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[Novedades y Rumores] Lanzamientos de GW previstos...
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Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado robert
Alférez (1806 mensajes) #1185. 15 Dic 2017, 21:43

recopilando las respuesta que va dando james hewitt en reddit, las copio aquí por que los post en reddit son muy volátiles y amenudo desaparecen sin motivo o después en frio son editados si se les escapa algo. Por ello y por que no se pierda si alguno no da con el post ;)

I’m tabletop games designer James M Hewitt (the M is silent, but it means google doesn’t get confused.

It really is me, honest. It's not like I'm famous enough for anyone to pretend to be me, of course! (If you want proper proof, here's me on Twitter saying that I'm doing this.

So... who am I, again?

I was part of Games Workshop’s rules team for two and a half years, at a really interesting time when they were starting to produce original self-contained games again. That meant that, as well as helping out with the development of Age of Sigmar and writing several codexes for Warhammer 40,000, I got to design the rules for The Horus Heresy: Betrayal at Calth, Warhammer Quest: Silver Tower and Gorechosen. Then I left the team to be part of the new Specialist Games team (technically “Specialist Brands”, but no one ever called it that) as their game designer. I was responsible for the rules work on Blood Bowl, Necromunda and the coming-out-at-some-point-in-the-near-future-honest Adeptus Titanicus.

Before GW, I also worked on DreadBall for Mantic Games, and spent a year as their Community Manager – I made YouTube videos, ran their social media accounts and did various other bits and bobs for them. Before that I was in GW retail for about a decade, running a couple of stores and working in a few more. I also spent a couple of years as a local government benefits assessor, and several months as part of a touring comedy show, but I'm mainly expecting questions about the relevant bits of my life.

Back in July I left Games Workshop to pursue a long-time dream: having my own games company. Needy Cat Games is still in its infancy – so far I’ve been offering rules consultancy and freelance design work to existing companies, and it's been going well – but I’m hoping to get working on my own designs before too long.

So, yeah – Ask Me Anything about games design, working as part of a rules team, the wonders of the GW staff restaurant, getting started in the industry, Rampart, designing rules within strict parameters, revitalising classic games in a way that only leads to death threats from around 15% of the fanbase, how much I really don’t miss working in retail this close to Christmas… anything at all!

Preguntas y respuestas en orden según va respondiendo
Q - Can you shed any light on what’s going on with Adeptus Titanicus? It seemed like it was good to go and now silence.
A- I can only say what I know!

The game was indeed good to go - the rules have been written for just about a year now, I was going through final edits just before we broke up for Christmas last year. However! Due to the success of Blood Bowl (which came out in November last year), there was a lot of last-minute deliberating. The game had originally been intended as a small-scale (in more ways than one) resin-only production run, something truly specialist; the same sort of people who play 30k and buy those whopping great leather-bound Horus Heresy books with the metal corners that you could legitimately use to kill a man. That's how the game was designed - the rules are a bit more complex than the average, a bit more in-depth (but still approachable - that was the knife-edge I had to walk!).

Once Blood Bowl was out and the forecasting team saw that "small", "niche" products could do crazily well, they realised they had to go bigger. Resin was out, plastic was in! Problem is, that's not a quick and easy job. Due to SCIENCE and TECHNICAL REASONS, the plastic casting process is a lot more complex than resin, and has a lot more limitations - so the miniatures had to be redesigned from the ground up (retooling the Warlord took 2-3 months, if I recall). There were loads of other things that had to change, too - just boring logistical stuff, really.

So yeah, it got pushed back. We actually showed the game off back in February at the Horus Heresy weekender (decent write-up here, thinking it wouldn't be too long before it came out, then it got pushed back again for other reasons (40k 8th edition grabbed a lot of the release schedule).

So I'm not entirely sure when it's gonna be out. I'm half-certain that each time I say the words "Adeptus Titanicus" out loud, they push the release date back another month; another part of me is starting to think that, should the game ever be released, the ninth seal will shatter and the dominion of man shall crumble.

So, like... soon, maybe?

(On the plus side, a later release date means more sculpting time, which means more minis available at or soon after release. Trust me, that's a good thing. I can't wait to see it when it all comes out!)

Q - For Adeptus Titanicus - I heard that you really managed to capture that feel of a titan machine spirit railing against it's Princeps? So if the Princeps is playing it safe and staying back shooting from afar there's a chance the Titan will require some sort of self control check to stop it charging in with it's power fist and going against the player's wishes? If so, you're my favourite person. If not, well you might still place in the top 100 I suppose.

A- Do I get a special prize or something for being your favourite person? Because yeah, that's pretty much what happens. Basically, when you push your titan's reactors to do something cool and unusual (it involves rolling a number of special Reactor Dice, which can lead to your engines overheating, but lets you supercharge weapons, turn on the spot more easily, go faster, etc.) there's a chance that the Machine Spirit will rebel against this mistreatment. You get a Command check, representing your Princeps' Willpower trying to keep the machine in check, but if you fail there's a table you roll on. The plan (which is hopefully still the case) was that in campaign play, titans would each have their own personalities and preferred methods, a bit like Tyranid instinctive behaviour. In short, though, yeah, that can totally happen. I'll accept a certificate in the post.

Q - Mr. Hewitt, can I ask you who wrote background section for AT rulebook? Can we expect supplements for the game (like Death Zone Seasons, Gang Wars etc.)?

A - That would be Mr Andy Hoare, Specialist Brands Manager and wordsmith extraordinaire. I did a few colour text boxouts, which were great fun.
As for supplements, I think the safe bet is yes :)

Q - Is there a project you have been involved in which you were disappointed it didn't get the traction you felt it deserved? And why do you think it didn't take off?

A- I dunno, not really? Everything I've worked on has been pretty widely accepted, mainly because it's been pushed through major sales channels by one of the biggest tabletop gaming brands out there. I suppose the only game I've done that I've never seen anyone even mention was "Canyon Run", one of those little four-page White Dwarf games that uses a deck of playing cards. It was a proper throwaway, but I actually quite enjoyed playing it!

(Oh, and Betrayal at Calth, maybe? People who have played the game enjoyed it, going by the buzz online, but so many other people just threw away the cardboard bits. But that's what you get when you release what's basically a battleforce, but call it a board game...)

Q - Hi James! How early on were you involved in Age Of Sigmar? How much freedom was there going that and how much did the spectre of wfb bear down on it? Was there an overarching goal?

A - When I joined the Citadel Rules Team, Age of Sigmar (or "Project Stanley", as it was called, because codenames are a thing) had been in development for about eighteen months. I wasn't involved in the core design work, but I was part of a four-man team, so we all mucked in. I did a lot of work on the Warscroll Compendiums, for example, and wrote the rules for the first(ish) five Battletomes (Stormcast, Gorechosen, Fyreslayers, Seraphon, Everchosen). I did a fair bit of playtesting, and we had constant discussions about rules and ideas and things.

Regarding freedom... I've never known a project with quite so much managerial scrutiny. Any project you do in an environment like GW has to meet a lot of different criteria (as I explained here, but this was something else. There were certain people higher up the chain, people who have since left the company, who were insistent on what the game needed to be. Unfortunately, this kept changing. We tried very hard to fight the battles we could and make the game satisfying from a rules point of view, but if we'd had more control I think a lot of the initial drama could have been avoided.

As for an overarching goal, I think AoS came from a desire to really shake things up. The geography of the Old World, for example, was seen as a lead weight; it was seen as difficult to tell new stories when, for example, the Elves were over on one side of a massive ocean, and the Tomb Kings were way down in the south, and so on (anyone remember the Nemesis Crown campaign, with Settra's "reclaim the family knick-knacks" tour up the Reik?).

I'm not convinced it was handled well, initially - there was a real lack of information for players, especially when the last End Times book came out and there was no news about what was happening next for several months - but more than anything else in GW's recent history, lessons were learned and things are different now. I mean, look at 40k 8th edition. That's been a masterful release. And AoS is really taking off, with the Mortal Realms becoming an incredibly compelling place (or... set of places?).

The team's never been stronger (not just because I left, honest) and I'm really looking forward to seeing what comes next :)

Q- when it comes to rules design for a company like Mantic or GW, big industry players, how much of the design is centered around sellability of the game vs achieving a creative goal?

Does management ever try to meddle or did you have more creative freedom to make the game what you want?

Thanks for having me :) Been on reddit a long time, and I'm usually turning up to AMAs way too late to get involved. I'm through the looking glass now...

It's a really interesting question, and I could go on for ages about it. In short, any commercial game design is a compromise between two extremes. At one end of the scale there's The Perfect Game - it's been in development for years, it's been playtested by hundreds of knowledgeable people, players weep upon reading the rules because they know they'll never again see such perfection. At the other end is the quick-buck cash in, the game that was written in under a week and features loads of commercial gimmicks that make it sell regardless of how awful it is. As a designer you have to aim somewhere in the middle. You always want the former, but it's unattainable, and the longer you spend trying to get it the more time you haven't got a product on a shelf that's selling and making you money.

Somewhere like Games Workshop, you've got the added consideration that you're not writing for yourself. Anything you write is done according to a brief. That brief has been put together to meet the needs of a lot of different people; your manager, who has their own vision of what it wants to be; the sales teams, who know what their customers want; the designers and layout people, who know how many pages it needs to be; procurement, who have final say about how much can be spent on components; and so on, and so on, and so on. There's wiggle room in a lot of it, but when you're doing game design for a big company, you have to get good at negotiation if you want to get any of your own ideas in there!

I spent a lot of time at GW (and I still spend a lot of time now) trying to find that sweet spot, where a game's marketable and accessible but still has depth and interesting decisions for players who like to think. I also spent a lot of time pushing back and compromising; it's all part of the process. Management say "we need X", I say "Okay, what about Z?" and in theory you settle on Y, which is the best of both worlds.

I mean, it never quite works out that easily, but that's it in a nutshell. So to answer your question, it's not so much management meddling - it's more "if you want to design for a 'big' company, you have to put aside your ego and murder your darlings on a daily basis".

I have a dream that one day I'll actually design that perfect game, and screw it if only five people play it; I also have a family and a mortgage, so maybe not for a while ;)

Q- First up - Gorechosen is magnificent.
Secondly, why is it taking so long to see an updated version of "full" Epic (rather than titans only heresy era AT) hit the shelves? Was fear of competition for 40k sales really a blocker?
Third - what is your least favourite (personally) of the games you worked on during your time at GW, and why?
Finally - what was the lead time for Specialist games plastics? Did you find yourself at the back of the queue compared to the bigger systems?

A - Thanks! I love Gorechosen. It's a delicious little morsel, game design gastronomy compared to what most of my GW projects were like. Sleek, streamlined, straightforward. Yum.

Your questions, in order:

1 - I think the biggest barrier is how extensive the range would have to be. Even though most 40k / 30k models are sculpted digitally now, shrinking them down to 'new epic' scale is much more than just hitting a de-biggify button. Chris, our wonderfully talented sculptor, spent about four months converting the Warlord Titan from 40k scale to AT scale. Now, let's say you wanted to release a full mass-battle Epic game. Let's set it in the Horus Heresy, because then you only really need to do one faction's worth of models. Think of how many different units there are in 30k - each one of them would need to be scaled down. It would take years to get to the point where you've got armies worthy of playing games with. And that's just with one faction - people would be crying out for all the other races, too. Titanicus is great because you can sculpt three classes of titan, a few different weapon bits, and the game plays perfectly well. The Specialist Brands team is small, and is also working on Necromunda and Blood Bowl... but hey, as long as people keep buying their stuff the teams will keep getting bigger, so, like, maybe one day?

2 - Probably Silver Tower, because it was so audacious and shouldn't have worked but kinda did. I spoke about it for an hour on The Fjordhammer podcast if you wanna know more!

3 - Pass! That's the kind of detail I had nothing to do with. When we started, we were using a fair bit of resource from the Citadel team, but by the time I left our sculptors were being trained up on all the plastics stuff, and were doing a great job with it, so queues weren't such an issue. But yeah, in general, I'm afraid I have no idea.

Q - Can you tell us a bit about your work on Blood Bowl? I would like to know how you chose your starting point for this and how community played a role. And the games of course.
Was there at any point a discussion on running official tournaments similar to FFG does with their games?

I can tell you a bit, sure! I came to the project as a keen but lapsed BB player - I'd played a hell of a lot of the game about eight years before, but hadn't touched it in a while. When I first got the job, they were talking about rolling the rules back to pre-LRB days, for various reasons, but thankfully we managed to convince them that this was madness and insanity.

So really, the aim was to not change much at all. What was a little bit tricky was that a) I knew there were a few bugbears around the community (ClawPOMB, bank, etc), but b) I was a bit rusty on the game, and c) GW at the time had a very clear policy forbidding external playtesters, so even though there were lots of people who'd have gladly helped me, I couldn't do anything. I managed to covertly get an ex-BBRC person on board, under the radar, and we came up with a few fixes - but as with anything that doesn't quite get enough testing, they ended up annoying people more than pleasing them!

I'll happily give more specific answers about stuff, just lemme know what you want to know about!

As for official tournaments, possibly - but that was outside my remit. Everything at GW is very compartmentalised, and I was very much just in charge of writing rules. I know there's been talk about organised play for Shadespire, so... who knows!

Q- Had you heard anything on the Battlefleet game?
- What's your favorite army in the 40k game?
- Favorite model(s)?
- Which is your most liked and least liked Legions from 30k, since you've done the BaC box?

When I left, the Battlefleet game was in the Big List of Things We Wanna Do. I'm sure it still is :)

I've always been an Ork player, even when that hasn't been easy! A couple of years ago my partner and I went to the Battle Brothers doubles event with an Ork-Ork combo (Bad Moons and Evil Sunz). We got utterly trouced, of course, but Sophie's Warboss took out two Knights over the weekend in assault, and we managed to win the Best Painted Army award! That's a real achievement for me, because I'm really not a natural painter - but we both spent about a decade in GW retail, and we know a thing or two about how to make models look good in a cabinet (top tip: good bases and solid colour theory go a long way).

Favourite models... hmm, good question! The Warhammer Giant (Gargant, if we must) is a stone-cold classic. I'm a fervent kitbasher, and I've got four or give giants in my collection, each doing something different. I'm also a big fan of the Ork Trukk because it's such a versatile kit.

Hmmm, good question! I started an Iron Warriors force because I like their style - no nonsense, very straight forward. I actually played one in a Deathwatch roleplay game a while ago, too; our GM homebrewed a set of Heresy-era rules, in which we played a squad of Malcador's Knights Errant. It was awesome. As for least favourite... maybe the Word Bearers? I dunno why, they've just never appealed, even after writing BaC. (That said, /u/Aaron_Dembski-Bowden did a great job of making them relatable in First Heretic, which is the closest I've ever come to thinking they're maybe okayish.)

Q - Thanks for doing this James. When designing a game how much are you considering future proofing? I would argue that at the size GW is, it shouldn't need to release fixes, FAQs and rules updates what seems like every ten minutes. Is this a game designer thing, getting carried away with the product now at the expense of thinking about the future, or is it a gw thing?
Also thank you for age of sigmar, got me back into tabletop at the ripe old age of 34 having not played since I was 16. Such a good game when 40k was impenetrable to new players. Still the game I play the most, even with being a death player.

A - You're welcome! I love talking to people about this stuff. I used to do it for a living when I was at Mantic, so it's nice to flex those muscles again :)

Right, so, I've been expecting a question like this, and I've been mulling over the best way to answer it for a couple of days. Here's the best answer I can think of - apologies in advance if it rambles!

In a company the size of GW (which, I'll make clear, is not a big company by any means, but in terms of this industry it's monolithic) there are a lot of considerations. Everything that's done needs to be worthwhile, and needs to make a profit. When producing a game for GW, the sad truth is that quality of rules has very little impact on sales. Obviously you don't want the rules to be bad, but there's a real diminishing returns thing going on; the difference between a set of rules that's 60% perfect and one that's 70% perfect is going to be fairly significant, but the difference between 70% and 80% less so. And 80% to 90% even less.

So, as a designer, you're always pushing for more time. Any game design project has several stages - you do your R&D, your preparation, your grunt work (actually writing the thing), and your polish / testing / proofing. Management are always going to squeeze your deadlines, because they know that your instinct is to push for a good game, but they know that from a business point of view it only needs to be good enough to sell. Unfortunately, the grunt work is the bit that needs to happen, so the bits that get trimmed are R&D (which make things interesting and well-thought-out) and polish (which makes sure there are no mistakes).

That said, it's getting better. When I first started, playtesting was a bit of a dirty word; there was a real disdain for "balance" among the higher echelons of management. Silver Tower, for example, was playtested almost entirely in my own time, unpaid, using unpaid volunteers. But now, the are increasing numbers of external playtesters, and it's getting better. Thing is, no matter how rigorously the internal testing is, you're never going to find all the issues; it might seem shocking that a book comes out and the internet finds a dozen errata on day one, but remember that more people are seeing it in that one day than saw it throughout the entire production cycle. The only way to deal with it would be to have open playtesting, getting thousands of people to read the rules before they go to print, and sure enough that's what Forge World sometimes do - but it's not practical for main-range GW, because of their confidentiality rules and that kind of thing.

Hope that answers your question - sorry if it's a bit rambly!

Glad you like AoS though :) Whatever people think of it, it was a real breath of fresh air. I used to have to teach kids how to play Warhammer, and I envy the shop guys who have to do it these days!

Q- Out of all the games you made that involve GW products, which is your favorite? Which one is the most involved?
A - Most Involved was probably Silver Tower - I nearly drove myself insane trying to get the Adventure Book / Exploration Cards to work. It was a crazy idea in the first place, and it was entirely my own fault for suggesting it, and then not giving up on it, but I can't tell you how happy I am with the end result.

Favourite game... I think I said Silver Tower in another answer, but I might change it to Titanicus because that was my big stompy baby, and I had loads of time with it, and I can't wait for it to be unleashed.

Q - My question: from your point of view, and specifically referring to BB, does GW sees small miniature producers as a treat for their market? And, on the other hand, do you feel proud to have worked on a game that is inspiring so many sculptors and miniature producers?

A- It's interesting, and I think you'd get a dozen different answers depending on who you asked in GW! People often see it as a big faceless corporation, but actually it's a collection of loads of people, 90% of whom are fanatical hobbyists with their own opinions and ideas and crazy creative thoughts.

Personally, I love seeing people get creative with ideas I've come up with - that said, I didn't really come up with much for BB that wasn't already there!

Q - I don't know how much I should ask considering I'm more a Age of Sigmar lore fan, but here goes my best shots:
1- What influence you had in the development of Age of Sigmar? Any on the Lore?
2- What do you think should've been done better, in terms of lore and rules, in the release of Age of Sigmar?
3- What's your favourite Age of Sigmar faction? From the lore and rule perspective?
4- What do you think of the differences between the new Warhammer Quest vs the original? Hammerhal and Silver Tower?
5- What do you think of Shadespire?

1- I spoke about the first bit of this here. The Lore side of things was nothing to do with me, sadly!
2- From a Lore point of view, I think people felt disconnected because there were no POV characters - no normal humans. People had no idea how people live in the Mortal Realms, which makes it hard to relate to. That's much better now! From a rules point of view, there was a real push to get all of the rules on four pages, just to prove a point, I think - the rules team really struggled with it. Originally the plan was for the first big book that came out ("Realmgate Wars 0", we called it) to have a commentary-type section that expanded on that four-page rulebook and gave loads of examples, but it got scrapped. I think it formed the basis of the "getting started" magazine you can get now, though. In short, I think most of the stuff that didn't go great has been dealt with fantastically over the last year.
3- I'm quite a fan of the Bloodbound, which surprises me as I've never been a Chaos player. Andy (Clark, narrative writer, author extraordinaire and one of my oldest friends) made a big effort to make the Bloodbound make sense - they're not just bloodthirsty savages. There are hints of society and culture; I mean, they're not knitting doilies or anything, but they're also not frenzied all the time. It felt like a proper barbarian culture, and I dig that. Also, their rules were fun to write.
4- I didn't have anything to do with Hammerhal, but I love a lot of the changes that were made - the difficulty settings, the way grievous wounds carry over into the rest of the mission, all that. I think ST is a more involved game - I know it had a much longer development time, certainly - but SoH hits a lot of the points that players were clamouring for. Horses for courses :)
5- Love it. Haven't played nearly enough of it. Dave (Sanders, who did the majority of the rules design) was my replacement when I left the rules team, and I couldn't be happier - we've been gaming buddies for years, and he's got a great analytical mind, and loves games like Netrunner, Summoner Wars, that kind of thing. You can really feel the board game influences in Shadespire, and I think that's great. Also, it's a wonderful change of pace - it's GW doing what it's never done before, and targeting the pick-up-and-play casual gaming market very specifically. This is GW aiming for X-Wing players. Love it.

Q - Opinion on Mantics business model? Based on your time there and presumably what you have heard since.
In regards to how similar their products replicate products from other companies and their straight to KS strategy (often to the dismay of retailers) to generate funds rather than using their own capital.

A - Mantic have got a lot of heart, and I love it when they produce original stuff. Their Walking Dead game, for example, is getting some really good reviews, and is a really interesting game!
I'll agree that sometimes it can seem a bit naff when they produce models that are clearly intended for use in other game systems, but it makes them money and people clearly want a cheaper alternative to GW stuff, so there's a market, and it gives them the ability to also do other stuff... so I can see why they do it!

Q - hat is your favorite thing about designing a new project?

A - Ooh, tough one. It might be the thrill you get when ideas really start firing - it's like making popcorn, that sudden POP POP POP and you've got half a game system written down before you know it.

It might also be the first time a player smiles during playtesting. When you design a game you're not making something complete - you're creating a framework that the players will use to (hopefully!) have a good time. The first time you see evidence of that happening is a wonderful feeling. Gorechosen was a great example - in the first playtest, studio manager Pete Foley came through from his office next door to ask what all the noise was about, because the players were laughing and shouting. I knew I was onto a winner straight away.


Q1 - Do rules match the figure or the figure match the rules? In other words, has there been a time when you wanted to write the rules one way or make up a new unit but it was just too expensive to implement as a figure?

A1 - At GW, models always come first! Before anyone from the rules / narrative side of things even gets a look in, the models are sculpted and designed and painted. Whether this is the right way to do things I don't know - having worked in Forge World, where it's more collaborative, that certainly seems better in my mind - but that's how it's been for several years.

Q2 - How does this interact with units who receive rules for options not available for the model, such as certain heavy/special weapons? I know that's been cut down in 8th, but it was bigger in 7th.

A2 - When I was in the rules team, the guidelines were that the options should always match the models, except in certain special circumstances. Before that was the case, though, the games dev team had a lot more say in what the rules could be - so any examples you can think of probably came from then. The impression I get is that things are starting to drift back in that direction, but I could be wrong.


Q1 - Has Gamesworkshop ever considered hiring an actual mathematician to help with rules balance ?

A1- Unpopular opinion time: maths does a pretty naff job of balancing a wargame.

We often used maths and spreadsheets and the like as a starting point for points values - I love designing a points calculator, me - but you'll never account for all the variables. In a game like 40k, with thousands of different units, each with their own unique rules, not to mention loads of different scenarios... what does "balance" even mean?

Like, take a Space Marine Devastator squad with four heavy bolters. If you're playing a game against an army of foot-slogging Orks, no vehicles in sight, and you're playing a scenario down the length of the table, with 30" between forces at the start, and minimal scenery... how many points is that Devastator Squad worth, compared to a Tactical Squad? What about if you're playing a Planetstrike game against a shooty Tau army in very dense terrain?

The only way to balance a game like this is to assign values, test and amend based on a broad consensus. Interestingly, with the General's Handbook / Chapter Approved, that's pretty much what's happening these days!

Q2- Your scenario is trying to balance 1 unit vs 1 unit and as you said, that cant be really be achievable and you cant prevent players from taking sub optimal choices and hope to be competitive. You can on the other hand balance several units vs several units and run it through playtesting algorithms. if the heavy bolters kill 3 models on average for 5 turns, then a value can be assigned to that. You then have to look at the other side, and find a way for them to kill remove the same number of models over the same period of time. All of these could be assigned numbers to be run against different teams/scenarios in hopes to find that 50/50 in loss split.
You cant get it perfect, but you should never have the gaping contrast like we see in tournament results of blood bowl in undead vs orgres for example.

A2 - I was being a bit reductive there, admittedly - that was a very simple example. But I think the point still stands for wargames.
Now, Blood Bowl's a different matter, as it's a board game that uses a grid, and games all follow a set pattern. I'm sure you could work out an algorithm for Blood Bowl costs, especially using the wealth of data that's online from Cyanide / FUMBBL.
But I'm still very sceptical that a decent algorithm could be created for a wargame like 40k. I actually used to use systems like the one you're suggesting - I spent a lot of time putting calculators together to work out things like that - but all the same, it was only ever a starting point.

Q3 - Jervis actually had a points formula for Blood Bowl back in the day, but numerous teams broke the formula (ie, its a good starting place then test).

A3 - He did indeed! The BBRC had an updated version that they used during the LRB, which was the basis for anything new we did. But yeah, as you say, it's always the starting point, never the end.


Q - Which of your board games would you like to see as a movie? And would it be a straight adaptation of the game like Resident Evil, or would the game come alive and trap the players, like Jumanji? And who would play you in the movie? Could it be Robin Williams? Please?

A- I'm curious as to why I'd be in the movie if it's based on a board game. I'm not in any board games. Unless you're suggesting I'd be in it like the narrator guy in Rocky Horror.
Robin Williams is roughly the right amount of hairy, but sadly he's not available.

Q - Why is Necromunda commonly viewed at least from a ruleset as a rushed and unbalanced mess. Alot of the balancing seems off and the published rules are riddled with typos. Will we be getting an FAQ soon?

A - I actually put together an errata document before I left, based on things I found in the rulebook while I was working on Gang War after the main rules had gone to print. I think they're collating additional points from the community before they publish it.

Q - Hi, thanks for the AMA! My question is how you got into game designing and if it was very difficult?

A - It was a weird, meandering path! I used to love writing additional rules for games when I was a teenager, and collaborated with a friend to write a couple of complete games from scratch. When I was 18 I dropped out of a Linguistics degree and got a job at the local Games Workshop; I remember saying in the interview that my eventual aim was to get into the Games Design team. I was in retail for about six years, then a job in Games Dev came up - I applied in April 2007, went through several rounds of interviews and got down to the last two! Eventually, in October (yes, it was a long process, and I ended up living on a friend's sofa for several months because my tenancy ran out and I didn't know whether I'd be moving up to Nottingham at short notice) Robin Cruddace beat me to it. I left GW for a year, but returned as a store manager after I realised how awful office work is. I spent another three and a bit years running stores, and keeping one eye on Game Dev openings. I applied a couple more times but didn't get anywhere; the whole time I was still writing rules, though, designing board games and expansion rules for wargames and whatever else I could think of.

Eventually I got sick of retail, and coincidentally at the same time I was contacted by an old area manager of mine, who'd started working for Mantic. They were after someone to design a sci-fi sports game, and he'd suggested me. I submitted an idea, they liked it, but wanted someone more experienced to run the project - and that's how I ended up working on DreadBall with Jake Thornton. Then I worked at Mantic as a Community Manager for a year, before the Games Dev job came up again at GW... and this time, I got it! They liked the fact that I had industry experience combined with a very broad knowledge of GW stuff.

So, long story short... I persevered, then got very lucky ;)


Q1 - Hello James, You know me by a different name, though you also don't really know me at all... Mysterious.
Your answers to the various questions are fairy long. But I appreciate the detail. How do you feel about the general state of DreadBall since your departure from Mantic and the subsequent release of Blood Bowl? Do you think the game has done enough to stand on its own, or does the arrival of "new" Blood Bowl somewhat diminish it's impact?
Also 7th edition Wraithknights. What's up with that?

A1 - I like the fact that you've clearly created a throwaway for this. Who are you, mysterious stranger who knows way too much about Wraithknights? ;)

As for your question, I think they're very different games. DreadBall is, if anything, more suited to tournament play - unfortunately, I think it struggles under the weight of all the rules that got added, and the fact that a lot of people just look on it as a Blood Bowl clone.

I'm looking forward to seeing how the new edition's received!

Q2 - I wouldn't say this is a throw away, it's more me wanting to ask a question so I took the time to create an account. Though I can't say with any certainty I'll be overly active on "Read It" from here on in.
Thanks for the insight! I completely agree with your perspective on the topic. Dread Ball does seemingly suffer from a lot of rapidly released rules or Seasons. Couldn't even confidently say what edition or season they're on any more. But since Blood Bowl dropped I've not really paid much attention.
Now what about those Wraithknights? 295pts! What's up with that?

A2 - Ha! Fair enough then. Thanks for signing up!

The Wraithknights... well, that was a thing. The Eldar codex was designed at a time when we were told to make things a) exciting and interesting and b) reflect the narrative at all costs. So D-weapons, right? Because that's clearly what the weapons are. So we did it, and we tested them loads, and the points values shot up (I think the Wraithknight was about 450?). Then they went to review, and someone in a position of authority (who has since left0 said "I love it, but don't increase any points values."
Because, obviously, that means people need fewer models, see?
So I said "Ok, so I'll put the rules back to how they were," and was told "no, keep them, just don't change the points values".
Makes me wince, just thinking about it.
As I say, though those days are over :)


Q1 - So... Tell me of this GW staff restaurant jeje.

A2 - It's eminently affordable!
The food comes from the same kitchen that makes Bugman's stuff, but it's produced on a larger scale. Generally, I've got no complaints - it's nice enough! Bit of a focus on the "Orangey-Beige" food group, but that's canteens, innit?
The big benefit is that it exists. If you've never been there, the site is in the middle of nowhere, and there's nothing else nearby.
I did a lot of packed lunches.

EDIT: Hang on, I know you. Surely you've been there!

Q2 - I've passed through but never had time to look at the menu, but who knows, it may become relevant to my interests some day.
And what luck! Beige is my primary foodgroup.

A2 - Why do you think I made a new account for this? :P


Q - How would i get started in the industry?
I went to school for history and communications, i have great social skills and have done work within a community (seniors!) and business development. I want to be in this industry!

A - Depends on what you want to do in the industry! If you want to get into the community side of things, the best thing to do is contact as many games companies as you can and ask if they're looking for volunteers to help demo games, answer questions online, that sort of thing. If you can get a foot in the door by demonstrating that you're useful, you're much more likely to be considered for a proper job by that company.
Basically, it's a mixture of applicable skills, dogged perseverance and proving that you're worth it. Like any industry, I suppose!
Where are you based, out of interest?

Q - Hello James! I hope you are doing well. For the games that involved minis, were the minis made first and then had rules made for them or were the minis made to correspond with rules the rules team made? Or, perhaps like many things in life, was there a mixture of the two?

A - Hello! Doing fine, thanks :) At GW, the minis always come first. In Forge World (where Specialist Games is based) there's a little bit more back and forth, but cool miniatures always take precedence over rules. My job, most of the time, started when I was given a tray of finished minis and a brief for a game that would use them.

Q - Hi James! Big fan of betrayal at Calth, while I bought it for the minis it's been great to play it, even with people who don't even know what warhammer is. So, for my question, what is your favourite specialist game you've worked on, either to play or the concept behind it, and why?

A - Thanks! That was kinda the aim - make a Warhammer game for people who don't otherwise play Warhammer games.
I've worked on three "Specialist Games" (Blood Bowl, Necromunda and Adeptus Titanicus), and Titanicus was definitely my favourite. I did most of the work on it before Blood Bowl was released, so no one was paying attention to our department and I wasn't being asked to do a million other things, so I got to spend loads of time on it and really work out what a game about big fighty titans should be. Can't wait for it to come out :)

Q - What’s your opinion on the new direction GW have taken in the last couple of years?
Personally I’m loving the Specialist Games stuff but to me they seem to be being hindered by a massive lack of resource. The drawn out nature of Blood Bowl and Necromunda releases seems to indicate this.

A - I think overall, GW is going in a great direction. There's been a bit of a shakeup, which has been necessary for years. There are still a few cobwebs that need clearing, but that'll come with time.
Specialist Games in particular, though, has kind of been a victim of its own success. It's a very small team, but the success of Blood Bowl and now Necromunda has meant demand has increased beyond capacity. It's getting better - they've hired more writers and sculptors, for a start - but it'll take a while to catch up. They'll get there though!

Q - If you were given a basic concept and brief to design a game. Nothing huge and intricate with a lot of variables like 40k, more something board gamey like gorechosen or silver tower, what would you expect to receive from it?
Ball park figures, as I know this must be an impossible question. A 3 figure payment? 4 figure, 5 figure? Or commission for the life of the product / per print run? A combination of both?

A - There's the question! There are loads of variables, and I do different rates depending on the nature of the project, how much control I have over it, how self-contained it is, and so on. If I was doing Gorechosen on a freelance basis, I'd probably have asked for £3000-£5000. That's an up-front payment though; some projects, I ask for a partial advance payment, then a commission based on sales revenue. All depends, really!

Q - Hi James, the last time we spoke, at the last Forge World open day, you gave me a rundown on the new Necromunda. Previously, I've jokingly pointed at you for my friend to chase you because of T'au (just in general, after a seminar at a long-ago Warhammer World open day).
Anyway, a couple of questions: Someone mentioned Battlefleet Gothic up above and that got me wondering if you've tried Dropfleet Commander? How much do game designers that you know try out other game systems to borrow ideas and concepts?
About GW specifically, when did you feel the ship starting to turn in a new direction for the company? From the Facebook pages and Community team, faster FAQs (for 40K at least) there's been a marked turnaround in the feel of the company and I am curious how far ahead that was planned.
And about the Specialist Games team, can you give any insight into why the 30K rules setting takes so much longer than the (probably much larger, to be fair) GW team to get out FAQs, rules and updates?

A - Ugh, I know exactly the seminar you mean! That was a nightmare. We weren't allowed to talk about anything that wasn't already out, despite that being the only thing that people wanted to ask about. I had to come up with something to talk about for twenty minutes, but wasn't allowed to go into detail on the design process, and had to focus on new releases (none of which I'd worked on). So I put together a PowerPoint presentation on the Tau battlesuit that had just come out, talking about how the miniature design informed the rules writing process. It was a naff talk, and it was a bit dull, and I could see that no one cared. It was sad. What's worse, it was immediately followed by the Forge World seminar, where (I think) Alan Bligh, Mark Bedford and Andy Hoare came out and showed off the next year's worth of cool stuff they were working on. The worst part was that at the following Warhammer Fest, I'd designed a whole behind-the-scenes seminar talking about the development of Silver Tower, which I could have talked about for hours - but it got cancelled because "the last time the rules team did a seminar it wasn't very popular". Argh!

Anyway, digression. Your questions!

I haven't tried DFC, although I loved DZC, so I really should give it a go. I've heard really good things. Borrowing ideas and concepts is common practice, and it's recommended, really. When I was designing Titanicus I looked over everything from Battletech to Heavy Gear to the Mechwarrior video games to Titanfall and anything else I could get my hands on. It's really important to see what else is out there, so you get a feel for what works, what doesn't, and so on. I'm not suggesting ripping off ideas or mechanics, but unless you know what other designers are doing you'll get nowhere. It's like the old saying that "good writers are regular readers". That's probably not how the saying goes.

Second question, there was a management reshuffle (not Tom Kirby leaving, although many people attribute the changes to that) which led to some very different decisions being made. We could tell the moment it happened that it was going to be an exciting time!

Regarding the 30k rules, yeah, a big part of it is that the 40k rules team is bigger and has more resource at hand. Also, don't know if you're aware, but earlier this year - the day of Warhammer Fest, in fact, which was very tough - we lost Alan Bligh after a short period of illness. He was absolutely instrumental in 30k, and as you can imagine it's taken the team a long time to come to terms with working on the game without him. They're an absolutely sterling bunch, and I'd trust them implicitly to do his work justice, but understandably it's taken them a little longer than it used to.

Q - What's in the pipeline for NeedyCat? Will you be making your own games, or freelancing, or both? What idea do you have that you'd most like to develop?

A - Bit of both, really! At the minute I'm doing a mixture of freelance game design and rules consultancy. Once I'm at the point where I'm not living invoice-to-invoice, I've got some personal projects I really want to work on. The one I'm most interested in is a combat bike racing board game, which I first wrote a version of when I was about 15!

Q - If you have time for a follow up, now you are working for others, do you try and get them to listen to the lessons you’ve learnt in your time at bigger companies and are they willing to listen?

A - Smaller companies have the benefit of being a lot more agile than GW could ever be, so they don't have a lot of the same considerations - but all the same, there are definitely lessons to be learned, and so far people have been very keen to take them on board.

Q - Can we get a release date of Blitzkreig 3000? I have been waiting a long time.

A - HA! Hello :)
It's actually on my schedule. I've done a fair bit of work on it!

Q - So excited You're here! Huge fan of calth and silver tower. I guess my question is, do you have any other dungeon delving co operative games or tactical games like these planned. I loved how the core mechanics were simple and easy, with nuance from cards and upgrades, but then with all the flavor text wrapped on top I always felt so immersed. Calth was the first time I felt marine on marine fighting portrayed like it is in the books, not just mechanically, but the flavors of shock and betrayal. Anyways, thanks again so much for being here, I'm really excited to see new projects from you!
A - Oh, thanks! Glad you like them :)
I've actually done some work on a dungeon crawl game for another company since leaving Games Workshop. It's on hold at the minute, because another project took precedence, but I'll get back on it at some point - and eventually, I'll be releasing development diaries and the like, so make sure you keep an eye on my social media type things (or my website, for that matter) for news.

That's really what I was going for with Calth, so I'm glad that's what came across! I'm a big believer in theme and narrative leading the design in games like that.


Q1 - Now that necromunda has returned... Do we get Mordheim back???

A1 - Pass! When I left it was on the list of "things we'd like to do". It's a long list, though, so I dunno if / when it'll ever happen!

Q2 - So what you're saying is.... we need a massive petition full of signatures. Move it to the top!

A2 - Ha! Well, the more noise is made about something, the more likely it is that it happens, I suppose!


Q - As you worked with Specialist Games did you ever do any work on 30k? Or have any insights into their game and team?
Was it really ever going to go to 8th edition as Alan once said? If so, what changed?
Your descriptions of Titanicus in this thread have me very excited. I hope EPIC and BFG also are in the works...but reading some of your posts it sounds like many years until then :(

A - I sat right next to them, and we did a bit of review on each other's work, but I was never directly involved, no. The closest I came was with Adeptus Titanicus, which is set during the Heresy, so there was some collaboration and collusion.

Alan had some big ideas for moving Age of Darkness into 8th edition, but sadly, he passed away earlier this year. Really sorry if this is the first you've heard of it. It hit us all rather hard, as you can imagine. He went off sick while the team was rushing to get all the Index books done for Forge World stuff in 40k, and it was already an ungodly quantity of work while he was there; the deadlines were just unrealistic, but there were demands from on high that all 40k FW stuff should have rules available for the day of release. Alan was an absolute writing machine, easily capable of doing the work of two or three regular humans, but with him not around things got very difficult indeed. The decision was made to focus on getting the Index books done, keep Age of Darkness as it was, and maybe revisit the idea later.

Q - Hello James! How do you feel about the possible returning of Lion El'Jonson and/or Leman Russ? Do you think they should return? And if so, if you had to choose one over the other, which would you pick?
Edit: Also, since I'm biased towards the Lion, what are your thoughts on him and his chapter?

A - I think the Primarchs are a really interesting feature of modern 40k. For ages, Space Marines were lacking big, impressive centrepiece models, but the Primarchs fill that niche nicely and give the designers a chance to really play around with the concepts for a particular chapter - like, Russ would have to look like the absolute exemplar of what a Space Wolf is. So more of them coming back can't be a bad thing!
Personally, I'm more of a fan of Russ than the Lion, because I think he's a bit more interesting - but that's just a personal preference! I think the medieval aspect of the Dark Angels can be very interesting if it comes to the fore, so I'd love to see what they'd do with it.

Q - How did you make the choice to leave, what I could only assume, is a pretty comfy and sought after position to go on your own and start your own business (a risky venture in any industry)?
Do you still do work for GW as a freelancer now?

A - Well, it was a few things. One of which was having a colleague, who I was really fond of, pass away suddenly. It made me realise that life's short, and you need to take some risks sometimes. I've always said I wanted to work for myself and design games I wanted to design... and that's how I ended up here! But yeah, leaving a cushy nice 9-to-5 office job with regular pay, sick leave and 5 weeks holiday a year to leap into the unknown took a bit of guts.

Still hoping it was the right idea!

I've done some bits and bobs for GW, yeah. A self-contained boxed game which is out at some point in the future, several WD articles, that kind of thing :)

Q - 1- What are your opinions on Bashy teams personally I play Chaos and I love them
2- What's your Favorite team even if your not good with it
3- Do you have any contact with Cyanide and if so will there be more expansions in the future
4- Why do all of my rolls hate me

A - 1- Long time Orc player here - yeah, I'm fond of them :)
2- Pro Elves / Elven Union. I always try to be flashy, because that's what they're good at, but I suck at it.
3- I don't! I left GW in July, though. The Specialist Games department has some kind of contact, I think, but I don't know the details.
4- They don't, but they believe in harsh love.

Q - What's your favorite part about working with Blood Bowl? Do you have a favorite team?

A - My favourite part might be the community, which is also the worst part! They're such a wonderful, fanatical bunch, but they're so much nicer in person; I've never met a Blood Bowl fan at an event who wasn't lovely, accommodating, supporting, interesting, eccentric and great fun to talk to; conversely, some of the most unpleasant things I've seen said about me have been on Blood Bowl forums (well, apart from that time I saw something hair-raising about me on 1d4chan, but that was my own fault for looking!).
I've always been an Orc player, but I'm also a sucker for Pro Elves / Elven Union. I started playing with them back when the Catchers started with Leap, which was hilariously broken - I still tend to give it to them earlier than I probably should, for nostalgia's sake.

Q - Hi James - whilst I love the new specialist games brands boxed sets that have come out I see a common theme in that there are some rules in there that are fantastic and inspirational but others that seem to have not been playtested even once. What do you think accounts for this inconsistency, and what have you learnt from it that you plan to take forward for Needy Cat?
edit: ps I loved the power that you achieved with the simplicity of the silver tower system. A fantastic achievement so thanks for your work on that.

A - Hello! It's a difficult question to answer, but this post I did a minute ago might go some way to answering it. The main thing I've learned is that you need to give games time to breathe - which is something I factor into my quotes about how long it'll take to get a design finished.

Q - Hello James, thanks for taking the time to do this. I have three questions related to your career and the fact you started at Mantic before working for Games Workshop (rather than the other way around as tends to be the stereotype).
- What is the biggest lesson you think Mantic can learn from Games Workshop?
- What is the biggest lesson you think Games Workshop can learn from Mantic?
- What advice would you have for someone that wants to freelance?

A - Ooh, interesting...
- Quality control, maybe? GW puts a lot of work into finessing what they do, which Mantic still struggles with sometimes. That said, they're definitely improving.
- Loosening up a bit, having more fun and being more approachable as a company - and listening to what fans say. Again, though, there's been progress in this regard!
- Price yourself sensibly, and don't over-promise on what you can deliver. Impostor syndrome is real - not a day goes by when I don't feel like a massive fraud - and every creative person goes through it. Make sure you have regular human contact. Get an accountant and keep your receipts in order.

Q - Do you factor math when writing rules at all? There's a small but notorious contingent of the 40k (and wargames in general) fandom that loves to chart out and calculate the statistical averages and variances for many components of the game, mainly damage outputs (myself included). Often these suffer from being devoid of context and placing too much value on certain factors (glass cannons and low costs while dismissing utility, for example), but other times they reveal what appear to be significant oversights as to the difference between what something is supposed to do and what something actually does. Do you ever pop open a spreadsheet and calculator or just go with intuition, theory and playtesting?

A - Yes! Someone else asked a similar question, and I said a bit about maths in game design. In short, though, yeah, I'm a fan of points calculators and the like - the more in-depth the better - but they're always a starting point, and they're never perfect in a game like 40k. Too many variables!

Q - 1.) As a game designer, what are your thoughts on the impact of splitting previously available complete games into 'Seasons' (Death Zone, Gang War, etc..)? For example, there's a significant imbalance of available stars after Deathzone 2, and some rules (such as Wizards) are still not covered by the new rules.
2.) With racial decks, it seems like Special Play cards are a significant part of the ongoing development of Blood Bowl, and are one of the areas of significant divergence from LRB6 (it seems the rules intend for players to build their own special play decks). How did you factor this into balancing the game?
3.) Where was Gorkamorka on the Big List of Things We Wanna Do? It seems like the lowest investment specialist game to rerelease, since the main model range is very well covered in the 40k ork range.

A - Regarding your first question... I mean, it's compromise, isn't it? It's a consequence of re-releasing a game. If Blood Bowl was a brand new design, people would think nothing of two teams coming out at release, then one every couple of months thereafter - unfortunately, though, it gets compared to the fully realised sparkly singing-and-dancing version that's been out for ages, which everyone knows and loves. Basically, there were three options:

a) Release everything in one go. If you want to change a team down the line (say, to make Ogres more interesting) well, you'll have to release an updated set of rules which invalidate something you put in print.
b) Hold off on releasing stuff so you've got time to work on the teams you want to tweak, and put out get-you-by rules (this is what happened). c) Front-load the development - hold off on releasing the game so that all of the development work's been done, even if it means it doesn't come out until a year after you wanted it.

None of these are ideal, but you have to go with one, and that's what was decided. Of course, from the point of view of a game designer I'd love it if there was time and money to get everything perfect and release it as one big, lovely, perfect product, but that's just not realistic in commercial game design!
For the second question, the short answer is that you kind of can't factor special play cards into game balance. They're inherently unbalanced! But that was intentional as part of the brief - to pull BB away from the very straight-laced tournament-focus it had developed over the years, and go back towards some of the wackiness that was prevalent in second edition. Make of that what you will!
Regarding the third point, I don't think it was particularly high on the list - much as it was a fan favourite, Gorkamorka wasn't a commercial success (for starters, people who didn't like Orks didn't tend to buy it!). I think the preference was to eventually introduce vehicle rules to Necromunda, like the Ash Wastes rules did back in the day.

Q - I'm curious as to whether or not G.W knows that there is a lot of imbalance between armies and doesn't seem to care as much because the strong army sells models. Also is there a cement fix for codex creep that's happening?

A - The rules team never design rules to be intentionally bad, if that's what you're saying. It's more a consequence of tight deadlines and a focus on interesting rules over balanced ones.

Q - Hey, personally - what's your fav board/table top game to play for fun with your friends?
I imagine playing the ones you make is pretty boring - having tested them as a job? :)

A - Ha! The biggest issue is that if you've worked on a game, playing it always feels like work - and you never stop thinking of ways you could have improved it!
One of my all-time favourite board games is a game called Stronghold, which is an asymmetrical siege game, one player as the attacker and the other as the defender. Quite in-depth but still rattles along nicely! Also, Pandemic Legacy has fantastic use of narrative - it's like playing through a good TV series.


Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado robert
Alférez (1806 mensajes) #1186. 16 Dic 2017, 00:27

continuo que me quede sin espacio en el post anterior y se me corto el texto jejeje...

Q - What games workshop game do you dislike the most and why?

A - Hmm, interesting! I've not got anything majorly against any of them, but Lost Patrol has always struck me as a game I'd never want to play - it's incredibly luck-based, and almost impossible to win as the Scouts. Even if there weren't any other games to play, I'd rather just sit and have a chat!

Q - After you moved from Mantic to GW, I did hear you mention that it was weird going from the laid back atmosphere at Mantic mixed with frantic 1am deadlines, to somewhere that was much more office like and had regular office working hours. I've had more than my share of frustrations at game development in my time as RC at Mantic, coming from an office background myself.
What sort of differences in game development project management were there between GW and Mantic? (I am assuming there are differences of course!)
Also, in your personal opinion do you think GW will explore the rank n flank gameplay again or is that coffin well and truly nailed shut?

A - Hey Nick! Interestingly, the longer I was at GW the more I realised that it's got a lot of the same issues, just on a much larger scale! One difference is that excessive work hours are frowned upon in most cases at GW, especially in the team I was in - which was a nice change.

I had two stints at GW, really, in very different environments. The Citadel studio was very regimented, with daily schedule updates, ongoing project meetings, all that kind of thing. I'd have day-to-day briefs - Monday and Tuesday I'd be doing a rules review on X, Wednesday to Friday I'd be doing R&D on Y. Forge World was much more like Mantic, in that it was more "here's a project! And another one! Do this, too! Erm, two of them need to have been done already. Go!" It was getting better as time went by, though, and by the time I left it was definitely starting to be more regimented.

As for your last bit... pass! I think if there's demand for it they'll look into it. Nothing's set in stone. But probably not for a long while!

Q - I really like the new Blood Bowl models and the level of dynamic action they evoke, but am frustrated by GW not considering how to get a full team from their models - e.g. there's no way to get the third and fourth Pro Elf/Elven Union Catchers except to buy a whole new team box. Is that something you think GW is aware of or do they consider it unimportant?

A - There are booster packs planned - it's just a matter of getting them sculpted! Part of the aim in keeping the team box prices low (compare them to 40k squads, for example) was to make sure it wasn't financially crippling for people to buy a second box if they didn't want to wait for boosters.


Q1 - How do you feel this worked this balance worked with Age of Sigmar? I'm a new player and never played fantasy but I really enjoy AoS although I do sometimes hear it leans too far towards simplicity.

A1 - AoS was initially very management-led (I discussed this in another comment), but in the last year or so it's been a lot more in the hands of people who are interested in the gameplay, so it's swung back. There's plenty of depth there, though - don't believe anyone saying it's simple, because it's really not.

Q2 - And that's interesting to know. At first all the negativity kinda put me off but since I've tried it it's a great game. It is deceptively simple untill you start getting into all the warscroll rules etc.

A2 - A big intention behind the design was to lower the barrier to entry, so when you first learn it you have to read four pages rather than 200. That means it looks simple at first glance - but there's a lot going on once you get into it!


Q - Are there any plans you know of to bring titanicus to the 40k era? Last I knew it was going to be 30k. I want my orks... ..

A - We all want our Orks! I did some early planning on Gargant rules...

Interestingly, it's set during the Heresy for the same reason the original Adeptus Titanicus was set during the Heresy - because it means you only have to sculpt one set of models, and paint them different colours!

If the game's successful, which I'm hoping it will be, I'm sure there could be expansions that introduce the alien races :)

Q- I live in Denmark and I would like to work as a game developer on board games, preferably deep ones and I'm in love with 40k. I'm a couple of years out of high school and not really sure where to go with my life, but I've been drawn to game design since I was 13 and can't help myself from designing rules for existing and new games. Should I bombard relevant people with my CV and the content I create for GW games or should I try to create my own games?

A - I would recommend that you start out by trying to get a game written, from scratch, and finished - by which I mean you've got a playable prototype, and you've tested it at least a dozen times, preferably a lot more. After each test you should take notes, and after every few games look back at your notes - if there are recurring issues, make some changes to your prototype.

The act of focusing on one project to completion will do a few things. First, it will give you an insight into whether you really enjoy the main bulk of game design - that is, testing and refinement (anyone can write rules, but making them good is incredibly hard work). Second, it will give you valuable experience, and will help you to be taken seriously by any publishers / companies you approach. Third, if the game's good... I mean, you could get it published!

There are loads of resources online for getting into game design - I wish there was this much around when I was your age! (God I feel old saying that.) Check out /r/tabletopgamedesign for starters, and /r/boardgameindustry. They've both got lots of links for first-time designers.

Best of luck with it!

edit: revisado, quitadas algunas respuestas repetidas/similares, agradecimientos y tal, parece que de momento ha  terminado de responder  a las preguntas, si añade alguna la sumo al post.


Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado Gonfrask
Almirante (9273 mensajes) #1187. 19 Dic 2017, 16:26

La imagen de hoy...claramente algo Eldar

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Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado robert
Alférez (1806 mensajes) #1188. 19 Dic 2017, 16:36

o aelf xD

también avisan que en breve se podra prepedir el reglamento de herejia de horus con las reglas adaptadas de 7a y las sugerencias de la comunidad.


Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado Gonfrask
Almirante (9273 mensajes) #1189. 19 Dic 2017, 16:43

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Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado robert
Alférez (1806 mensajes) #1190. 19 Dic 2017, 17:44

jajajaja :P

pero si, es algo que parece tener estética aelf/elfica/eldar/aeldari/Ynnari... o como quieran llamarlo jejeje, eso si diría que esta vez la imagen proviene de un render... ;)

de hecho su orientación si la rotamos? al menos por los reflejos y sombras...


Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado Martineando
Cabo (398 mensajes) #1191. 20 Dic 2017, 12:08

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Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado robert
Alférez (1806 mensajes) #1192. 20 Dic 2017, 12:26

 Ya se ha podido ver el dicemaster de 40k fruto del acuerdo de GW y Wizkids. Su salida sería para el 15 de julio.

Tenéis más info en lavozdehorus

Segun ICV2 los precios serán 39,99$ y también saldrán paquetes de orkos y lobos espaciales a 12,99$.


Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado Gonfrask
Almirante (9273 mensajes) #1193. 20 Dic 2017, 15:03

Yo tengo  que admitir que estos juegos no les pillo la gracia

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Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado robert
Alférez (1806 mensajes) #1194. 20 Dic 2017, 16:23

Yo salvo algun filler de dados tampoco le pillo la gracia, los de cartas me pasa parecido, aunque en este caso quizá tenga que ver a como Magic afecto a mis grupos roleros en mi juventud y aún le tenga algo de resentimiento por ello jejeje


Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado Gonfrask
Almirante (9273 mensajes) #1195. 20 Dic 2017, 16:33

Hoy hablando con unos amigos y viendo la imagen en esa pose...un asiento de caballero dragonero? :O

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Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado robert
Alférez (1806 mensajes) #1196. 20 Dic 2017, 17:08

Hoy hablando con unos amigos y viendo la imagen en esa pose...un asiento de caballero dragonero? :O

pues ahora que lo dices podría ser :)

Por otro lado, en el vídeo de hoy de Duncan muestran como pintar unos nurgling, la curiosidad es que esta montado en una peana grande, por lo que podría ser una mini de las que vengan junto a la bestia de nurgle que esta por salir y se filtro hace un tiempo en los videos de miniwargaming u otra nueva miniatura (hace un tiempo se hablo de nuevos demonios). Ya hace un tiempo hicieron una troleada igual con el video de pintura del Gyrinx que acompaña a Yncarne antes de su lanzamiento.

Y desde el twitter de amoeba_bait nos muestran la caja de la miniatura de Sly Marbo


Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado robert
Alférez (1806 mensajes) #1197. 21 Dic 2017, 18:32

En el directo de hoy, aprovechando que están de celebración de prenavidad, Tony cottrell ha ido sacando a miembros del equipo de forgeworld/specialist studio, aviso que lo he visto a trozos por estar algo ocupado, por lo que alguna cosa se me puede haber escapado ;), pero algunos daban una pista de los que habían trabajado para el futuro, "citando sin decir prácticamente nada" bajo la atenta mirada de Tony jejeje vamos en general de todo AoS, Necromunda (bandas y otras cosicas), 40k, 30k, reseñable que algunos pintores confirman haber trabajado en una sorpresa especial para blood bowl, como se comento en otro stream. Tony cottrell indica que en un futuro podremos ver equipos muy locos para blood bowl, Andy hoare a bromeado con los Squigs (garrapatos) y también cita grots (goblins). Tony también comenta algo especial para puños imperiales (teniendo en cuenta que hace un tiempo se comento estar trabajando en el Dorn de herejía, quizá sea que podremos verlo para el weekender) y por lo bajini AT quiza para 2018, uno de los ilustradores dice haber trabajado en el, entre el cachondeo de los demas por ello. Parece que han estado trabajando bastante en cosas futuras para Middle earth battle system (lotr/hobbit) cuando a salido el equipo dedicado a ello.

espero tener un tiempo para remirarlo con mas calma estos dias festivos.

Otras cosillas que me comentan por whatsapp que han dicho

Para herejía en 2018 van a sacar nuevos personajes y 2 primarcas, e incluso que podríamos ver un tercero, por otros comentarios que hace sobre los puños casi diría que uno podría ser dorn como ya se había comentado, pero nunca se sabe jejeje (acordaos que es el stream del equipo de forge/especialista por lo que se refiere a primarcas en resina), ademas de algo grande y con dos patas para 40k/herejía.


Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado Gonfrask
Almirante (9273 mensajes) #1198. 21 Dic 2017, 23:22

De hecho al parecer el comentario ha sido “2 Primarcas y uno de ellos no ha tenido mini aun“

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Re:[Novedades y Rumores] Lanzamientos de GW previstos... Desconectado robert
Alférez (1806 mensajes) #1199. 21 Dic 2017, 23:37

interesante siendo así o sacaran un primarca ascendiendo a demoníaco o es que van a rehacer alguno de los lanzados.

quizá mañana saque un ratillo y revise el video con tranquilidad.


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