Blogomorph no.2

In which we explore Warhammer Fantasy Roleplay, get a shield delivery, and betray some Dwarfs.

With Heroes Like These, Does the Empire Even Need Enemies

My regular gaming group and I have recently picked up our long running Warhammer Fantasy Roleplay (WHFRP) campaign after a bit of a hiatus (we like trying new games and coming back to old favourites), and we’ve resumed our long journey through the classic Enemy Within campaign for the game. The campaign was first published between 1986 and 1989 and has been a staple of the game’s lineup since then, being reprinted for multiple editions of the game. The version we’re playing is the version published for the 4th edition of the game which is touted as the Director’s Cut of the adventure. The campaign is long, taking up 5 books (each with a companion book with extra materials for those extra keen) and it has taken us quite a while to get to book 3: Power Behind the Throne. This means we’re approaching the halfway point which is both exciting and daunting; there’s a lot more to go.

The game and the campaign are both tremendous fun, there’s a lot of that early Warhammer comedy in the books which mixed with the game’s lethality makes for a really good balance of tension and comic relief. The stakes are high, and the “heroes” (i.e. the player’s characters) somehow keep achieving great things while looking like they’re one step away from disaster the entire time. I won’t mention any details for fear of spoiling the campaign for others (and please if you’ve played it, stay away from spoilers in the comments, a few of the players do read the blog!).

I’m a big fan of what Cubicle 7 have done with this 4th edition of the game. It has some really neat mechanics such as the Advantage rule, which effectively rewards doing well in fights and gives cumulative bonuses to dice rolls as long as you keep doing well. This might sound a bit unbalanced on paper and it absolutely is, but this is a good thing. It has this great habit of making fights finish fast once a side has the upper hand which is an excellent feature. No toe to toe slog until someone runs out of hit points à la D&D here, just quick brutal battles that keep the story moving.

I can’t compare it too much to the older editions (1st and 2nd) of the game as the only other edition I’ve played was the Fantasy Flight 3rd edition, which was a complete departure from the early system. Instead of the percentile system that 4th went back to, 3rd showered you in cards and components and had you play a sort of board game to keep track of your character. I came across a video of Quinns Quest that describes it as a tabletop World of Warcraft which I suppose is pretty close. It sort of made sense at the time as I picked up new releases and slowly grew the game, but I have to say now looking at that box full of cards and tokens I have no idea where I would even start to try to pick it up again, it is absolutely overwhelming.

Not pictured are: some more cards, more different kinds of cards, and twenty-ish softcover books.

The good news is that sea of tokens has since been put to good use in other games; you’ve seen them on the blog used as markers for games of Silver Bayonet and Midgard.

I’ve recently managed to find a sensibly priced copy of the 1st edition of WHFRP, so I look forward to sitting down with that and reading through to see how it all started.

Shields! Shields! Shields!

As I mentioned last post I was waiting for some shields to arrive so I could finish my Dwarf Hammerer unit. These arrived about a day after I put up said post, so I can only conclude that if I want online orders to arrive sooner all I need to do is post more often.

Shield wall? No, wall of shields!

These shields are a nice mix of the models that were around when I started the game which is early 2000s, and they’re just right for these Hammerer models. The delivery unblocked me and I quickly resumed painting the unit.

Weird mushrooms?

I did find myself with a dilemma though, how best to hold all these loose shields while painting them? The answer: super glue them to some sprue! This actually worked pretty well as a holder, and I managed to paint both sides of the shields easily enough this way. The shields have a small recessed circle at the back which matches up with prongs on the models. These recesses are where I tacked the shields to the sprue, so any offending gaps in the paint were nicely covered by the glue join once on the model.

So here’s the painted unit! The more eagled eyed amongst you will realise that I have nine models pictured here but only had eight shields on the piece of sprue above. If that’s you, well done you spotted that much faster than I did, as I only realised this when I was glueing the shields to the models and suddenly found myself one short…

In the end I decided the champion could have a fancy new shield instead, so I gave him one of the modern shields with the moulded decorations which I could easily just paint with the gold colour.

The rune on the shields is the dwarves letter H, for hammerers, or Karak Hirn. It also looks like the number one which is appropriate as hammerers are definitely my number one dwarven unit.

A discovery I made while painting these models is that paperclips make excellent lid holders for recalcitrant Citadel lids (i.e. ones that keep closing on you). I’ve seen people use those plastic cylinders you get on new brushes to prop pots open, but I always lose mine so it’s not very helpful. What I do always have on hand is paper clips, which I regularly use to unblock dropper bottles (you can see the paint on this one in the photo) and super glue tubes, and as a source of stiff wire for holding components when painting and pinning models.

On the Painting Building Table

Presumably this means I can now move on to the rest of my Dwarf units. Well there is a spanner in the works; my lovely wife bought me some models for Father’s day (last Sunday in Australia), and now I have fresh new kits staring at me from across the room and that is a hard lure to resist…

You better believe some of the dwarfs at the back are writing about this outrage in their book of grudges.

So yes I’m building some very cool new chaos models instead of painting my Dwarfs. The revolving door of shifting interests keeps on turning!

Blood Bowl Amazons // Fate Core

I’ve taken a slight detour through the screaming crowds of Blood Bowl fans over the last couple of weeks, as my gaming group decided to get ready for some games of Blood Bowl after the release of the latest edition of the rules. I’ve always enjoyed Blood Bowl, so I did not take much convincing and found myself assembling a freshly unsealed box of Amazons soon after.

I’d sort of kept an eye on Blood Bowl models over the last few years, and was always pretty impressed with the sculpts. Now I’ve put a modern team together and painted it I can say they stand up to that initial impression. They’re great models, with a nice amount of detail (but not so much they’re tedious to paint, which is a great balance).

The specialist players.
The specialist players from the back.

I went for a gold and purple colour scheme for no other reason than I found it pleasing to the eye. The yellow and red feathers were inspired by the artwork for the Magic: The Gathering set Ixalan which has these really cool yellow/red/purple feathered dinosaurs all through it.

The lineswomen.
The lineswomen from the back.

The numbers are from the transfer sheet that came with the set. They also had transfers for the base rims to indicate the player positions (e.g. blitzer etc.) which I’m sure is practical but I didn’t really like the look of that so I avoided them.

I look forward to playing some games with them, it’s been ages since I’ve played tabletop Blood Bowl (I’ve played a bit of the video games in the intervening years). Amazons were very fun to play back in the day and I hope that still holds.

I wanted to show a photo of my setup for batch painting after a discussion with Jeff over at https://kuribospainting.com on holders for miniatures in the last post‘s comments.

As you can see I tack on the models to some bits of branch I’ve cut up into ~4cm cylinders. I find these quite comfortable to hold and they have a nice bit of weight to them (they’re eucalyptus, so quite dense) which means the models don’t topple over. I prime the models like this and don’t take them off till I go paint the base rims. Having one per model is quite practical. You can also see some of the markers and the balls which I didn’t paint yet, I’ll get to them at a later date!

For the second instalment of From the shelves I have Fate Core from 2013.

Fate is a really interesting system that has clearly influenced a lot of later roleplaying games. I’ve played a decent amount of it over the years (although mostly an earlier version, which was part of the Dresden Files roleplaying game). As I mentioned earlier this book is from 2013 and represented a refreshed version of Fate. I’d actually never read it, so it’s been sitting on my shelves unread for 10 or so years. One good outcome of this series is that I’ve finally read through it.

The core concept of Fate is the Aspect system. The way that works is characters, antagonists, locations, basically anything in the game works have aspects, which are short descriptive sentences. These sentences can be used in the game to change what is happening by spending a resource called fate points. For example a player with a character with the aspect “Avid wargamer” could spend a fate point to get a bonus to a roll to do with statistics (this is called invoking an aspect), the player justifying this because their character is very familiar with probabilities. This works for locations too, if a location is “dimly lit”, the player could spend a fate point to get a bonus to hiding. The games master can also use these aspects to make the player’s life difficult (called a compel), for example by making the “Avid wargamer” fail to resist going into a games store when they’re meant to be meeting a friend somewhere else. When the GM does this, they offer the player a fate point which they can spend later for a positive bonus. This whole aspect system is very cool and makes the game really character driven.

There are quite a few other systems to the game but I’m focusing on aspects because I think they’re an interesting mechanic that I’d like to leverage in wargames. It would be quite easy to give aspects to units on the battlefield (e.g. “Bodyguard to the King”, “Want to prove themselves”, “Fled in the last battle”) and give players a pool of fate points they can use to invoke the aspects of their own troops for bonuses, or compel their opponent’s troops to do something negative, but passing a fate point to the opposition in so doing. I think it would be great fun for more narrative games.

From a book writing perspective, I think this is a really well laid out book, with an abundance of clarifications for the reader. The pages above are a good representation of the style of the book, with a rules section (left page), a play example (right page, italics), and where appropriate an example of what the rule looks like on the character sheet. You also have these dark tabs on the edges of the pages that make it really easy to find sections by quickly flicking through the book.

Overall I’m impressed with the book, and really like what the game is doing. In practice my group has struggled with Fate, the system as a whole just doesn’t quite work for us and that’s why we stopped playing it. However it is packed with great ideas and I’ve re-used plenty of them throughout the years and plan on doing so plenty more in the future. Fate has also clearly had an impact on many later roleplaying games, and I find Fate mechanics or ideas all the time when reading/playing other roleplaying games.

Flagellants Part 2 // Mörk Borg

As I mentioned last post, I hadn’t done too much painting over the Christmas break, but I decided this week to break that negative streak and get back into it! The best way to do that was to pick an easy project and that meant finishing this next batch of Flagellants.

These will fight alongside the last batch, most likely in games of Midgard – hence the two sets of 8 models which make up a base each.

There’s not too much to discuss painting-wise, these are your bog standard doom saying, apocalypse preaching, world is ending types, in their usual accoutrements: brown and black rags! I tried to break up the mass of rags with some different shades of brown (I think I have 3 all up), as well as the aforementioned black sections. The fire was fun to paint, with some wet blended yellows and oranges over an off-white base coat.

If you remember my last post, I discussed creating a space in my posts to talk through books from my gaming bookshelf, partly to remind myself of old favourites, but mostly to motivate me to crack open those that have sat unread for many years. I’m a little bit undecided if these should be standalone posts or be part of “regular” posts (as I’ve done here; open to opinions if you have any!). Anyway, here’s my first shot at a segment I decided to call From the Shelves.

For the inaugural From the Shelves segment, I decided to pick out a book that has some nice thematic parallels to the flagellants above: Mörk Borg. Mörk Borg is a rules-light roleplaying game that sort of blurs the line between art project and game, with some pretty wild graphic design that looks like nothing else I’ve ever read.

I’ve had my eye on this book for quite a while (it was originally released in 2020), but I only picked it up in December last year, as my gaming group started talking about running short games instead of long campaigns as our default way to play RPGs. The book is pretty short (80 something pages, most of which are pretty light on text) and the rules are very simple (~8 pages of the book are the actual rules of the game). There’s a few pages on the setting (the world is about to end, and things are generally pretty grim; maybe the flagellants are right!), then character creation rules which are mostly dice driven (i.e. result in pretty random characters), this is followed by the main game rules, some optional classes, a bestiary, and an introductory adventure. All in all a pretty complete game given the small format.

The game itself is a simplified fantasy adventure system, in the OSR genre (i.e. tries to capture some of the nature of early RPGs), but has its own voice rather than being a classic Dungeons and Dragons reproduction. While the universe at first glance is extremely grim, there is a tongue in cheek feel to the whole book which reminds me of early Warhammer fantasy/40k publications. This in some ways is so over the top it’s impossible to take it too seriously and I’m sure this ridiculousness will lead to some great moments at the gaming table.

One of the more unusual weapons tables I’ve seen!

The crazy graphic design is pretty interesting, on the one hand it does a great job of communicating the feel of the game, but possibly more importantly it does a good job of making different sections easy to find. I read an article on this book that discussed that as each page looks different, you end up using the art/text as a landmark when flicking through the book, and I very much agree with that. The book also has the index on the rear inside cover which is a genius move that makes it very easy to consult at a moment’s notice.

Looking for rules on hit points? Just find the page with the big heart!

Overall the book is a fun read and I really look forward to running games of it. It has a great amount of support out there from 3rd party publishers due to its permissive license model, so it’s hard to run out of pre-prepared content. It even has a in-universe 3rd-party miniature skirmish game called Forbidden Psalm which I’ll have to check out some day!

Hopefully you’ve enjoyed this quick look into this book, I’ve definitely enjoyed reading it and now I’m going to go try to convince my friends to play the game.

How I Learned to Stop Worrying and Love Rulings

Over the Christmas break I reconnected with one of my favourite pastimes: reading roleplaying game books (hence me posting something painting-related just once over two weeks of mostly free time!). I have a regular gaming group with which I play roleplaying games (and the occasional wargame!), and we play quite a few different games, but my gaming bookshelf is filled with games I’ve never played (and in some cases never read). I’d like to turn that around to some extent, and use the blog to motivate me to read through these books and write up my thoughts around them (More on that later!).

What I immediately got out of my readings however is a furthering of my appreciation of narrative gaming (as opposed to competitive gaming), and/or rules light games. I’m saying and/or because I see quite a bit of overlap between the two. While narrative games aren’t always rules light, both narrative games and rules light games expect players to come up with rules for their games, which is very different to competitive games where rules are expected to be provided.

This personal shift is something that’s been happening quite a bit over the last year, you’ve seen me take to Midgard over Warhammer and other historical and fantastical rulesets, Chain of Command over Bolt Action, explore narrative solo gaming with The Silver Bayonet and dip my toes into rules writing with my own rules-light skirmish game Masse d’Armes. This was a very wargames focussed transition, but this Christmas reading got me effectively in the same place for roleplaying games.

Neither is rules-light as such, but they are lighter rules than many other similar wargames, and both have a definite narrative bent.

I’m enjoying lighter rules in games for a few reasons. First of all, my time is more limited now than when I was younger, therefore my ability to a) play games, and b) read a massive rulebook front to back is much more limited than it used to be. I also more importantly have had a bit of an attitude shift to gaming itself, moving from a mindset of doing well in a game, playing to win etc. to enjoying the stories that emerge from these games. Looking back on 20+ years of wargaming, I don’t remember many of my victories (maybe not many to remember hah!), but I do remember plenty of fun moments in games where a lone soldier took down some chaos monstrosity, or when a unit of puny Skaven clan rats routed a mighty dragon.

The Silver Bayonet’s light rules had a lot of influence on my own attempt at writing rules.

More competitive play-styles tend to rely on tight rulesets, which cater to (or try to) all situations that can arise in games – and therefore lead to big rulebooks. This style of game aims for game balance and fairness. In wargames of this style this means that players can assemble their armies and expect a game where in theory the best general can walk away with the victory. In roleplaying games, while not competitive as such, this tendency to aim for game balance as well as fairness is also present, with games trying to make sure all players are roughly the same power level and therefore able to have the same amount of fun. Games in this vein tend to have rules covering all kinds of situations so that the game master needs to make as few rulings as possible during games – keeping things fair.

This competitive play style is very common in wargames because it means you can build your army to a common ruleset and play games against anyone else that has also followed those rules. It allows tournaments to be played, but also allows for random pickup games at clubs. This shared rules phenomena is also present in roleplaying games, with games organised at stores and conventions following rules familiar to players that may not know each other before the game. This is the style of games I played for most of my gaming life, whether it be Warhammer or Dungeons and Dragons. If a query came up, I expected to be able to pick up a rulebook and find out how to resolve it (or failing that go look at FAQs online).

Mythic Bastionland’s main rules fit on a handful of pages, so do Mörk Borg’s.

Rules-light games on the other hand expect that situations will arise that will not be covered by the rules and therefore need some adjudicating during play. This is not a bug, it’s a feature. There is a movement in the roleplaying space called the OSR (Old School Renaissance/Revolution) which calls back to some glorious past vision of roleplaying in the 80s and 90s. I’m not sure things were that rosy, but I have to say the ethos that’s come out of that movement definitely resonates with me. One of the mantras I hear in this space is “Rulings not rules” which touches on that exact point: the rules provide a framework, the players (the game master mostly) are expected to fill in the gaps as they arise.

CBR+PNK’s rules are literally a pamphlet, and Mothership fits in a few zine-style booklets.

This sounds like more work, but in practice I really like it – I would much rather make a call on rules in the moment than try to find the relevant rule in a book. It’s probably not any faster, but it creates a shift in focus: instead of thinking about how to play the rules, you start thinking about how to play the situation in the game. For example, say a unit retreats into a dangerous magical swamp. A comprehensive set of rules might say they take d6 hits and how to resolve them. A more rules-light game might not, and the players will have to decide what this swamp does. Maybe this is a necromantic swamp filled with the dead dragging the living down and therefore some agility or initiative test might be in order to avoid being drowned. Perhaps the players land on the same rules they would have been given by a more comprehensive ruleset, but at least they’ve thought about what is happening in the imagined world.

Clearly I’m enjoying this shift, so what took me so long? Well I was always worried about this game balance and fairness aspect. For me, house rules were never going to be as tested as “proper” rules, and therefore would lead to unfair and consequently unfun games. I’ve now come to the decision that fairness is overrated in these games we play, and we’re much more likely to have a good time if we don’t worry so much about what is fair, and rather focus on what is unfolding in the game. The price of this is that it might be hard for me to find people that want to play games the way I do at a club or store. Luckily for me I have some friends that enjoy this play style, and we’re having a great time. This right there might be the reason you prefer one style of game over another, and that’s just fine – do what works for you!

To get back to that sentence right at the top on how I want to use the blog to motivate me to read through my book pile of shame, I’ve decided to try something along the lines of a series of posts dedicated to books. For these I would pick a book off my bookshelf, read through it and write down my thoughts. Not really as a review, more like reading notes. It would likely be a mix of wargames books and roleplaying books, which given this blog is 99% about wargaming might be a bit of a change but hopefully those of you that aren’t into roleplaying might find the posts interesting if only from your familiarity with rulebooks!

Anyway I hope my digression into games rules was interesting to read, let me know in the comments what you think about all this!