most players dont care if there using the models from the company or not
Also there are far more rulesets being produced than there are companies making miniatures
Long live friendly proxying!!
happy sunday!
when I read that CB is thinking about creating a fantasy game I got really excited. I don’t know why but I thought about a full metal alchemist game, probably because of the manga/anime thing. You would have several factions, alchemy, weird and wonderful, etc. but it wouldn’t be really fantasy it would be more steam punk and it would have firearms what might be to close to infinity.
still I hope CB does a fantasy game, just alone for the models they could create.
I think background is a key component to any game with no set formula. I do dislike when changes are made to pre-established stories. There are a few ways around it but many games tend to tweak what they have already established for their miniatures range.
It may have been done but certainly isn’t mainstream that games have timelines which move along rather than jump along. The passage of time would be a good method of introducing new ranges, rules and backgrounds and even introducing alts for minis already in the range expanding further on their backgrounds.
I think many companies re release ranges/army lists with some tweaks/buffs and a couple of new minis, the rest often being re sculpts or re boxings. To be fair this is smart business but can often lead to even the cores tenets of a force changing to allow them to fit minis of themes the parent company wishes.
Skirmish game characters also tend to have an established background specific to each character in a similar setting. This tends to force companies to increase their range and eventually unbalance said characters as they strive to bring out new unique characters within their stat/rule limitations.
I guess the reason why you are stumped Warren is there is no answer that’s wrong only the success and failure of a game which is more often than not about game mechanics than theme and background. People invest because of beautiful minis as much as inventive or unique lore. A balance of the two would be a guarantee but can also be achieved in the vacuum of the other.
After all I am still looking forward to your game based around Warren Wolfe, have a think about your fleshing out of that and apply it to this. I think you will find that even in a more historical setting the background is just as complex and possibly more difficult to produce with many things, time, place, technological level already done for you making the back story and scenario stories that much more important.
I think this has been one of the most interesting topics raised since I started watching to weekenders and would love to see more people’s opinions.
Happy sunday folks
For me, every game starts with background, otherwise what are you creating your game from? It’d just be 2 opposing forces without it, in which case you may as well be playing chess.
It doesn’t need to be a fully fleshed out universe at the beginning, but a basic story arc explaining some of the factions and the world they come from, which can then be fleshed out later. Great example of this – Horus Heresy (30k), began life as a paragraph in Adeptus Titanicus book. As the 40k universe has grown, the back story has been filled in and look what FW and Black Library have done it now – an entire new and very successful product line.
I can see @warzan ‘s point about sales driving what happens – again a prime example the Space Marine Storm Raven kit, which was originally only available to Blood Angels and Grey Knights. All SM players wanted one so were trying to find ways to cram it into their lists as allies, eventually GW cottoned on and made it available to all SM armies, and again at that point all other races need flyers at had become the next layer to the game (a 3D aspect if you will, as opposed to the previous 2D of entirely land based).
But without that initial universe that Rick created decades ago would we be in the same position now?
We actually liked the Star Wars RPG..It was always very customisable
You’re right, didn’t that happen with the crusader as well and with making the baneblade and knights available for chaos. Sometimes it is the community that is asking to make things available for other factions or adding in things of other factions in their army and then GW will make rules or lists to make that possible. Sometimes even making conversion kits or new models.
I think that any discussion about fluff vs rules is a bit of a false dichotomy. They really have to come together as the game mechanics only makes sense in the context of the fluff but a good game mechanic isn’t anything without a cool background. Notable examples include Frostgrave which is a cool skirmish game but is totally made by putting it in a frozen city setting. Would Frostgrave have been as popular without the (quite literally) ‘cool’ background?
Looking at it from the other way round who remembers West End Games Star Wars Miniature Battles? Not many I’m sure, yet this is the self-same product that is being so hotly anticipated from FFG. West End Games got it badly wrong. Great setting but horribly awkward RPG derivative game mechanics that made a rotten tabletop wargame.
It is not about this though, it is about priorities and it affects game design dramatically, if fluff is already existing the game mechanics must deliver the established background, if the game mechanics are first the background must be build to reflect the game mechanics.
Ok. I have finally gotten the nerve. 🙂 For a long while the X-Wing hanging down over the Weekender TV screen bothered me. I never said anything and finally after a long while someone fixed it. 😀 But now, this terrible injustice to Ben, I can no longer suffer! Could BoW spare 5 or 10 quid to purchase poor been a new headset? The poor man has to use bit of Sello to repair the one he uses. I stand tall for all the silent proletariat against the bourgeoisie…um.. yeah, sorry there. Anyway, a new headset for Ben would be grand. Regards~!
First off big thanks for featuring the board 😀
Second yeah the board does go from the white to the finished product but I have a whole on video on how to make it @john I don’t know his beast @name. Also it is a 2×2 board @dignity I am going to do a few more and put them together, and use them in my armies on parade 😀
And thank your so much for your kind words @dignity
It is a pity that @warzan had to leave before he saw it :'(
Oh don’t worry I think he’s seen it in the forums 🙂
the advantage of worlds first in the case of already existing worlds.Tolkien for example, is the work of a story telling genius. generations come and go but rarely does such a story teller appear. although not impossible I think it is unlikely that such a story teller wound come from the table top gaming industry.this includes not forgetting that characters give a world depth and are an essential part of world building, I mean characters you connect with on a deep level . also the beauty of the language used to tell the story is an important factor, visual and music as well when it comes to film.
but translating the best stories to the table top is so difficult .do you recreate classic campaign or adventure in which you use the characters and armies in addition to the setting? which has the problem of breaking many of the classic encounters and scenes due to people dying at the wrong time. that can not just rob you of the moments you wanted to recreate which rips you out of your immersive experience , but also creates havoc with how the story would play out.so you would have to play those scenes as stand alones and look else where in the world for your narrative. so you need to make a game that allows for a campaign setting that can be done in multiple games types(rpg, wargame ect) that doesn’t take you out side the believable narrative of the setting.even then though you are limiting your possibilities by working within these limits when looked at in terms of tactical options and the scale of the campaign. add the difficulty of getting the IP to let you run free, no way we are allowed anywhere near 1st or 2nd age Tolkien.or getting J K Rowling to right some history for early multi faction campaign wargame set in her world.
until the world sees fit to give us one of the greatest stories that has the scope and potential to translate to all the tabletop games without restriction. with rules and campaign systems at the cutting edge of game design and the miniatures to back it up that doesn’t stagnate, STAR WARS and FFG are doing a good job but there is room for improvement,stop letting people fly darth vader against poe it really breaks my immersion but top marks for rpg .or we see the birth of a tabletop story telling genius, who would do what most do now only better. which must be an organic thing with ideas about story ,setting and game, happening in no particular order or repeatable formula.
the ones that hit a good balance or exceed in one area beyond the competition will be more successful.
Do the game with Asian theme with Western explorers, like Marco Polo with his troops.
Happy Sunday Gentlemen.
Thank you again for allowing me to get an hour and half’s quality painting time in with your entertaining and thought provoking conversation as a background,
Several points: Going from easiest to deal with to me being a long winded b@$tard towards the end.
1) John’s Necrons , simple and effective colour scheme. I loved it
2) Technology in gaming I think Warren and Ben got it bang on. As long as the technology is used to add to the game experience rather than be the game experience, it is going to be a great thing. When rules troop data etc are available for both players and devices talk to each other so it isn’t necessary, to swap books , cards FAQs etc. wonderful. However if it is all going to take place on a machine, the it loses the essential elements which make it table top wargamming.. To have the microcosm of a battle field in front of you, with it’s visual and tactile elements, and having to talk to a real person and have a scial experience (because if it can all be done on a machine , why bother turning up) is one of the magic things which makes our hobby special.
which leads to
3) (By nature I am not a hater and I don’t want to be interpreted as disliking any game system because of my next comment, so if you can interpret my next comment two ways and one of them makes you really upset ….. I meant the comment the other way). I can see the use of pre-painted miniatures, particularly for people who just want play games. It is great for games like X-wing etc ( and it is a great game … please don’t think I’m saying it’s not) however I am less than enthusiastic about the prospect of wide spread pre-paints becoming the norm, because for myself and my friends, most of our hobby time is constructing and painting our armies/teams/crews/my little ponies ….(what ?/ maybe not) . Making modelling and painting decisions associated with getting that unit etc on the table is a lot of what we enjoy because we can’t get together to play as often as we’d like, due to life. I’m not a painter’s @r$ehole, however when we do get together we always enjoy seeing each others work and It is always a nice to see what we’ve being doing regardless of our skill levels. With that in mind, I would personally see wide-spread Pre-paints as a private hell rather than gaming nirvana, and I would be avoiding those systems. I’m probably a dinosaur Warren, Manny needs to put me in his zoo. =)
4) World first or game??? Justin was right, there are so many shades of gray to this (far more than 50)..
Firstly let me say, I have to buy into the central conceit of the game world in order for me to want to play in it. For example I love Infinity’s models and game system (which s Justin pointed out today has so many nice touches) but I have never wanted to start an army because the setting didn’t appeal to me personally, even though I have friends who play it, and I enjoy watching them play it. Contrast this with Privateer Press’s Warmahordes world which I love the story of, I am, slowly building an army, though basically for my own satisfaction as I don’t have any friends who want to play that system.
That being said, in wargames i believe that it has gone both ways, to different extents some going world first others the game or product first. Obvious world firsts off the top of my head are any Star Wars Game (FFG is a master of producing high quality games based on established worlds), GW’s Middle Earth Games, Mantic’s Walking Dead (and to a lesser extent Mars Attacks) In these cases the rules wre designed to bring the world’s to life BUT, and it is a big but, you can’t tell me the FFG wasn’t overjoyed when the new Star Wars films were announced as they had more product they could sell for one of their most popular and best selling system. Similarly you could almost smell the desperation of GW around 2005 and 2006, when they were scraping up corners of Middle Earth to bring to the table top. Having a predefined world can be restrictive.
So what a about the middle ground, like Privateer Press, It’s world was originally designed for a 3rd Edition D&D OGL. Then came first Edition Warmachine which was essentially warcasters and their warjacks with a few ancillary troops. With Expansions we got cavalry and more fleshed out infantry units and I got the feeling of “right we are adding this, what can we do for all the factions” The release of Hordes , then 2nd Edition tidied this up a bit so it was more stream lined. To be fair everything was in the character of the game world, but they were adding bits (like the later colossals) to expand their product range. This is not a bad thing, and certainly PP are able to expand their world and tell new stories by doing this.
Contrast this with the Old World of GW’s WFB. The original game idea was,” Citadel is making all these fantasy models for role playing games, see if you can design a game so hat people can use their model collection ( and hopefully buy more)”. Once they had a game they needed somewhere for the battles to take place and in bits and pieces through the White Dwarf and supplements the Old World was born. It served for nearly 3 decades and people were really upset when it was destroyed.
The point is, and I am sorry I’ve taken so long to get to it. There really isn’t one best way of doing it. There are many poor ways of doing it as that game, which Warren kept showing , proves. Some people will be happy with a tidy set of rules and the world doesn’t matter, others will gravitate to games with involved worlds. The best designed of these worlds have a vision or central story that they have been true to. The worst are a muddled ,” these are selling for other companies let’s shove that in there ” types. As long as the players can engage with game and enjoy what they are doing, there isn’t really a definitive answer as to which way is best. …..Geez I rambled on enjoy your week =)
Happy Sunday.
My two pence worth and apologies if this has been said before but. On the idea of whay comes first. Well ultimately we are talking about creating a universe in which storys can be told whether tgat is an adventure, a battle or some kinky sexual practices in a dungeon ( visions of Rimmer in that episode of Red Dwarf 50 shades of Red). So for something to be successful you need a platform to place the story.
My two cents on the chicken/egg issue from the point of view of a games designer and a company:
For me personally, and certainly for Icarus as a company, the background has always come first!
I was writing stories set in the Icarus Project universe for the better part of 4 years before the idea of writing a tabletop game ever came into my head.
Once I started writing the rules and specifically the army lists, at first I did try and design it from the point of view of “The Rules” and adding in specific units to fill certain roles (adding in a heavily armoured human to proxy for a terminator, or something similar), but this fell apart almost immediately because it didn’t fit with the background, and therefore seemed out of place, and actually didn’t work mechanically as the core of the rules had been designed with the background in mind.
I think it’s rare indeed that you’ll find a game that is designed as a game first, and is then moulded into the background afterwards successfully. The only example that immediately comes to mind for me is Kings of War right at the beginning, when the models came out before the rules and the early versions of the rules had to shoehorn in the products. That turned out really well in the end and KoW is an excellent system and it’s starting to get it’s own nice background.
Compare that with what happened with Warpath, when the very first version of the game came before the background was established and it fell really flat. It wasn’t until the other games like Dreadball and Deadzone started exploring the background that Warpath started to get a cohesive direction.
So I think if you’re designing a game purely to sell your models, and you’re not taking a background into consideration, you’re going to struggle!
The Icarus Project ( TIP ? ) is another game i’m interested in. I bought one of your minatures before the kickstarter happened and before i’d read the rules. It’s a really good miniature, and ticked those boxes for me, but i’m not sure i would have bought it if it hadn’t liked the first glimpses of the setting.
as soon as warren mentioned listing to jazz my mind flashed to the fast show, nice
On the stand point of stand in models from other companies. For official events I can completely see, understand and agree that models should be 60% at least of the owner’s of the game. For just pickup games…I am for models that can work and that your opponent agrees too. Since if I get in to games like Bolt Action and Konflict 47 I am planning on using my GW Steel Legion for Germans. I just don’t have the cash to fully buy in to another game system at that scale. While I can see how people that have invested in to a game play against other people that did as well. But for friendly games, I am sure most people would understand that not everyone can just jump in to a new game.
As for what should come from a game company about Fluffy units or $$ in units I say it has to be both. I am trying to get a game off the ground and its a very hard thing do it. You have to give your self a world ‘big’ enough to give you both the freedom and the ground rules for what kinda of things would be acceptable. And lets you make something that people want. Units have come from both directions. Something things come to mind from reading about X in history/myth and think it would be cool to have. Others have been this faction needs Z, what can I pull from history/myth/aether to make it work for the flavor of the faction. Then make the rules that brings it all together. Rules are hard…so hard… You NEED to make a unit that people will WANT to buy to pay off all the work that goes in to it.
So personally I don’t care if a company makes a unit that is basically cashing in as long as it fits the faction and is still balanced with in the games frame work.
I think Lore/background can pull players in, but the system keeps them in. I am a big fan of lore and the story, but if a game is overly complicated or gets bogged down by rules it can sour players pretty quickly.
I know it’s not a TTG but for instance, World of Warcraft. The lore, for some, is great. Deep and ever evolving, and even the game play was/is fun. BUT, the dumbing down of talent trees for classes, the ability pruning, etc sent a lot of players running. On the flip side, the Mists of Pandaria expansion (that added pandas as a playable race) sent even more people running. As they didn’t make sense in the lore. (Yes, there was ONE Pandarian in the old RTS, but basing a whole expansion on them made a lot of people lose faith.
So yeah, I think one can bring people in and the other can keep or lose them.
@warzan so it is you that we have to thank for the Dropfleet Commander base system…….thanks for that lol
Having played at the UKGE and again at Yesterday’s pre-launch event in Cardiff, the bases don’t appear to work in on the actual tabletop (and yes feedback has been passed to the Hawk guys on both occasions). Yesterday in the game that I played (and other games I saw being demoed) dice were used to track the damage and while the coloured base display was used for spikes and altitude, it means that you have to pick up the model, change the details and then put it back down again as manipluating the base while it is on the tabletop is difficult (issues with facings and actual model location soon followed). A simple combined token for the different spikes and altitude situations would have been quicker/easier. I and some other players had discussions yesterday about looking at alternative tracking methods not using any of the systems on the bases and I am already investigating getting some tokens created.
Happy Sunday! After this it’s time to go for a run! Shame on your John! 😛
“You should be catching those Pokemon with your sneakers, not ‘er tires!” /Scotty
Digital on the desktop:
Look into Mansions of Madness Second Edition from FFG. In first edition one player had to be the Keeper, running the minions and beasts that the players come up against (the overlord in Dungeon Saga). In second edition an app tells all the players what parts of the board are in use and where treasures are so all players can participate in the story. New stories can be added to the app with no delay for manufacturing and games can be saved in an unfinished state to return to them the next week.
I suppose now that there’s a chance you’ll read my comments out loud on the show i should cut down on the number of clauses in a sentence.
On the topic of ‘games and their backgrounds’…
I’ll start by making an analogy: @warzan mentioned in this XLBS that he had advised Dave and Andy not to use dice as damage markers in their Dropfleet Commander game. As i understand it the problem here is that the use of dice in this way was inadvertently interfering with the aesthetic of the battlefield. The physical playing area in a game of Dropfleet Commander needs to accommodate the representation of the battle both in terms of the aesthetic and the mechanics. ( Let’s put aside the possible use of screen based game-play tools and assume that the damage markers need to be physically present on the tabletop. ) Using the dice as damage markers failed to take into account the aesthetic aspect of the physical space and, for @warzan at least, conflicted with it. ( It’s a fine line, and this case highlights how peculiar each case can be. @warzan wasn’t saying never to use dice in the game, he was saying not to use dice in this very particular way, and perhaps only for this particular game. Anyway, i digress…. ) The option @warzan suggested instead of using dice was to use dials on the bases of the ships. For @warzan this is preferable because dials better integrate themselves into the aesthetic.
In a similar vein I do not like it when the universe in which a game is set has ‘dice’ plonked all over the place. In the case of game settings these ‘dice’ could be units, story lines, armies, cards, mechanics, miniatures, characters, and so on. As with the actual dice in Dropfleet Commander, what they are, in and of itself, might not be the problem. Rather, the problem might be the a specific combination of what the ‘dice’ are, how they are used, and the setting they are being used for. In any case, whilst i might like ‘dice’ in a game i do not want a minatures game to become a dice game. I would not want to start collecting and playing Dropfleet Commander only to find that because dice were in one way or another the best item to sell, more and more of the game became dice, regardless of the effect that that had on the aesthetic of the physical playing area. I certainly wouldn’t want the ships to start looking and functioning like dice and for the background to be rewritten to accommodate and explain the new ‘dice ships’. ( I wouldn’t want this to happen even if it made the gameplay better in some way. ) This is to some extent what has happened with ‘dice’ in some game settings that i have liked.
Two games i very much liked were WFRP ( Warhammer Fantasy Role Play ) 1st ed., and WFB ( Warhammer Fantasy Battle ) 2nd and 3rd eds. ( You may be familiar with them dear reader. ) The rule sets for these games were riddled with problems. Rules sets are important to me and yet i stuck with these games for some time because i liked the setting. Over time ( it seemed to me ) the setting had various ‘dice’ plonked all over it: ‘Higher’ fantasy tropes were brought in and became more predominant; Miniatures became more ‘heroic’ in scale and the art and ‘fluff’ was rewritten to suit these ‘heroic’ miniatures cum heroic characters; The hidden threat of chaos became less and less hidden, at first becoming more of a chaotic horde, and then more of an army with chaos symbols. Magic became ‘battle magic’; Skulls. For a time WFRP escaped this change in setting because it was no longer supported by GW, leaving the fans to build on what they had started. When an official WRFP 2nd edition did come out it had to accomodate all the ‘dice’ that had been plonked in the setting. Not only did these ‘dice’ change the setting in a way in which i disliked, they also did so in favour of the battle game to the detriment of the RPG. I stopped buying into WFB and i didn’t buy into WFRP 2nd ed. The irony is that at least some of the mechanics for the WFRP 2nd ed. were superior by far to the WFRP 1st ed., and i’m pretty sure i would have liked at least some of the changes because they were changes that i suggested. But it didn’t matter. The setting had been diced.
I realise that these changes weren’t disliked by everyone, but my history with the Warhammer Fantasy universe is given to demonstrate my priorities when it comes to these types of games. I also realise that some of you might be thinking – ‘hey totsuzenhen’i ( https://translate.google.co.uk/#ja/en/%E7%AA%81%E7%84%B6%20%E5%A4%89%E7%95%B0 – japanese school girl accent not essential ), wait a minute, you originally said that you preferred games that were designed for settings rather than settings that were designed for games, and the Warhammer Fantasy setting was always designed for the games’. I think that that’s true to an extent, in that the specific setting was created in tandum with the games, for those games. However, it seems to me that the Warhammer Fantasy setting was ‘inspired’ by and built upon a number of other settings and ideas which weren’t created with games in mind. ( Middle Earth, Cthulhu, and Renaissance Europe all come to mind. ) As such the early versions of the Warhammer Fantasy setting suited me very well, and at first the games were designed with the setting in mind rather than the other way around, even though the setting was ‘unique’ to the games and for the games.
Infinity was also mentioned in the discussion on the show. It’s a game i often look into because i like the setting and despite thinking i might prefer other mechanics. Again in this case, it would seem that the setting was designed with the game in mind. Again though, i would suggest that the creation of the Infinity setting, whilst unique to the Infinity games and for the Infinity games, is inspired by and built upon other settings, both fictional and historical. From what little i know of the game it seems to me that Corvus Belli have consciously done their best not to plonk ‘dice’ everywhere. I think much the same is true for other games that i play or that i am interested in. ( Android: Netrunner; Dropzone and Dropfleet Commander; Necromunda; and Kingdom Death, to name a few. ) Then at the ‘pure setting’ end of the spectrum are Pandemic and GW’s LotR battle game, both of which i think are very good. Both of these are set in pre-existing universes and are designed to recreate the experiences of those settings.
On the other hand, Runewars, the game that i responded to in last week’s XLBS, seems to cobble together a whole bunch of stuff that FFG thinks will be sales worthy and i strongly suspect it’s setting will be written and rewritten to suit, which is one reason why i think it doesn’t interest me.
Fini.
Happy Sunday!
Well, what’s the difference? World, game, chicken, egg, mammoth? 😉 I think that it generally mixed, depending on the starting point.
I hope we will gather a team of players for the Warmachine League. It sounds great and the fluff is cool 🙂
John, cool Necrons. Judging on the fact that the Lord retained a lot of his “soul” he must have been a Raver….
Just a shout out to @warzan – Almost 10 months ago I expressed concern over using dice to track damage for each DFC ship, and Warren assured me the new bases had damage tracking pegs in them. I now know that Warren did the pushing for this feature – so a belated great job to you for that!
And while I still await to try them out, how well they work ( as @thudgutz mentions ) remains to be seen.
Totsuzenhentai is someone else entirely btw.
On the topic of using digital media in rpgs, skirmish and battle games….
Whilst i think these things could be great tools for these types of games, and whilst i think i might use them to help prepare for these types of games, i doubt i will ever use them when it comes to playing these types of games. I think it would ruin the experience of the game for me. It would be a bit like reading a book that requires me to look at my phone every so often for some reason. Moreover, part of the reason i choose to do these hobbies over watching a film or surfing the web is because i don’t want to be looking at a screen. That said, if some could create screens of the kindle type ( which reflect rather than shine light ) then this might win me over.
That last sentence was meant to be written: That said, if someone could utilise screens of the kindle type ( which reflect rather than shine light ) then this might win me over.
Happy Sunday guys!
I don’t play Warmahordes, but that narrative campaign from PP looks brilliant; just the sort of thing I’d love to get into for any of the games I do play (or own and want to play).
@warzan – I didn’t think you were proposing scrapping the front stage show entirely, and I don’t mind the odd show being dropped while you experiment, but while that’s fine every now and again, I think it would be a shame if you lost the feeling that the Weekender was a regular thing. I suppose it depends how often you end up doing it, and what you have in mind may be absolutely fine.
And of course experimentation and incremental improvement are both good things in themselves and important to the continued development of BoW and our community. My point was just that the Weekend is a really, really important part of what you do now, so be careful!
On another subject, I’d be interested if you have a link to the site which tells you which personalities are connected to different kinds of music.
One of my gateways into wargaming was my dad’s model railway set up. In the roof of the house, that you accessed via a ladder coming through a hatch in the middle of the set up which was built into all four walls… The first piece of terrain I ever made was a pond for the railway. It was made of card and had 2D frogs stuck on concertina / zig zag cardboard ‘springs’ to make them bounce. It was never painted. But neither was most of my dad’s layout so I guess he didn’t mind my pond!
great show guys, the problem is the power in PCs will/may kill the modelling side of board/table top games as the graphics will do every thing as good as Romain almost? so the only thing needed is the table to play games or a 3D visor.
Well, i think a got @warzan headeach too!
https://youtu.be/f7Ux9UcSMhs
This video helps highlight that aps haven’t quite met what we require from them as gamers yet.
Being able to download rules, supplements and lists has already improved the accessibility of gaming. The best support I have seen for tabletop games is the Infinity Army list creator site from Corvus Belli. Even that highlights a problem for me though. I liked the previous Army site, because it was easy to save and print out pdf lists to be at hand for each game. The latest version seems to be more compatible with a tablet, where you type in a code and the list you last saved pops up. I don’t have a laptop or tablet and don’t really want them at my gaming table. I think if I used the new army list site on my phone the text would be too small to refer to easily. Technology is moving, but in that example it has moved ahead of where I wanted it to be. Whereas for others this move to a digital only solution to your list, it is perfectly meeting their needs and expectations. While we head towards more and more tech related tabletop support advancements I hope they don’t forget that some gamers are not young, are painting and hobbying because they are not into computers and want the support to be on their terms.
Good Monday (well we be ahead of you being based in New Zealand… Dawn, my wife, really enjoyed your show again today, especially the mention of model railway. Lego trains – go look at:
https://gmltc.org
they have some massive Lego layouts… There is a great cross over between model railway and wargaming – the modelling!! Painting techniques, scenery, scenery, scenery, buildings (recent addition in model railway is lighting in the buildings and street lights – maybe a place in gaming??
Keep up the great work – PS does anyone remember Empire of the Petal Throne? Well developed (read overly complicated) RPG rules with some wargaming rules developed (also overly complex!) in a complex world. World Story developed with the Author’s roleplaying group
So everyone thinks @johnlyons turned away from tanks? But when you look closely you can easily see that he has not.
The Necrons are painted black with some pink highlights. And what means black and pink? Right… German Tankers. Black and pink are the colours of the german tankcrews. Black beret with pink laces.
I’ve unmasked your little game, haven’t I? 😀
I was thinking about the tabletop legacy rules idea. I got one: (apologies if someone has posted something similar)
How about, during a game, you gain points for certain actions. So you would have 2 (or more) sets of points, good and evil. (or what ever else you wanted)
So as you progress through the game, if you execute a wounded enemy, gain an evil point. If you heal a unit, gain a good point (this also adds alot of cool ideas for having NPC miniatures on the table to play around).
Once you have finished the game, and you are in your squad/gang/whatever management phase, you use these points to determine the personality trait of the group. (you could have it so if you gained 6 good points during a game and only 4 evil, at the management phase, your crew/gang/blah blah gets +2 Good to their overall goodness rating. (so basically, which ever point pool is higher adds the extra points to their total).
It can also add a “give and take ” kind of mechanic to that total, for example: if every group in the game has a “karma” track that sits in the middle as you start, so say, 5 good, 5 evil. Every point you get in either track would reduce the other so if you got an evil point, you are now 4 good, 6 evil.
The way this can then translate to the table is to have a set of rules choices for each stage of the tracker that are only available when you are at certain values.
Just a thought =)
Pendragon RPG had something similar to this .
gotta say yes, the immersion between the game and customer would be there, but not between the customer and the company.
you stangle your customer base, you’ll ultimatley loose out
I’m not sure if its been mentioned, but the fluff vs marketing thing was exactly what I thought when I saw the Dr Who war-game. If something lends itself to a RPG and definitely not a skirmish fighting game its Dr Who, what will each scenario be? Dr Who and friends run away for two turns, then a McGuffin appears and they win in the last turn?