Rule of Carnage
Rule of Carnage
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Відео

Borrowing mechanics: Dexterity.Borrowing mechanics: Dexterity.
Borrowing mechanics: Dexterity.
Переглядів 1843 дні тому
In Episode 118 the guys has been contemplating using a range of mechanics that are common to boardgames but unusual in minis games. Specifically this time, Mike has put a whole bunch of dexterity mechanics into his new game, Space Gits, about drunk ass orcs Shootin', Scootin' and putting the Boot in on each other, but also, balancing and sliding dice all over the place without their towers fall...
Do bag pulls in games ever work?Do bag pulls in games ever work?
Do bag pulls in games ever work?
Переглядів 57610 днів тому
In Episode 117 Mike has been trying out some new games and in so doing has encountered a bag pull initiative system that he found interesting. Glenn is unsure about bag pull systems, and voices some of his concerns. Then they talk about it. This is what we do here. Check out Man O' Kent Games here: www.manokentgames.com Check out Planet Smasher Games here: planetsmasher.games The Rule of Carnag...
Getting your game out there, from unknown to sold in 3 steps.Getting your game out there, from unknown to sold in 3 steps.
Getting your game out there, from unknown to sold in 3 steps.
Переглядів 26317 днів тому
In Episode 116 the guys have been out and about selling Hobgoblin, Gaslands and other games at gaming conventions in the UK for the past few weeks, and they've been thinking about how exactly to do that well. Also, about when sometimes they've seen it done badly. Here they lay out a few of the points behind getting it right. And for once it actually is three steps. Check out Man O' Kent Games h...
Carnage at UKGE!Carnage at UKGE!
Carnage at UKGE!
Переглядів 22524 дні тому
In a bit of a side, we'll call it Episode 115 a, because our numbering system is already insane, the guys were at UKGE. Because June is the month of conventions we're a bit hammered for a standard RoC conversation, so Glenn chose to bomb around the UKGE convention halls, shouting out what he saw as he saw it, and here's that! Check out Man O' Kent Games here: www.manokentgames.com Check out Pla...
Borrowing mechanics: Deckbuilding.Borrowing mechanics: Deckbuilding.
Borrowing mechanics: Deckbuilding.
Переглядів 369Місяць тому
In Episode 115 the guys has been contemplating using a range of mechanics that are common to boardgames but unusual in minis games. They thought other people would like to contemplate it also, so they decided to record them doing so as part of what will hopefully be a series of conversations beginning with Deck Building. Hearts of Plastic: www.heartsofplastic.com/ Check out Man O' Kent Games he...
June 2024- Tabletop Miniatures Kickstarter Round-UpJune 2024- Tabletop Miniatures Kickstarter Round-Up
June 2024- Tabletop Miniatures Kickstarter Round-Up
Переглядів 236Місяць тому
Here miniature games developer (in that he's a developer of miniature games, not that he's very small) Glenn Ford runs through the best of what Kickstarter has to offer to the tabletop miniatures gamer, including full games, miniatures campaigns, terrain, accessories, STLs and more. 00:00 Intro 00:17 Games 07:28 Accessories 12:52 Models 16:25 STLs Kickstarter links: Fractured Sphere: www.kickst...
What is the Perfect Length for your game?What is the Perfect Length for your game?
What is the Perfect Length for your game?
Переглядів 248Місяць тому
In Episode 114 Mike has been getting some feedback on his recent game Flagstone, specifically some interesting feedback on the length of the game. It has been mentioned that the game is lots of fun, but too short, which has led Mike to wonder, what exactly is the perfect length for a game? Can it be too short? Check out Man O' Kent Games here: www.manokentgames.com Check out Planet Smasher Game...
The glorious print sample copy of Pukeapocalypse has arrived! Tremble in awe at it's majesty!The glorious print sample copy of Pukeapocalypse has arrived! Tremble in awe at it's majesty!
The glorious print sample copy of Pukeapocalypse has arrived! Tremble in awe at it's majesty!
Переглядів 193Місяць тому
Getting the print sample copy of anything is always a thrilling moment, and Glenn has just gotten the glorious and precious print samples of Pukeapocalypse to check over before okaying the final print run. He filmed himself unboxing it and has posted said film online. Here. Sign up for an official notification of when Pukeapocalypse will be available with Exalted Funeral here: www.exaltedfunera...
The Social Contract and Magic Circle.The Social Contract and Magic Circle.
The Social Contract and Magic Circle.
Переглядів 271Місяць тому
In Episode 113 Glenn has been considering what we mean by the social contract in tabletop games. Quite a lot actually. When we play games we need to understand and agree to what degree we expect the game to offer us different social relationships and perspectives, but they very rarely actually tell us. Check out Man O' Kent Games here: www.manokentgames.com Check out Planet Smasher Games here: ...
Unboxing of Stalagbite by Midlam Miniatures with commentary.Unboxing of Stalagbite by Midlam Miniatures with commentary.
Unboxing of Stalagbite by Midlam Miniatures with commentary.
Переглядів 194Місяць тому
The glorious folk at Midlam Miniatures don't just make super characterful minis that we love to feature on the Kickstarter round-up, they also make amazing boardgames. They've been good enough to send us through a copy of their latest game, Stalagbite! a hex based cavern crawling quest for gold and glory, so I've filmed a quick unboxing video. I'm hoping to get Stalagbite! to the table soon and...
More Solo mode.More Solo mode.
More Solo mode.
Переглядів 313Місяць тому
In Episode 112 Mike has been playtesting Pacific Command, and he's been doing it solo mode, as much playtesting is, and has developed a set of rules for doing that. So he's been wondering, is a solo mode that you use for playtesting the same as one you should present to your players? And if not, why not? So the guys chat about that. Check out Man O' Kent Games here: www.manokentgames.com Check ...
May 2024- Tabletop Miniatures Kickstarter Round-UpMay 2024- Tabletop Miniatures Kickstarter Round-Up
May 2024- Tabletop Miniatures Kickstarter Round-Up
Переглядів 350Місяць тому
Here miniature games developer (in that he's a developer of miniature games, not that he's very small) Glenn Ford runs through the best of what Kickstarter has to offer to the tabletop miniatures gamer, including full games, miniatures campaigns, terrain, accessories, STLs and more. 00:00 Intro 00:19 Games 03:34 Accessories 07:52 Models 13:46 STLs 42:45 Pay What You Want Kickstarter links: The ...
Pacific Command!Pacific Command!
Pacific Command!
Переглядів 280Місяць тому
In Episode 111 Mike has been working on his latest game, Pacific Command, and there have been some last minute developments. He and Glenn talk about them. Check out Man O' Kent Games here: www.manokentgames.com Check out Planet Smasher Games here: planetsmasher.games The Rule of Carnage discord server: discord.gg/Gb4aK7uECh If you want to support the channel financially you can join Mike's Patr...
Abstraction versus detailAbstraction versus detail
Abstraction versus detail
Переглядів 4132 місяці тому
In Episode 110 games tend to exist somewhere on an axis between abstraction and detail, each having strengths and weaknesses, the guys discuss all of that. Check out Man O' Kent Games here: www.manokentgames.com Check out Planet Smasher Games here: planetsmasher.games The Rule of Carnage discord server: discord.gg/Gb4aK7uECh If you want to support the channel financially you can join Mike's Pat...
We have written a textbook!We have written a textbook!
We have written a textbook!
Переглядів 4922 місяці тому
In Episode 109 the guys have been writing a textbook about designing miniatures games for the last couple of years and they're pretty much done with it. They're very proud of and happy about it so they're chatting about it here. Its still a way from final publication, but here they are talking about it. Check out Man O' Kent Games here: www.manokentgames.com Check out Planet Smasher Games here:...

КОМЕНТАРІ

  • @epimetrius7348
    @epimetrius7348 8 годин тому

    I was thinking about using a deck of tarot cards for some campaign stuff for a game I was working on. As the base rules, there are no mages, but if your Warband has a mage, then your opponent also gets a mage, then there's kinda this drafting minigame before the battle, where the Minor Arcana cards are spells that can be cast during the battle, but the Major Arcana cards are scenarios/alternate rules, such as the Devil making the person with the most objective points lose the scenario, or the Lovers making two units on opposite sides unable to attack each other, or even attack friendly units over their "love."

    • @RuleofCarnage
      @RuleofCarnage Годину тому

      Tarot cards are certainly an interesting choice, they open up a whole bunch of options.

  • @Uselesswizard
    @Uselesswizard День тому

    This was a great episode and exactly what I needed to help me develop a good elevator pitch! I'm working on a pulp/dieselpunk sky pirate themed aerial dogfighting game focused on fast movement, judging risk vs reward, and outwitting your opponent. Players control two or more customizable aircraft with varied pilot skills and abilities with the objective of stealing and fighting their way to infamy and fortune. This is a diceless game that uses Blackjack as the core resolution mechanic and fits miniatures like Crimson Skies, Blood Red Skies, Aeronautica Imperialis (with some kitbashing), etc.

  • @John_does
    @John_does 3 дні тому

    Every d6? can I use non cubical d6?

  • @MansMan42069
    @MansMan42069 3 дні тому

    What's the legality on using dice as actual projectiles and yeeting them at models and dicestacks?

    • @RuleofCarnage
      @RuleofCarnage 2 дні тому

      Currently, absolutely fine, and becoming an increasingly powerful meta.

    • @MansMan42069
      @MansMan42069 2 дні тому

      ​@@RuleofCarnage Nice! What do you think of Blast weapons where the area of effect is defined by the boundary of the thrown dice (at least 3 to be able to draw a 2d shape)?

    • @RuleofCarnage
      @RuleofCarnage День тому

      @@MansMan42069 I think that's a really nice idea.

  • @TheRichardErickson
    @TheRichardErickson 3 дні тому

    My favorite dexterity game is Clout. It's Magic the Gathering with the added challenge that all of your cards are poker chips that you have to toss onto the table. The area they land on determines what they can hit. If they fall off the table the chip is dead.

  • @zargonfuture4046
    @zargonfuture4046 4 дні тому

    Could you play the game as a solo one faction against the drones and a "bot" faction?

    • @RuleofCarnage
      @RuleofCarnage 4 дні тому

      With a bit of tweaking I should think so.

  • @fireflydice
    @fireflydice 5 днів тому

    One question that seems to always be causing debates due to how ots worded in the rulebooks, when setting down the veer and swerve templates, the name on the template must be towards the car? I believe that I have read that turns may be rotated. However, those 2 templates in specific must be flipped when choosing directions, not rotated 180°.

    • @RuleofCarnage
      @RuleofCarnage 5 днів тому

      They can be flipped or rotated. The intention is absolutely that you can choose the placement of the exit arrow as well as the direction of the curve.

    • @fireflydice
      @fireflydice 5 днів тому

      @@RuleofCarnage Cool. Thanks for the reply. I believe that the FAQ on the website is wrong then.

    • @RuleofCarnage
      @RuleofCarnage 5 днів тому

      @@fireflydice I've just looked at the FAQ for Refuelled on the Gaslands website and can't see anything referencing templates. Can you let me know what you're referring to?

    • @fireflydice
      @fireflydice 5 днів тому

      @@RuleofCarnage Of course. Its under movement, the 3rd question. "The turning templates only go one way: can vehicles only turn right? No. The turning templates may be rotated 180 degrees to allow for left turns. The swerve and veer templates can be flipped over to allow for left-wards motion."

    • @RuleofCarnage
      @RuleofCarnage 5 днів тому

      @@fireflydice Sure, but that's just saying that the Swerve and Veer can be flipped over to go left, not that they can't be spun 180 degrees, since spinning the Veer and Swerve 180 degrees wouldn't change their direction so it wouldn't be an answer to the question about changing direction. On page 22 of the Refuelled rulebook it clearly states that the template may be placed with either short edge against the front of the vehicle.

  • @user-xx1jd5et5q
    @user-xx1jd5et5q 6 днів тому

    I just discovered your channel, excellent discussion. As someone fairly new into the world of miniature games, I was always confused by this whole competitive vs narrative dichotomy. For now, the difference for me is a competitive game is focusing more on balance, on the expense of having blander scenarios, while a narrative game is focusing on having more wild/whacky scenarios, on the expense of having a tight balance. Very interesting discussion, I would like to hear of it more.

    • @RuleofCarnage
      @RuleofCarnage 5 днів тому

      Well, its a pretty ongoing subject for us. I think the balanced vs narrative argument isn't super helpful to either side to be honest, I think both can be either. My personal take is that its about how the game is trying to be socially transformative. I think that competitive games are trying to intercede between us socially as we play while casual games are trying to intercede between each of us and the play experience.

  • @kdhlkjhdlk
    @kdhlkjhdlk 6 днів тому

    1. Rerolling and being able to keep the original is equivalent to roll two dice and drop the worst, which is just a separate mechanic - so you don't see reroll and choose, because it's always worded as roll an extra dice and drop the worst, because that makes it easier to do. 2. Rerolling multiple times is heading off stacking rules, which can lead to unintended consequences - mostly by people who know they are stacking one particular thing - and it's better to cap accuracy at a certain point.

    • @RuleofCarnage
      @RuleofCarnage 5 днів тому

      1) Well, the difference is that a re-roll with a keep option can be saved and only used after seeing the first roll while rolling two and keeping one has to be activated before rolling, its an input vs output randomness difference. 2) I really think that closing down the design space in fear of stacking, particularly for small independent games, is a mistake. It makes sense for something like GW who want to allow multiple designers to create multiple things in the same space, but for a single individual creating a single closed system its just not necessary.

  • @artistpoet5253
    @artistpoet5253 6 днів тому

    This was my first time viewing...I think. I've been sifting UA-cam for talks and takes on dice systems. No surprise I'm faffing about with my own game. I'm pretty secure in using d6 dice pools. Like Mike, I'm familiar with buckets-o-dice; the 'o' is for Orks. So, my question is: How many D6s are too many for a dice pool using numbers of success to scale the degree of success? We've been pretty set with 5 as an upper limit. If your 'hits' are 6s for instance.

    • @RuleofCarnage
      @RuleofCarnage 5 днів тому

      Personally, I'd say that 5 is quite low, at that point its still impossible to get a full spread of results so, maybe counter intuitively, things get less chaotic with more dice. Of course, if you're scaling success a lucky result can seem quite spikey, but I'd be inclined to cap that on the degrees rather than on the number of dice.

  • @MrLigonater
    @MrLigonater 6 днів тому

    I think I like the idea of the stones in the bag being a gamified version of the Commanders span of control. So a more skilled commander might take 6, but a particularly bad one may take less. So if players want to take a lot of units, then they have to buy a better commander, or maybe buy lieutenants or 2nd in commands, who can activate multiple units around them to pick up the slack.

  • @pauldaulby260
    @pauldaulby260 6 днів тому

    I played troika (the rpg) which has a bag pull of, 2 of each players character, 1 of each enemy, 1 that ends the round and you put all chips back in. the idea is its meant to be more randomised. its fun, and mostly fine in rpg because there's a lot more you're doing than worrying about skipping a couple turns every some number of fights. we just used a deck of cards. The other bag pull i'm aware of is epic 40k 3rd edition. where there's 5 chips total, 3 for the side with "higher initiative" and you pull for each phase, to see who's entire force goes first in movement, then which small unit detachment fires first, then which war engine fires first, then who gets do do all melee combats and charges first. then you reshuffle

    • @RuleofCarnage
      @RuleofCarnage 6 днів тому

      The thing is, that you ended up using a deck of cards is sort of my point. I always have a deck of cards in my gaming bag, I have since the first time I played Malifaux if not before, so if a bag pull can just be a deck of cards, I think it should be.

  • @ruckandmaul5018
    @ruckandmaul5018 7 днів тому

    One "issue" with bag pull is that you cannot form a plan, there can be no plan from turn to turn, its total luck. It goes against the grain of command and control, what's the point of junior officers and NCOs if they have no function?

    • @RuleofCarnage
      @RuleofCarnage 7 днів тому

      Yeah, well that's the issue with random activation. Maybe some sort of manipulation of the bag pull process would be appropriate.

  • @davidwasilewski
    @davidwasilewski 7 днів тому

    I used a bag pull system (like Bolt Action) for my 6mm miniature wargame rules ‘All Hell Let Loose’ because I feel it matches the violent, jerky, unpredictable nature of the fighting of the period. A platoon, a company, or a battalion are all roughly the same size in each army too. I wouldn’t use it for some other periods. E.g. in the American civil war, confederate divisions were often significantly larger than the union ones, but the union would have twice as many divisions on the battlefield. I’m not sure the game would work well with say 6 confederate dice in the bag but 10 union ones.

  • @peterplayingwithleadbrian5464
    @peterplayingwithleadbrian5464 8 днів тому

    I like the cube/ball pull idea. It could be a large impact unit type, like artillery. Do you risk choosing artillery when it could be your game changing artillery, or your Opponents? A great risk/reward decision.

  • @ravermunky1
    @ravermunky1 8 днів тому

    To my mind the decision to use a bag over a deck of cards comes down to the physical element. A bag is better at handling small (4-8) number of items and is quicker to swap items into and out. A deck is quicker to do a single draw or series of draws if the configuration isn't going to change very often past the initial randomisation. A game where you are putting things in the bag as often as they come out would be quite tedious as a deck, due to constant shuffling.

  • @leesweeney8879
    @leesweeney8879 9 днів тому

    Yes bag pulls do work. The bag can do more than just who goes next. Events, weather and other things that used to be a chart can be done with the bag, like an Age of Sail game that the wind direction matters, can have some pulls that call the shift. Bags opens up many options.

  • @Geoff-wh5vr
    @Geoff-wh5vr 9 днів тому

    Glenn's reaction, to the thought of a colon being refuelled, tickled me.

  • @OldenDemon
    @OldenDemon 10 днів тому

    I’m not sure for bag pulls for player turns but check out the board games Village and Quacks of Quedlinburg for bag pulling mechanics, also Arkham Horror LCG for bagpulls to resolve combats.

  • @misomiso8228
    @misomiso8228 10 днів тому

    Miniwargaming's new game uses a bag pool and that seems oretty well done. I don't really like it as a mechanic though.

  • @GrandNagusEli
    @GrandNagusEli 10 днів тому

    Loving your content. I'd love to hear your take on the Trench Crusade rules.

    • @RuleofCarnage
      @RuleofCarnage 10 днів тому

      Thanks. Its hard to tell since TC is still in development but personally I'd have liked to see more personality put into the core rules rather than the faction system.

    • @GrandNagusEli
      @GrandNagusEli 10 днів тому

      ​@@RuleofCarnage Think UA-cam ate my reply. Or I'm about to double reply. Shrug. I can see your point. Personally, I adore the brutal simplicity of the core rules. I like how easy it is to learn and reach but still heals good depth. I think it's the best ruleset I've read in ages. There is a campaign system as well if you go to the Discord. Finally, the anime style game you were talking about with the stacked activation mechanic was Relic Knights

    • @RuleofCarnage
      @RuleofCarnage 9 днів тому

      @@GrandNagusEli I'm glad you're liking it. It seemed fine to me, I just felt as though by the time it started showing off I'd kind of drifted away. To be honest, with the pedigree behind it I'd have been pretty shocked at anything left. Mostly, I think I just wanted something more Trenchy.

    • @GrandNagusEli
      @GrandNagusEli 9 днів тому

      @@RuleofCarnage @RuleofCarnage that's fair. I like rules that are fast and intuitive before getting out of the way. I also love all the fiddly gear and kitbashing opportunities

    • @RuleofCarnage
      @RuleofCarnage 9 днів тому

      @@GrandNagusEli I hear that, I just feel like things can be fast and intuitive but characterful as well. My personal taste is about 60% less gear options and 20% more unusual core rules.

  • @TheJoyofWargaming
    @TheJoyofWargaming 10 днів тому

    The Gates of Antares, which I believe is the same bag pull system as Bolt Action, has the advantage that the stones you pull double as markers that show that the unit has activated and what it did (thus allowing a record of that unit's status, individual reminder of potential modifiers when shooting at it). Although that moves the discussion outside of the activation discussion, it is worth observing the efficiencies that provides. Once you pull a stone, you don't have to fumble around for another token to show orders and status.

    • @RuleofCarnage
      @RuleofCarnage 10 днів тому

      Sure, cards would still perform the same purpose though.

    • @gernwind9262
      @gernwind9262 10 днів тому

      ​@RuleofCarnage They wouldn't, as the status of the unit isn't determined by the activation pull. So if the unit runs, the die gets turned to the 'run' side etc. So effectively the playing piece you have in your hand from the activation pull serves as six-markers-in-one. And that is an "elegant" system. Bolt Action does the same btw. Bag pulling is sort of the Warlord house style. They have it in the 2000AD games as well, just without the dice, opting for plastic markers instead. Special effects markers part of the bag.

    • @RuleofCarnage
      @RuleofCarnage 9 днів тому

      @@gernwind9262 Cards have at least four sides they can be turned to. If they're custom made, eight actually.

  • @MansMan42069
    @MansMan42069 10 днів тому

    Personally, it would seem less "solitaire"-y if, after both Combat stones are pulled, the player who pulled fewer (or no) stones automatically get stones equal to the deficit before the round then ends. At least then, the player who potentially had gotten swarmed and attacked would have a chance to do something in the aftermath. Narratively, a retreat and regroup after a deadly assault or a countercharge that turns the tide.

    • @RuleofCarnage
      @RuleofCarnage 10 днів тому

      I agree, its why I find it so baffling that some of these games put in mechanics to force more uneven activations than would happen naturally.

  • @TheRichardErickson
    @TheRichardErickson 10 днів тому

    The best bag pull things I've seen is the game called " The Duke". You are playing something like Chess with the ability to bring out more pieces from a bag.

    • @RuleofCarnage
      @RuleofCarnage 10 днів тому

      I think I've seen the game around a few times but never played it. Interesting idea.

  • @rulosingmymind7635
    @rulosingmymind7635 10 днів тому

    Also... He said hammer and knife violence "would be" more frequent than gun violence. Pretty sure murder by knife in London exceeded murder by gun in New York a few years ago... Funny how reality is so much stranger than fiction...

  • @rulosingmymind7635
    @rulosingmymind7635 10 днів тому

    This is actually why I decided to make my own game. Shooting mechanics are garbage. I want to make a game with a non-garbage shooting mechanic.

  • @CornishCrusade
    @CornishCrusade 12 днів тому

    Warband-level Sword-and-Planet/Gunpowder Fantasy wargame, thematically somewhere between "John Carter of Mars" and Brian McClellan's "Powder Mage" trilogy. Activated units can perform an entire "action sequence" of long & short actions, which can be affected by orders & equipment, enemies reacting, and superhuman heroics!

    • @RuleofCarnage
      @RuleofCarnage 12 днів тому

      I've always been a fan of John Carter. Reactions are always interesting and tricky, love to see how it turns out.

  • @rulosingmymind7635
    @rulosingmymind7635 13 днів тому

    "Rift" (working title) A far future where mankind has segmented into un-augmented, cyborgs, and machines battling over the ideals that make each group choose their path of guided-evolution. It is a tabletop wargame intended to be scaled from skirmish apocalypse using a simple, easy to learn rule set that can be expanded in depth and complexity. It uses a card system to help players keep track of each units skills, equipment, and special rules, and any level of complexity can be added or removed simply by using, or refraining from use of certain card decks.

    • @RuleofCarnage
      @RuleofCarnage 12 днів тому

      Interesting, I'd want to know if it was a boxed game and how the cards were to be made available.

    • @rulosingmymind7635
      @rulosingmymind7635 9 днів тому

      @@RuleofCarnage My plan is for a tabletop game. Specifically, and purposefully, because I wanted to fix the two worst features of tabletop games: shooting mechanics and memorization of complex rules. Ideally I would want decks to be more or less complete; not like collectors cards. Maybe in themed packs so that you weren't forced to buy a whole bunch of cards you don't want or need. They would be a way to list build without digging through books and apps and would contain a nested set of attributes. A squad can carry so many pieces of equipment, a certain sized weapon, and have a limit to the amount of armor it can have. Each of these things would have a card which would stack on top of the base unit card until you had about 6-8 cards for a unit deck. They would be a quick reference for all of that units equipment, special abilities, weapons, health, armor, and ammunition(which is limited). Limited items like special equipment or ammunition would be discarded as they were used to help the player keep track. All of the respective rules for using each item would be listed in their brief entirety on the card itself. I have a growing pile of these cards on a business card doc. I need a few more completed before I will have enough that I could print out for a playtest. That was probably way more than you wanted to know, but I'm excited enough about how well and fast the idea is turning into something tangible that I'm just itching to burden any poor soul who has the ill luck of being kind enough to ask about it.

    • @RuleofCarnage
      @RuleofCarnage 8 днів тому

      @@rulosingmymind7635 So quite similar to the X-wing first edition list building system.

    • @rulosingmymind7635
      @rulosingmymind7635 8 днів тому

      @@RuleofCarnage I never played it, but now I think I need to look it up.

  • @robmildon8612
    @robmildon8612 13 днів тому

    It was 3rd edition WFB that sparked my interest in wargaming at age 12 (although Epic ended up being my first game). All that wonderful jank appealed to one part of my brain, that galaxy of art styles to another. I hated 4th and 5th because of the style of game they encouraged, but got huge mileage out of 6th (due in no small part to Ravening Hordes). I played Old World and it was a dreadful experience. As crunchy as 3rd but with no joy in any of it. Luckily Oathmark exists and is a delight, and my Skaven adapt to it well - although I will go back and play the odd game of 3rd just to revel in the "kitchen sink" approach.

    • @RuleofCarnage
      @RuleofCarnage 13 днів тому

      Yeah, I think much of my own experience is along the same lines.

  • @Danielstafford1997
    @Danielstafford1997 14 днів тому

    I'm working on a rank and flank game called Bardiche that attempts to evoke sweeping fantasy battles on a 2'x2' playspace. Most units in the game are based on 40x40mm square bases to allow units to be grouped up in various configurations to create varied formations like pike and shot squares ect.

    • @RuleofCarnage
      @RuleofCarnage 14 днів тому

      Nice idea for sweeping battles on a small table. I might mention the model scale because with a play space like that I'd wonder if it was 15mm or less.

  • @GrandNagusEli
    @GrandNagusEli 14 днів тому

    I'd love to see a Malifaux and WarmaHordes deeper dive

    • @RuleofCarnage
      @RuleofCarnage 14 днів тому

      I'm working on just such a thing...

  • @SmallBatchMiniaturesGame
    @SmallBatchMiniaturesGame 15 днів тому

    Ancient Greek mercenary skirmishing where you create your mercenary captain, recruit a warband of about 10, and seek glory and fortune. A couple sprues of Victrix will give you enough models for two warbands, which is way less than basically any Ancients game. Battles shift suddenly as you backstab your friends and get their men to betray them, just like the ancient world! Thanks for the video, guys, i'm getting ready to take my game to my first convention so this is helpful

    • @RuleofCarnage
      @RuleofCarnage 14 днів тому

      Cool, hope the convention goes well, the game sounds great, betrayal always a good hook.

  • @gekalskip
    @gekalskip 16 днів тому

    Interesting as always guys, thanks. Another question to consider discussing (if you haven’t already): how necessary is it to have something unique in your game? I personally haven’t played tons of games, but I just find it hard to imagine all those hundreds of games I see at Spiel each year are gonna be anything I haven’t seen before. Same for large scale miniatures wargaming, for example the old world: if the old world hadn’t been a GW product, would it really grab anyone’s attention? The differences with older whfb editions is minimal imo, or the fanmade spin offs. So the question is, how original/unique/revolutionary should a game (ideally) be? Keep it up guys, loving your channel!

    • @RuleofCarnage
      @RuleofCarnage 15 днів тому

      I think we've touched on it once or twice. There's certainly a hard limit on innovation. I think that minis games are particularly inspiring on this front because frankly if you make one about anything other than stabbing up people you're going to be pretty unique.

  • @tommymclaughlin-artist
    @tommymclaughlin-artist 16 днів тому

    I'm 2 years into developing my prototype and I just discovered this channel a couple of days ago. I've been binging the back catalog, these conversations are golden. My game is built entirely around a unique shooting mechanic, but I feel even more confident after watching this video that I've incorporated shooting in a really interesting way. I'm learning a lot from listening to you guys, this feels like a university level course in game design.

    • @RuleofCarnage
      @RuleofCarnage 15 днів тому

      Thanks. Yeah, I think shooting can be interesting actually, but it needs work and focus.

  • @EarlofChutney
    @EarlofChutney 16 днів тому

    Sales pitch matters for selling a game to your friends (getting them to play when so many games are available). I find Billions Suns fairly easy to pitch but I can easily compare it to economic boardgames for 4x space games to most of my friends. I have largely changed the victory conditions and recalibrated the game however, partly so I can teach it more easily.

  • @Predator8383
    @Predator8383 17 днів тому

    Excellent as usual

  • @c4tg1rl10
    @c4tg1rl10 17 днів тому

    I'm developing a fantasy skirmish game called Bastard (temporary name, maybe) focused on cinematic, intimate, and dynamic combat designed in such a way that it's not just about the weapon in your hand, but how you use it. Whether that be an elaborate Link Attack you worked to set into motion, or charging headfirst into combat and trying to put an entire shield *through* someone.

    • @RuleofCarnage
      @RuleofCarnage 16 днів тому

      Interesting, I'd drop something more in to suggest the scale of the game, I understand Bastards is 1-3 models, which is quite unusual, and grounds it in my hobby experience.

  • @dr.masquesretroelixir5360
    @dr.masquesretroelixir5360 17 днів тому

    Thanks, guys. Good thing to know for all game designers. Currently working on “ Never bet the Devil Your Head” a trick taking / betting card game, in which you draft cards for your final hand from a shrinking pool of cards. Inspired by the Edgar Allan Poe story of the same name. (This is my first attempt at an elevator pitch for this one) 🙂

    • @RuleofCarnage
      @RuleofCarnage 16 днів тому

      Sounds interesting, I don't really like trick taking games, but I'd be curious to take a look at that, particularly how it works with the Poe story.

  • @the5thmusketeer215
    @the5thmusketeer215 19 днів тому

    Excellent review of what’s on offer with this intriguing game system… MANY THANKS!

  • @gekalskip
    @gekalskip 20 днів тому

    good stuff, stil a better camera and mic would go along way in reaching a broader audience (with less tolerance for amateuristic video skills). Not meaning to be harsh, but it's really quite obvious. On the other hand your thinking and talking is way better than 90% of other youtubers on these kinds of topics, so i do enjoy it. Thanks

    • @RuleofCarnage
      @RuleofCarnage 19 днів тому

      This was my first shot at a long form video essay and even just doing it really taught me a lot about making such videos. Oddly, I think its more about finding ways to rig the camera/lighting/mic rather than just having them because I have a pretty decent yeti mic at this point, I'm still just working on the logistics of using it properly I think.

  • @gekalskip
    @gekalskip 20 днів тому

    your discussions are always very interesting and im binging all of them right now, so thanks for that! Some constructive criticism: I really think you would get more views if you had some better audio, especially Glenn's audio is very painful to the ears. Might be a silly little thing, but it reflects on the overall quality. Just get some standing podcaster microphones and place them way nearer to your mouth, that's all it takes, you can get a blue yeti microphone for 100 bucks/euros/quid or so, nothing that will break the bank.

    • @RuleofCarnage
      @RuleofCarnage 19 днів тому

      I do have a yeti nano. Not sure if I had it when we recorded that but hopefully more recent videos will be a little better.

    • @gekalskip
      @gekalskip 19 днів тому

      @@RuleofCarnage hmm could have something to do with the room you’re in, having many reflective surfaces (or close to the mic). Also the closer you bring it to your mouth the more clear but also ‘dominant’ your voice will be, ergo relatively less prominent echo. I think it is echo in the room where you do your recording that is the problem, as the sound in the room where you had your entire mini collection laid out on the table had significantly better audio

    • @RuleofCarnage
      @RuleofCarnage 19 днів тому

      @@gekalskip Its the same room, but I record facing a large window and depending on the time of day when recording the blind is either up or down, which I took a little while to realize makes a significant difference.

  • @noahdoyle6780
    @noahdoyle6780 20 днів тому

    Are there plans for any more contract sets? I think 'frontier/fringe' was mentioned elsewhere?

    • @RuleofCarnage
      @RuleofCarnage 20 днів тому

      There are certainly plans. Quite where they end up going may well become clear in the very near future.

    • @noahdoyle6780
      @noahdoyle6780 20 днів тому

      @@RuleofCarnage Excellent!

  • @noahdoyle6780
    @noahdoyle6780 21 день тому

    I know I'm late to the party but that control card for each ship sounds really neat.

  • @demitrisioannou7730
    @demitrisioannou7730 24 дні тому

    Well done 👏

  • @DominoFalls
    @DominoFalls 24 дні тому

    Not been for a few years but looks like loads more minis stuff than there used to be. Seem to remember that the mini stuff (if any) was tucked away with the RPG and maybe larp stands. And maybe an xwing tournament in some other room

  • @larkairn8842
    @larkairn8842 24 дні тому

    God damn it, I tried to get as many mini game demos in as I could and I didn't see the Bushido stand at all when I was there

  • @biggyrich
    @biggyrich 25 днів тому

    Hi, just wondering what you guys think of one page rules and what changes you might make to increase strategy involved. I really lile the mini agnostic free rules as good for younger players but wiish there was a bit more to the decision of tactics.

    • @RuleofCarnage
      @RuleofCarnage 24 дні тому

      Ultimately OPR is very much positioned to hoover up loose ex-GW fans, so it makes sense that they shouldn't be significantly more complex than the parent system. Honestly, I don't think there's much you could do to make them much deeper without going in and fundamentally altering them, which would sort of defeat the purpose.

    • @biggyrich
      @biggyrich 23 дні тому

      @@RuleofCarnage cheers for reply that makes sense. Checking out mantic fire fight soon so hopefully that will tick the box for the strategy im looking for

  • @meanderingshade
    @meanderingshade 26 днів тому

    Really enjoyed this video, ended up watching it a couple of times back to back. Absolutely love to convert miniatures, my favourite part of the hobby and am right at home in the Inq28/Blanchitsu miniatures space. I have been mulling over a system hack for Inq28 gaming for a while, the system I’m keen to try this with is ArcWorlde from Warp Miniatures. It’s a really fun and simple skirmish system with in-built rpg interaction elements, it also uses a standard card deck for its magic system (which I will also be using the John Blanche deck for). It also has prebuilt characters like Malifaux, so I need to figure out a way to make custom characters. So far it’s just been an idea floating around the old brain-pan, nothing committed to yet. Thanks for an insightful and inspiring video, carry on being awesome and take care.

  • @thecloneamigo
    @thecloneamigo 28 днів тому

    Thanks for the review! I quite liked the Doomed as someone who’s not a big wargamer - it was perfectly suited to a bit of solo fun. Can’t believe the stick you’re getting in the comments here for sharing your thoughts, so I just wanted to say thanks for the video. Some of your criticisms absolutely land home with me, like the bit about Horrors having insufficient weight in campaign terms and the Unbound AI being quite frankly dumb in many cases. Some don’t - I *love* the meausureless movement and I resolved the “corners” problem using the game’s “be generous in judging short movements” rule. But it’s very good to hear a cogent and well-explained critical review.

    • @RuleofCarnage
      @RuleofCarnage 27 днів тому

      Thanks for saying so, I do understand people's response though, no-one likes to be told they're "wrong" to like what they like and I think we're driven to believe that differing opinions are opposition. I really like the idea of measureless movement, I've seen a number of independent games around using it and I think it might be a concept whose time is coming, I'm mostly just disappointed that the first mainstream implementation of it that I've seen requires vagueness at certain points. I've seen some that don't need that and I worry that what can be a very elegant and tight rule will now be seen as something inherently tied to looseness. Particularly, I don't like being generous with measurements when playing something co-op or solo because once you start letting yourself off against the game its easy to let things slide and its hard to know when you're playing in the spirit and just plain giving yourself an easy ride. Still, glad you had fun with the game, thanks for watching the channel.

  • @darkjeebs5807
    @darkjeebs5807 28 днів тому

    I often think about this in relation to tournaments. Games can be played in tournaments but not all games are tournament games. Tournaments could use a bit of a rework to also follow your 70% rule, can the tournament itself be more of an over-game? It’s unfortunate when people drop after the first or second game because the outcome is known and hey, it’s just more fun to go grab a beer and play some filler game.