I'm hoping that at some point Real Life and the remorseless paint queue will get to the state where I've time to blog about subjects beyond my latest paint job or wargame that I've played, as I'd always planned to do. If that ever happens there are four main topics I'd like to spend more time on:
- The early medieval period as a game setting
- The WFRP careers system in an early medieval setting
- Wargame campaign systems
- A grimmer Logan's World
The early medieval period as a game setting
I've seen Warhammer's Old World critisised as unoriginal and derivative but to me it's a genius piece of world design. The design criteria appears to have been "how do we fit all of our historical miniatures in" but I enjoy digging into the real world history that it draws from, be it the Holy Roman Empire or the Spice Road. Currently a lot of my gaming is Dark Ages early medieval related so naturally I've been reading up on that, and in many ways it's as much of a breath of fresh air from the generic pseudo-medieval setting that I grew up playing D&D in as a more exotic setting such as Tékumel. For example, what happens when there are no inns (or pretty much no towns for that matter)?
The WFRP careers system in an early medieval setting
WFRP is my favourite system of the admittedly relatively few RPGs I've played, and one of its great strengths is the way the careers system embeds the character into the world. However it means that to use the game in a different setting the careers system needs to be tailored to that setting. There are a couple of settings that I'd like to try it in one day: Middle Earth (which despite the Peter Jackson films should be Anglo Saxon in flavour, or so I understand) and the "time of Sigmar" (which seems to be early medieval / Ostrogoth-ish, both according to the Brief History of WFRP Time and this fantastic concept piece by Stefan Kopinski).
Wargame campaign systems
I've rambled about this before, and I'm looking forward to any insights that Tomahawk Studios forthcoming The Age of the Wolf offers.
A grimmer Logan's World
I'm trying hard to avoid being drawn back into Warhammer 40K, not least because of the paint queue implications but also that the the setting's not very attractive - but in a certain way it's also deeply fascinating. I've various ideas milling around in my head, the most recent of which was triggered by thoughts on the Oldhammer forum about a Logan's World game at this year's BOYL. The thing I find interesting about the game universe is the technology-as-religious-dogma aspect: science has been discarded, artefacts are built via ritual, and fear and superstition are positively medieval. To my mind, if a world was cut off from the Imperium then it wouldn't spawn an 80s mirror-shades view of the future, it would result in something much grimmer (and far more interesting).