Tag Archives: science fiction

Apocalypse, Warhammer 40,000 – First Impressions

Ever wanted to recreate the crazy and intense battes of the art of Warhammer 40,000 Universe on your tabletop and still be playable? Well, we’re told Warhammer 40,000: Apocalypse is the game that can help you do just that… assuming you have enough miniatures of course!

Recently Warhammer 40,000: Apocalypse was released and with it a tonne of new hype and excitement that we expect from the community of the world’s best marketed distributor of fantasy & science fiction wargaming miniatures, Games Workshop.

In this article we’re going to take a look at Warhammer 40,000: Apocalypse to see what all the hype is about and what the actual gameplay is like. We’ll address some questions regarding its accessibility to players and outline how hard or easy it is to play. Finally, we’ll look at the costs involved and whether the game is worth the effort and financial commitment to regular players.

warhammer 40,000 apocalypse tabletop war game Games Workshop

History

It turns out that Apocalypse isn’t a new thing at all; way back toward the end of fourth edition of Warhammer 40K (circa 2007) Apocalypse was first released. It was then updated a year later and then again in 2013. I was busy during much for this time, and totally missed anything to do with it!

What is Warhammer 40,000: Apocalypse?

It’s pretty simple if you’re familiar with tabletop wargaming, but if you’re not, here’s the low-down:

Apocalypse is a game system that emulates large battlefields of miniatures and models set in a dark and gritty futuristic science fiction setting. Unlike the regular Warhammer 40,000 game, the system is designed to allow for a huge number of models to be placed on large gaming tables.

The differences between regular Warhammer 40,000 and Apocalypse are a little subtle to new gamers. The games run in a very similar fashion, in that each player takes turns to move and attack with portions of their armies. Armies are drawn up using a points system, with better “veteran” or command type models costing more points than regular or less experienced models. A typical game of Warhammer 40,000 can range from 1000-2000 points. For Apocalypse, the potential points values of the armies can exceed 5000 points or more, depending on the physical size of the gaming table.

warhammer 40,000 apocalypse tabletop war game Games Workshop

What are the Key Differences between Warhammer 40,000 & Apocalypse

Playing a game of Warhammer 40,000 can take several hours, not including the time taken to draw up a points compliant battle force or army. To be fair, few tabletop wargames are quick to setup, and often entire afternoons or evenings are required to play. Looking at these new rules, it seems that a small game of Apocalypse should take no more than a 1-2 hours.

Apocalypse only uses the alternative points system called power level to draw up an army list. This version takes out much of the detailed choices of picking and choosing a force to play. So the footwork to setup a game is reduced in one aspect, but perhaps more if you take into account the much larger forces required to play.

If we’re to believe the game runs faster as detachments of units, instead of individual units or character models, then we can assume that the game has the potential to be very quick for smaller sized as well.

warhammer 40,000 apocalypse tabletop war game Games Workshop

Six and twelve sided dice are used to determine when units successfully attack and wound their targets. Interestingly we think power playing antics are removed here, because the game is about huge battles where the individual models do not necessarily make much difference. Thus, most units possess only 2 wounds, which is unheard of for regular Warhammer 40,000 where commanders and huge aliens may have 5 wounds or more all to themselves (now, a commander character has a single wound, as we discovered during our play test).

T wound a successfully hit  target, each unit has a required number to roll on a dice, which is found on the unit data sheet. Cutting out all of the extra work from Warhammer 40,000, the data cards give two very important weapon statistics: Strength Against Personel (SAP) and Strength Against Tanks (SAT). These represent the number you need to roll (or above) to successfully wound your target. Even the smallest weapon has the potential to cause damage to a tank… it’s just very unlikely… or 1 in 12 chance, perhaps!

Players will have to be careful where they place their comanders and warlords (commanders who are specifically character models), otherwise their detchment may find itself without leadership, potentially suffering more losses.

warhammer 40,000 apocalypse tabletop war game Games Workshop

Orders are a way of telling your detachments what to do. They are given in secret at the start of the turn sequence with facedown tokens (to whole detachments instead of to units and characters, one at a time). This implies a level of forward thinking is required by the player to second guess their opponents, and practice their poker face. Where one unit goes, the others in the detachment must follow.

Wounds are given in the form of blast markers, which may increase in size the more a unit receives, for example, two minor blast markers go up to one large. Interestingly however, damage is not calculated until the final phase of the turn sequence, meaning both players get to take actions and execute their plans before wiping each other out in sequence – this is a HUGE selling to point to regular players who have ever experienced defeat before even taking a turn! Units are permitted a save and, if at the end of the damage phase, they have more blast markers than wounds, they are removed from the battle as losses.

The game system looks promising. Are we perhaps going to see more of this style of game system from Games Workshop? I suspect that a similar version for Age of Sigmar, Games Workshop’s fantasy tabletop wargame, would sell pretty well…

All gaming elements so far suggest fast-paced action and a balanced gaming system…

aspect warrior warhammer warhammer40K

So, is it?

We set up a small game power level of 101 (don’t ask us why!), which equates to somewhere in the region of 2000-2500 points. This isn’t the scale that Apocalypse is designed for, however we felt it’s probably a good size to learn the core concepts of the game and see how smoothly it runs. We had in mind that if all goes well, we could ramp up the power level to somewhere in the region 200 or more another time.

Setup. Play. Findings.

Marines Force:

  • Battalion 3 units of Intercessors lead by a Primaris Lieutenant with a Redemptor Dreadnought.
  • Spearhead detachment of 3 units of Hellblasters and 1 unit of Aggressors lead by a Primaris Captain.
  • 2 Auxillary super heavy detachments; a Knight Errant and an Armiger Warglave.

Ork Force:

  • Battalion of 5 units of Ork Boyz lead by a Big Mek with a Shock-attack-gun
  • Spearhead of 2 units of Flashgitz and a unit of Killakans lead by Captain Badrukk.
  • Auxillary Superheavy stompa, Da Hunger of Gork.

As the marine player, I had in my force 3 warlords: the big mech, the captain and the leutenant. This was important for assets, which are cards drawn at the start of each turn depending on the number of warlords in your force. Three cards (to a hand size of 10 maximum) seemed like a good thing.

warhammer 40,000 apocalypse games workshop tabletop war game miniatures citadel

Setup Time

It took us mere minutes to setup up the game board and deploy our detachments. Since detachments have to always be within 12 inches of their commander, the choices are limited by the space you have on the board. We used Games Workshop’s Battle Board, 4 pieces by 2 (about 8ft by 4ft) with a heavy scattering of scenery from some KillTeam box sets.

Playing Time

Starting, including all the rules checks and doublechecks, it took us 2 hours to play a game with a power level of 101. If this was regular Warhammer 40,000 it would equate to a game of 2500 points, which would have taken double that time, in my humble opinion. Once we are comfortable with the rules however, I think we could have compressed this game into an hour if we pushed it.

This timing is important, as not all players are capable of devoting 4-5 hours for a game (family, work and life get in the way!)

warhammer 40,000 apocalypse games workshop tabletop war game miniatures citadel

Frequency of rules checks

Not as frequent as we initially thought. There was some discussion and checking up on close-quarter fighting and shooting, along with some clarification on the separate rules for large targets (apparently on the order to Charge gartangs and the like are allowed to shoot as well as use melee weapons). But otherwise we got on OK.

Game Feel

Quite good. It took a while to get out of the regular Warhammer 40,000 mindset.

Having won 4 out of 5 initiative rolls, I’m not convinced it’s such a great advantage, which is good because theres nothing worse than getting out maneuvered twice in a row! The players take it in turns to activate detachments meaning the initiative is only gained from certain parts of the battlefield – essentially I got to shoot first, which isn’t a great advantage as all damage and moral checks are carried out AFTER all detachments have been activated. But this doesn’t mean the mechanics is useless. Sometimes moving closer or ruther away can be usefull if you move a unit out of enemy range, wasting their Aim order!

Fooling your opponent can be a great feeling: at one point the relentless green horde was getting closer, and the marines had done a good job of aiming and shooting in previous turns. In the following round I expected the Orks to be in charge range so I gave the detachment the order to move… falling back and reorganizing the firing line was not expected and gained the marines a further turn of rapid fire next time around.

A minor bad point: If a unit misses, all the models in the unit miss if they share the same weapon type! Several times the Hellblasters were useless, by missing completely. However, if we had less but bigger units the marine units would gain 2 dice instead of 1 to roll to hit. Must remember that next time!

Battle Results

The marines won, but only after taking a pasting. It felt one sided until the gargantuan was destroyed. Even then, the Dreadnought was not very effective at taking out infantry with its huge load of automatic weapons. May have to see if Games Workshop errata some of the stats!

Blast markers are not the end of the world, but for infantry a large blast marker means they use a single 6-sided dice to roll for their save. This means marines, the tough human monsters in implacable armour have a 1 in 6 chance of surviving, even it was a hail of Gretchin shot! It did make them feel paper thin, but then it was likely worse for the Ork boyz! Balanced still, so not a negative point as such.

And I had a stack of useless asset cards applicable only to the destroyed Knight Errant!

Quick to Learn?

As regular gamers, Warhammer 40,000 Apocalypse is very quick to learn. To master the game may take a couple of attempts but we found that second guessing your opponents choice of orders brings a level of cunning that you don’t often get to see in tabletop war games. If you’ve ever played Fantasy Flight’s X-Wing, you’ll get what we mean… sometimes you second guess too far! However, the anticipation and excitement has certainly been more frequent in the Apocalypse games we played.

Accessibility for Players

We found the game is very reminiscent of the old Epic scale Warhammer 40,000, only at the 28mm scale, which means if you want to harness the power of this quick to learn game, you’ll get the most out of it with a lot of miniatures. HOWEVER we’ve found it’s actually very fun to play with smaller forces as it cuts out a lot of the shenanigans you can get from some less reputable players. For smaller games, it also makes each game VERY quick.

So, accessible to new players? Only if you can borrow a lot of miniatures, otherwise quite good fun and impressive if you’re trying to get a friend into the hobby.

To regular players? Yeah, its not bad (see Cost & Worth below).

warhammer 40,000 apocalypse tabletop war game Games Workshop

Cost & Worth

Warhammer 40,000: Apocalypse will set you back £60 in the UK. This buys you the rulebook, six and twelve sided dice and some 300 command cards. You also get 6 sheets of tokens which act as your blast markers and issued orders. We’re going to say this now: for essentially paper and card, this seems overpriced. Dice are cheaper than a bag of chips online, even twelve-sided ones, and massed produced card isn’t going to break the bank. So purely on a boxed goods scale, you’re not getting much if you compare it to say, a regular adventure board game complete with miniatures.

That said, if you’re the sort of player who has spent hundreds of pounds creating a large battle force of miniatures bought from Games Workshop, this isn’t exactly going to break your bank either. Personally, I think GW could have gone down the same route as they did with Age of Sigmar and provide the basic rules for free with optional physical purchases, but I’m not here to make money.

 

 

That said, the data cards required to play your chosen forces are actually free to download, so you don’t need to go out and buy any army specific literature to play.

If you have a gaming gang or group, £60 spread across 4 players is only £15 each… some people drink that in an evening! And to be fair, playing this game with mulitple allied forces could be quite good fun as friendly players can take charge of a detachment each.

As for the worth. If you have a lot of miniatures already and want to use absolutely all of them at the same time, or perhaps you and a few friends want to play a game pitting 2 vs 2 players, this is likely to be a good choice because the game is much quicker. It’s much more tactical from a birds eye view too, perfect to play if you’re into hushed combat analysis and poker faces around the gaming table.

To Conclude

We think the game is good, but not amazing. It addresses some of the issues that slow down the regular Warhammer 40,000 game system and honestly, if you have the miniatures to make it up, it would be ideal to play as an introduction for interested friends. That said, it’s quite an investment by nature of the huge amount of miniatures and models required to play, but as we point out, you can play it on a much smaller scale if required.

So, I say this, as I say about most Games Workshop products: If you’re already a fan this game will be worth playing, especially if shared across a gaming group. If you’re not into the hobby yet, this is an easier sytem to learn but with much more outlay financially.

Otherwise, this game system is a step forward for Games Workshop!

Now, if they could just address the high pricing issue… 😉

Ferris, CC
If you’re interested in creating your own terrain, I’ve got a few links to some how-to articles, Part 1, Part 2, Part 3, along with an article on where to get materials and tools for terrain building (more beneficial if you’re based in the UK but helpful for the US, Canada and most of Europe).

You can find me @FerrisWrites for Twitter,

Our Facebook Page!

(All images borrowed from Games Workshop and Out of print products, unless otherwise stated.)

Themeborne: Those Rising Dark Stars…

If you’re familiar with Themeborne and Escape the Dark Castle, you can jump straight to the section entitled “Escape the Dark Sector!”, there’s a nifty banner to help you find it!

A couple of years ago I was cruising through Kickstarter town when I came across some great looking, creepy and nostalgic artwork. I investigated, sipping my breaktime tea to find a small tabletop card game… a very simple, pleasing to the eye game.

I read deeper into this game, Escape the Dark Castle (EtDC), and fell in love with it – at this point I hadn’t even played it, or read the rules enough to fully understand them… because it did something that most new games these days fail to do…

Create an immersive atmosphere.

Fast forward a year or so and the box lands at my door. I was surprised, because the game fit into a relatively small box, but that didn’t matter, not all great things come in huge packages (know what I mean?)

sci-fi science fiction sciencefiction themeborne escape alien starwars startrek star wars gothic punk dark tabletop game

EtDC was made and published by Themeborn. Who are Themeborne, and what about their game makes it so engaging?

Themeborne are a small design studio located in Nottingham, UK. They have a small portfolio of games on their website, but it is one that is growing. Three individuals, each with very different skills as either a writer, artist and musician make up the studio. Whoever they are, it seems to create a perfect blend of creativity. Thomas Pike, Alex Crispin and James Shelton put their heads together and created this atmospheric and easily engaged card game.

They’re exploding onto Kickstarter again, this time for a space themed game, a spiritual successor to their first, with Escape the Dark Sector – more on this later!

sci-fi science fiction sciencefiction themeborne escape alien starwars startrek star wars gothic punk dark tabletop game

So what is Escape the Dark Castle?

Imagine waking up in a cell, in the dark. Perhaps you’ve been there for months or years suffering torture and starvation. One day, the door to your cell is open. Several others blink as they walk out of their cells. Now, how do you escape?

With this premise, player’s characters encounter situations as they flee, sometimes given choices and other times being forced to fight monsters or jailors. The game is based on a deck of well presented cards, with the players either taking it in turns to reveal the next card or deciding amongst themselves who should draw the next.

These cards acts as chapters in their escape, detailing the story as they sneak, run and fight their way through various chambers and obstacles.

Specialist 6-sided dice are used to determine survival, with each character, such as the Bishop or the Cook, having their own character cards and special dice. When fighting or struggling to overcome an obstacle, the dice are rolled against the “chapter dice” which act as a randomised challenge. If your dice roll matches one of the chapter dice, you can remove it, hopefully whittling the monster away to move onto the next chapter… or die trying!

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Not equal, however – the dice are spit into might, wisdom and cunning and each character will have a better chance at rolling one or more of these attributes, meaning some combinations of characters can hinder the escape.

The chapter cards are drawn at random during game setup, meaning there is almost limitless possibilities in the escape story. Expansions to the game, which came out this year, means there are even more cards to randomly create the story.

And finally, as your make your get-a-way, you will encounter one of several special end of game enemies, each acting differently to immolate, terrify or devour the escapees.

The chances are you’re not going to make it, with less than  25% of our stories resulting in the characters escaping the dark castle! Why? Because if one of the characters dies, everyone loses and chances are that by the time you get to the ultimate encounter, you’ll be struggling already! The odds are not stacked in your favour… and it’s great!

etDC Kit

How does it feel?

Escape the Dark Castle has many great features, which I’ll go over briefly here. The important bit is that combined, these traits create a wonderful, narrative and enjoyable game play reminiscent of Knightmare, a UK kids TV show.

Easy to learn

The rule book is slim and easy to read with direct examples of how to play. The nature of the game focuses on getting started as a group and jumping into your first game. The storytelling aspect of EtDC means that just about everyone and their grandma can learn to play. Each player is encouraged to read out the chapter card they draw and are written in an old sword and sorcery style.

Quick as you like Pace

They say that the game takes 2 minutes to setup and around 30 minutes to play. I disagree with the 30 minutes but only because the game can be played as quickly or as slowly as you like. We’ve played many games of EtDC and frankly, when you’re sat around a table in a dimly lit room, the atmosphere suggests you take it slowly… but as you near the last chapter card, the pace quickens… almost as if you’re running blindly through a dark castle and can see the light at the end of the tunnel.

Social, Inclusive, Cooperative

This is a game for everyone (assuming they can read, and even then, others can help). Because it is truly a cooperative game, where everyone or no one is a winner, it’s very easy to get involved. Who draws the next card can be decided democratically, people can look at the state of their character and think: I can’t survive another round of fighting! Others will openly declare that they can take whatever happens next, effectively ‘taking one for the team’ so there’s room for limelight too.

The inclusion of ‘equipment’ cards adds an extra dimension to the escapees: who will take the rusted sword, or who needs to eat the stale bread?

sci-fi science fiction sciencefiction themeborne escape alien starwars startrek star wars gothic punk dark tabletop game
Even Grandma can learn to play…

Variety

There are 45 chapter cards in the basic game, of which 11 are randomly drawn to create each story. The chances of drawing the same 11 cards each time are so astronomically low that you’d have to play thousands of games to get an exact same combination. But worry not, there are several expansions already out for EtDC and each one adds even more chapter cards, end of game bosses and even starting cards to the story. Cult of the Death Knight, Scourge of the Undead Queen and Blight of the Plaguelord are great additions, each one bringing more themes and story to your escape.

Value

With 3 expansions, a collector’s box, play mat, card sleeves, a book of character deaths (I know, right?) a story book and even an 80’s style musical cassette you’d be forgiven for thinking that the prices are going to match the likes of Fantasy Flight Games. Except that they’re not.

The Core game is priced at £30 – and this is truly all you need. The expansions, which you could buy several years down the line, are priced at £15 each and everything else is £20 or less, depending on what you want – Themeborne have made a great little game that is affordable and so re-playable you’ll never get to experience every possible combination of game.

And now they’re going a step further and taking us into the timeless void of space, where no one can hear you scream…

Escape the Dark Sector!

Escape the Dark Sector

ETDS Logo

Escape the Dark Sector is a science-fiction adventure, pitting the beleaguered crew of a ship against a detention block space station. Again, if anyone dies, the game is over, presumably because the ship can’t be flown without a full crew!

Themeborne suggest that the story and game-play comes from popular science fiction of the 80’s, including Alien, Startrek and Star Wars combined with the literary adventures of the amazing Fighting Fantasy novels and classic Dungeons & Dragons – much like Escape the Dark Castle!

Whether you like all of those titles or not, it seems there is something for everyone.

What’s different?

The core storytelling concepts from EtDC still run through Dark Sector, but Themeborne have introduced several new and easy to learn mechanics to the game and its setup. They make sense too, creating cinematic shootouts with aliens. So what’s new?

sci-fi science fiction sciencefiction themeborne escape alien starwars startrek star wars gothic punk dark tabletop game

The Setup

The characters are familiar to those who played EtDC – each character has a dice specific to them to roll during actions and combat. However, adding onto the basic character concepts, players can choose ‘cybernetic implants’ which give their characters an edge in certain situations.

The story aspect has been developed to include not one single stack of story chapters and instead is now made up of three acts which, we’re told ups the tempo and intensity the deeper into the escape story the players drive their characters.

sci-fi science fiction sciencefiction themeborne escape alien starwars startrek star wars gothic punk dark tabletop game

The Gameplay

Since the theme of Dark Sector has catapulted the story into space, so too has the technology level, introducing tactical combat actions and  ranged combat.

Tactical combat actions include shooting, charging, reloading. re-equipping, and flanking, giving the game a much more tactical feel without detracting from the flow of the game. As is the way of Themeborne games, the action to charge is carried over for each character, meaning when one of you declares a charge, everyone has to go with them! It’s all or nothing!

Further, the action to heal some wounds can only be taken by one character at a time. No one gets to sit out for more than a round either. This seems to have upped the challenge! To balance this, certain actions such as reload or flank mean your character is not targeted by the enemy, but at least one character has to choose to fight or shoot. Actions come in the form of cards, where the character dice are placed in order to keep track more easily.

Ranged combat involves equipment and dice specifically related to the weapons, which, we’re told are not always positive effects for the characters. They seem to include ballistic, beam and explosive symbols, so no doubt each one comes with risks!

Some monsters and enemies are affected by or deal special damage depending on the type of ranged attack being made, so teamwork is still at the centre of the game mechanics – pile it up together or decide who should be shooting what weapon and you’ll crack the chapter and be able to move on!

If you want a copy of Escape the Dark Sector you’ll need to back the Kickstarter, there’s less than 40 hours left! Otherwise you can wait for the official release online, sometime next year!

Alternatively, you can grab yourself a copy of Escape the Dark Castle!

You can find the Kickstarter here

Themeborne website and shop

@FerrisWrites for Twitter and our Facebook page.

Tabletop War-Game Terrain & Scenery: Getting your Hands on the Materials

Over the last few weeks I’ve been offering tips, hints and advice on creating tabletop terrain for wargames such as Warhammer Age of Sigmar, Warhammer 40K and Skirmish-style games such as Frostgrave. The feedback, comments and notifications I’ve received have had an underlying theme; where do you get your supplies from in the UK?

Being in the UK, many of the materials we see used online do not seem to be available to us. So, I’ve decided to create a comprehensive list of the tools, materials and where I sourced them from. This should hopefully give you a better idea of what you’re looking for and how to get hold of them.

Here goes…

Tools of the Trade

Knives, Blades & Cutting Mats

I’m not going to go into too much detail here as, chances are, you know where to buy crafting knives. The places I think do reasonably priced craft knives are places like The Range, Wilko (Wilkinson’s) and the like (some of these places are relatively new to the north-west UK). That said, some hobby and craft supply stores do tend to charge an arm and a leg for their products, so shop around. I’ve often found supermarkets can surprise you with some cheap, good quality craft knives. A couple of GBP should get you something sensible

Wilkinson’s do a good range of affordable tools, disposable knives being one of them.

The same can apply for cutting mats. I tend to get the SpaceFly brand because they’re cheap, available all over the place and come in a range of sizes and colours. The best place for cutting mats? I actually find Amazon works best. Try to avoid the rotary cutting mats – they’re thinner and not as robust. In my experience, they tend to slip about too.

Hot-wire Cutters

If you want to be cutting bricks from foam or saving yourself from buying a tonne of extra blades, then a hot wire cutter is something you should consider. There’s two thoughts I have on this; cheap is fine, expensive isn’t necessary.

I started with a cheap, basic, hand made hot wire cutter from eBay which set me back about £35. It does the job and you get what you pay for. If you’re flashing cash, you could go for the Proxxon version but in reality, you don’t need to. I upgraded recently to a hot-wire cutter made in China and sold in the UK, from eBay which set me back just over £60. It comes with an pretty accurate set of measuring points, the wire doesn’t flex too much and is held in place neatly. It also cuts faster by having a hotter wire.

Paints, Inks, Washes & Brushes

Again, there’s not much point in going into detail here. If you’re making terrain you don’t need to buy expensive paints. So long as they’re acrylic and mat finish paints, you can buy the cheapest you can find. Art shops are a good place to go, but they will stock more expensive brands, so again, try shops like Wilkinson, the Range and Hobby Craft.

The same applies for brushes. For finer detail paints or highlighting you want a medium sized and soft brush. For mass painting or large areas or slapping on paints and sealers like Mod Podge, a large coarse brush is fine. You can usually get sets with a good variety. Same rules apply; you can buy expensive or cheap, the difference is that one you will replace more frequently but that’s perfectly natural for paint brushes.

More on washes later…

Glue & Glue Guns

Mini glue guns are best. You can get them for less than £5 and the glue sticks online, especially eBay, are sold by the 100 for a couple of GBP. You can go a little more up market here if you have the budget – cheap glue guns will tend to dribble  the hot glue between uses unless you turn it off and on again (which takes time to heat up, so I tend to leave them on as I work).

With PVA glue – the price reflects the water content. Expensive means thicker and stronger, cheap means more water but likely quicker to dry and easier to paint on. Again, buy what you can afford, but for the terrain making, you can buy the cheap stuff and no one will ever know! The great thing about PVA glue is that you can thin it down with water (which for the most part, is free).

Foam, XPS & Styrofoam

The crux of this article. Let’s get something straight. In the US & Canada, XPS foam comes in pink or blue colours and is readily available in large quantities. In the UK however, it seems to be nowhere. That is because over here in the UK we call XPS foam, Styrofoam. XPS is the abbreviation for Extruded Polystyrene – it is basically a very strong, durable but craftable foam which does not bend. EPS, which is expanded polystyrene is the stuff that your electrical goods get boxed in, the white stuff which looks like it has been made out of thousands of tiny bubbles.

Styrofoam / XPS is available mostly online through eBay. I tend to use the supplier named Blue Foam, found here. Depending on the thickness and sheet size, you can get a reasonable amount of Styrofoam for less than £20. This is the material I commonly buy and use to create bricks and bases for my terrain buildings.

You could buy from a hardware or DIY store but I’ve yet to find it in an affordable or ready to use format. If you have found it, please let me know!

Foamstock, Card & Paper

Foamstock is just a piece of foam front and backed with paper. It’s used to mount photographs amongst other junior school crafts. Again, you can get it just about anywhere but the cheap stuff is fine to use and available in pound shops!

I use card recycled from postal packaging. When you buy a book from Amazon they usually turn up in a thin but sturdy card envelope. This stuff is strong and durable and ideal for detailing terrain miniatures. I use it for cutting roof tiles / shingles.

Paper. It’s just paper!

Measuring Rules

I tend to buy rulers and squares from Wilkinson’s or the Range. You may need to dig deep in store to find them. For £20 you should be able to get good quality steel rulers etc that will last you years. Not bad for a small initial outlay!

The God that is Mod Podge!

Yep, this stuff is amazing. It’s not just a fancy PVA glue. No. It is terrain divinity. It dries with more toughness and water repellent properties than PVA, because it contains resins which act as a sort of easy to use concrete. No terrain made from foam should be made without it!

The best news is that you can now buy it in UK shops readily. I first bought some online, but recently found it cheaper in the Range. Not even Hobby Craft had it in stock last time I checked!

Making Decent Wash…

You’ll notice a lot of people create their own washes for terrain. A wash is a water-thin paint that is applied liberally to a miniature which, as it dries, recedes into the recesses of the model to create shadows. It’s a miracle product!

The problem for terrain crafting is that you need a lot of it, and frankly it can be expensive (looking at you, GW)! So here’s how to make your own – keep in mind, if you buy these products you’ll be able to make litres of wash and you can modify them for varied results…

What you will need:

  • Artist Ink (black and brown usually)
  • Mat Medium (essentially colourless paint)
  • Water (deionised is best)
  • A bottle container or two
  • A smidge of washing up liquid

Now, there are literally hundreds of tutorials online to show you how to make washes, so I’m not going to repeat them here, I will however share a link to a really helpful guy who knows a bit more about painting than I do, meet Luke!

If you’d like to read on the previous articles, you can find them in the links below:

Tabletop War-Game Terrain & Scenery: Bombastic Buildings and Fantastic Features – Creating your Tabletop Battlefield

TABLETOP WAR-GAME TERRAIN & SCENERY: Part two, the basic steps

Tabletop War-Game Terrain & Scenery Part Three: Putting it all Together

If you’re on Facebook or Twitter you can find us in these links, where we post often, so you’ll get notifications if you follow us:

Twitter @FerrisWrites or @TheCConsortium

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In the next few weeks I’ll be looking at making trenches, futuristic and alien terrain pieces (Mars was requested) and possibly upping my painting game!

If you think this article or related articles have been helpful, or if you want to contribute with some knowledge of your own, get in touch and leave or comment or get hold of us on Twitter or Facebook!

Tabletop War-Game Terrain & Scenery: Bombastic Buildings and Fantastic Features – Creating your Tabletop Battlefield

If you’ve ever played any sort of tabletop game that did not require a board of its own, you’ve probably considered terrain.

Terrain in tabletop war games is used to represent geographical features on a battlefield, whether it’s medieval France, the grim darkness of the 41st millennium or the post apocalypse. Terrain makes the tabletop battlefield not just look interesting, but offers tactical features, blocks line of sight and generally adds an extra layer to the tiny dimensions. Terrain features become part of the game.

The are lots of cool things out there already and a lot of it very cheap. Take for example, MDF laser cut buildings. Affordable and surprisingly detailed…

But what to do if you don’t have any terrain? How can you get it? Well, since I’ve not written much over the last month, I’m offering you a multi-blog series on my attempt to acquire and create tabletop terrain. Here goes…

Think Big and Start Small

I’ve been tabletop gaming for years, on and off. As a kid in the late 80s and early 90s it was impossible to buy terrain that was a) good and b) affordable. Now that I’m all grown up, it’s about time that I set aside some of my life and get together something which I can invite friends over to checkout and drool upon.

wargame wargames terrain building modelling warhammer 40K age of sigmar AOS miniatures frostgrave

What do I want?

Being realistic I’m not going to have all the space in the world. Everything needs to fit on my current gaming table (I dine on my gaming table, not the other way around). My trusty gaming table isn’t huge: it’s not quite 4.5’ x 3’ foot – that’s a couple of feet too small for most standard wargames.

I’m a player of Warhammer in its various forms, so ideally I’ll need something which is 6’x4’ but I’ll be honest – the size isn’t what matters to me (they all say that). I’m more about the terrain, fantastical features to bring life to the battlefield of the Age of Sigmar or the 41st Millennium. So, forget the size for now, lets see how we’re going to create the stuff!

Design Notes

I won’t be going into any great planning detail for this project. I know in my head what the theme of the battlefield will look like and I think that is enough for now. I’ve also spent a few weeks watching YouTube videos and reading articles to give me some sort of grounding in the techniques used by modelers with a tonne more experience than I have.

There are two very important messages that I’ve got from the internet; 1) It is OK to be totally new to this part of the hobby, 2) don’t spend your time painstakingly drawing up designs and measuring everything.

Part 1 seems sensible – everyone has to begin somewhere.

Part 2 seems a little silly at first, until you realise that modelling terrain is just like any other creative endeavor. If you enjoy planning to the millimeter then lucky you! But for everyone else, just get stuck in and learn from your mistakes – it’s totally worth it, just like writing and editing your NaNoWriMo each year – write it first and enjoy the creativity, then learn from your editing and proofing steps. Easy to say and read and I understand reality isn’t that straight forward, but there’s something to be said for just getting on with the task.

I will add that I am not a total stranger to crafts. I’ve got several years of leather working experience, completely self-learnt. Why is this important to you? Well in the interest of honesty, I can cut pretty much freehand… and it’s right first time. You guys probably can’t so please take your time cutting anything, and for heaven’s sake, be careful!

wargame wargames terrain building modelling warhammer 40K age of sigmar AOS miniatures frostgrave

Safety & Hazards

A word of caution, some of the stuff I’ll be using is considered toxic – but don’t panic too much. I’m talking about polystyrene based materials, which are essentially plastic.

Loads of people will cry out about how toxic polystyrene can be when you cut it with a hot wire or melt it. Yes, it is toxic, and yes the Material Safety Data Sheet (MSDS) say it may be carcinogenic (may cause cancer) but I’ll point out that every MSDS is written from an industrial point of view where exposure is massive compared to that of a hobbyist. That said, always craft in a well ventilated area or if you can, outside. Always vacuum up any bits and pieces so they don’t stay floating around your house or work space for children and pets to inhale or ingest.

A clean work space is a safe work space.

Next up are materials and tools. I want to stress that you don’t need to go out and buy a load of expensive stuff. If you’re starting out you can get away with some PVA glue and a craft knife with some old packaging material. But if you want to make your life easier and have a small budget, you can get yourself some time-saving tools.

Materials

The great thing about making terrain is that you don’t have to buy in loads of expensive materials and tools. Chances are you throw out a lot of the materials we’ll be using in your household waste bin. Save some of it and recycle it into something useful.

Polystyrene – there’s a couple of varieties we may all be familiar with; Expanded polystyrene which is used in packaging and is normally made up of small spheres which crumble away when you break chunks of it up. It can be referred to as EPS. Extruded polystyrene is much more homogeneous and smooth. Extruded polystyrene is sometimes referred to XPS foam. If like me and you’re in the UK, XPS is generally referred to as Styrofoam. There’s a lot of confusion about what materials are named so if you’re in the know (and by that I mean: use the stuff at work or make it) please let me know!

Tools

I find that you can get away with the cheapest craft knives and some PVA glue, but if there was one essential piece of equipment I think you will benefit from its’ a hot glue gun. Not the massive sized ones, just a simple, small one. Why? Large glue guns get really hot and you don’t have as much control over them. A small glue gun is more precise and there’s less wasted glue. You can get cheap glue guns with a hundred glue sticks for less than £10, maybe even less than £7. I think I spotted some in Hobby & Craft for £5 (sans glue sticks). Shop around.

You can pick up craft knives quite cheaply. I recommend you have a disposable & retractable knife and a separate single bladed craft knife (the ones that look like surgical knives). Depending on where you are in the world, you can find these in hobby stores with extra / spare blades. Whatever you do, be careful with knives – I’ve cut myself more than a few times so I imagine you will too. GO SLOWLY.

The Ruined Tower

I’m going to wrap up this post with a few images and some constructive criticism of my own pilot project –  a ruined circular tower, which I’m hoping to use in Age of Sigmar, Frostgrave or even Warhammer 40K…

I made this up using a sheet of packaging polystyrene for the base, and polyethylene foam (the stuff they use to make LARP foam weapons) for the brick work. Some lolly sticks and gravel / flocking for the details.

Criticism Number 1 – the bricks. Polyethylene is quite robust. Easy to cut and apparently heat moldable. However, it doesn’t get battered easily. Even after I scraped it across the concrete outside, it still managed to hold itself together. It looks too perfect.

wargame wargames terrain building modelling warhammer 40K age of sigmar AOS miniatures frostgrave

Criticism Number 2 – Inside the tower there is a nice portion of what looks like a once highly detailed floor surface. I made this with a rolling pin made by Green Stuff World. The rolling pin kept sticking to my putty, no matter how much water or Vaseline I used, hence why it is only a small portion of the broken flooring!

wargame wargames terrain building modelling warhammer 40K age of sigmar AOS miniatures frostgrave

Criticism Number 3 – The dry-brushing. Dry brushing is when you add a bit of paint to the brush, wipe most of it off and very lightly and quickly move the brush over the item you’re painting. Because the bricks lack detail this didn’t turn out exactly how I hoped – but the textured bricks I hope to make next time may change that.

Overall I think for a first attempt this turned out alright. I’ve still got to finish off the edge of the base (you can see the bubbles of expanded polystyrene).

In my next post I’ll go into the formulation I’ve devised from my first test piece. I’ll make a visual account of it too so you get to see the different stages. I’ll also go into more detail in the next few posts.

Part 2

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Exploration in RPGs like Dungeons & Dragons: Putting the Adventure back into Adventuring

It seems that much of the content out there today for role playing games (RPGs) like Dungeons & Dragons (D&D) focus heavily on dungeons and politics or rescuing the village and various other tired troupes. Whether this is the case for you or not, I’ve noticed that many adventures are lacking the element of exploration, which leaves a huge untapped reserve of mystery. Sometimes people refer to this as the sandbox game, where the players are going in their own direction and the GM keeps up, supplying the adventure as the game progresses.

For me, what has been lacking from games over the last several years has been the mystery in exploration. All to often it seems that exploring has been dumbed down or glossed over by the need to keep the story going, to keep the narrative on track, keep the momentum bouncing. This isn’t a bad thing, but the details, the efforts of travelling in a (fantasy) world are completely missed.

dungeons dragons adventure RPG DnD tabletop games

This is a shame, because years ago the old AD&D adventure modules contained heavy elements of exploration, where the players were encouraged to explore and reveal the mysteries of a forgotten land. Adventure modules such as the Isle of Dread (X1, 1981 & 1983), a wilderness adventure designed for beginners back in the day (a long, long time ago) were designed purely with exploration in mind.

In my hunt to recapture the feelings of excitement and wonder (a running theme in my blog articles at the moment) I did a thing. I’ve sailed the ‘net sea, battled excessive blogs and wrangled with the web in the search of good, wholesome and entertaining ideas to make travel and exploration exciting again. Here are my thoughts and the results of my search with some helpful links at the end for your own ‘further reading’ on the subject.

If you’re sitting comfortably, I’ll begin…

Perceived Problems with Exploration

Mention in-game travelling and most players will groan. Understandably, players have not really had a series of exploration adventures that has given them a fun game, even popular digital games such as Skyrim or the classical Baldur’s Gate allow you to travel instantly or in a series of chunks in seconds. But that’s OK, it’s why you’re here reading this article.

Exploration games are said to take their toll on the GM / DM both in preparation and in running the game session. This is a fair point – as the GM of any game you are responsible for hours of planning (or maybe just 30 minutes before the game, if that’s your gig), which often you don’t want to see wasted and unused in the event of player party mistakes. So why would you waste hours of planning on just travelling and exploring new locations?

Finally, keeping the flow and narrative exciting can be a challenge. Inclusive adventures must bring elements to the gaming table where any character of any build or design with even the most jaded of tastes, offers a challenge to each player, a chance in the spotlight.

Are these issues insurmountable? Of course not!

So here are the suggestions I’m putting forward for you, should you ever consider running an exploration themes adventure game of your own.

dungeons dragons adventure RPG DnD tabletop games

Setup & Writing

Character & Plot Hooks

It’s always important to have your players hooked into the concept of the game right from the start. How do you write or plan this sort of thing? Well I’ve written a previous article which you can find here, it gives some suggestions on how to approach a character hook by making the hook relevant to the character, which, hopefully, will entice the player too. As always, it’s best to get a feel for what your player wants from the game, and hook them in based on this information.

It may be that your party is simply travelling overland to get to a place that is uncharted, and the plot of your story is already written. This makes it very easy as the plot hook is the adventure idea you already have.

I’ve written a few examples here to give you an idea:

  • Searching for a missing person(s) of importance: perhaps they were kidnapped and the characters have been hired to locate and return them safely (imagine King Osric’s daughter from the Original Conan film, 1982).
  • Searching for a lost city or civilisation which may hold the key to discovering how to deal with a threat to a characters homelands.
  • Manhunt – a traitor, criminal, dangerous individual or group has evaded the law and must be hunted down to pay for their crimes.
  • The player characters are being persecuted either on their own or with a group of people and have been forced to flee into the wilderness or an unmapped land.
  • Expedition – the player characters are hired to explore the new world and discover its rich resources and lift the veil on its mysteries… and its threats.

dungeons dragons adventure RPG DnD tabletop games

Setting up the Player Party

Every expedition known to man has always had planning at the forefront. Without planning, any expedition is doomed from the moment it takes its first step, leading to a variety of disasters, starvation being the primary one. So it’s important to get your players into the frame of mind that travelling and exploring brings its own dangers. Sure, there will be monsters in the untamed wilds, but losing your food supply or drinking all of your clean water, brings challenges all of their own.

Ask the players some of the following questions before you plan to start your game:

  • How much can your character carry?
  • What food and water supplies will you be taking?
  • Are you equipped for exploration or a dungeon crawl?

An important aspect of any RPG is the role play, above all else it is what glues the game together. Some people find this awkward, but when players have something to talk about, the role play becomes natural. Asking player characters to assume one of several roles in a travelling adventurer party is a great way to overcome this, and also lends itself to more of a game.

These roles are real life examples of what we often overlook during play. In reality, how many of us note down how much of our rations we’re eating? Probably not that many because it’s considered a minor portion of the RPG experience.

Giving the players extra roles also reduces some of the work for GM / DM. By allowing the players to organise themselves and keep track of encumbrance, rations and other supplies, along with mapping duties, it frees up the GM to give a greater insight into surroundings and encounters.

Here are some of the role ideas:

Leader / Voice

The leader is responsible for announcing all final party activity to the GM with regards to direction and pace. Characters can still act in a solo fashion as normal. The leader also consults with and organises the marching order of the other characters present, including any allies that may be travelling with them.

Watchers / Castellan

Let’s face it, you will be stomping through unknown and wild lands, it pays to give someone the task of checking the horizon for trouble, the bushes for traps and the camp for snakes! Watchers and guards are also responsible for finding a suitable place to set camp and how the camp should be organised. For the GM, this gives them time to decide what happens in the night, or if the player party gets surprised.

Navigator / Cartographer

The navigator and cartographer are responsible for guiding the player party on their adventure, keeping a look out for points of interest and landmarks. Their role also involves the blank hex map you will have provided them (more on this later), updating and annotating as they travel. In this way they answer the questions of other characters in a role play manner, rather than relying on the GM to constantly keep checking their notes.

For a character to create a worthy map in game will require some sort of cartographers tools (for D&D) or a surveyor’s kit. Get the players to roll any necessary skill checks to determine the quality of their notes and drawings in case they get lost, or someone else relies on the map in their absence.

Hunter / Quartermaster

Hunters and Quartermasters keep track of resources and the carrying capacity of the party and its allies. Their most important role is to keep track of food and water and find replacements when they feel times are getting desperate. This has a great element of role play as the characters fret over how much they are going to use and what happens if they start to run low.

Generally if the quarter master has no record of something, such as equipment, it does not exist within the party. And if there’s a tonne of things to keep track of, there’s no reason why two characters can’t assume this role together. All characters should have their own equipment list, but the quartermasters will keep a copy of that and update it, especially if one character is lost down a ravine while carrying all of the rope!

(Re)Defining the GMs Role

The GMs primary roles will have lessened from traditional expectations. The key responsibility, other than role playing villains and monsters and refereeing the turn sequence and dice rolls etc, is to keep a track of time. In an exploration adventure keeping a track of time gives the gaming session more purpose and also allows the players to note down exactly what they’ve used up or require more of. It also means the players are told when they are getting tired or possibly feeling the effects of fatigue.

mountain surrounded with trees

Friends, Enemies and Adversaries

It pays to have non-playing characters (NPCs) with the player party, at least for some of the exploration, particularly if you think that there may be character deaths likely to happen – you’ll need a way of introducing new characters for the players when this happens.

Adding allies to mix will also give the players some impetus if the motivation dips during play, because allies need help and tasks undertaken which they could not normally do on their own. Here are a few examples of NPCs to keep in mind, depending on the type of exploration adventure you’re writing…

Allies

The expedition financier or their representatives, the young noble out to cut their teeth, the enthusiastic but clueless scribe seeking lost lore, or the mysterious elf apparently seeking to discover the lost homeland of his or her people – these are all NPCs which can give motivation to the players when they are out exploring. It’s probably best if these NPC stay at base camp, several days behind the party. These can provide quests literally or inadvertently and give guidance if the player characters are struggling with concepts.

Collective Adversaries

If you want to quicken the pace of the adventure and give the players some tension when they are making the important choices, you can introduce another adventuring party who are seeking similar goals. This competition can be right behind, or always one step ahead of the ultimate goal, or they can be unfriendly and unhelpful if they’ve managed to get across the ravine but cut the ropes to the bridge!

Perhaps these other adventuring groups need rescuing instead, the price of their impetus or ignorance!

Enemies!

Perhaps the land under exploration is not entirely empty, and savage tribes use it as a hunting ground. Perhaps one of those tribes sees the party as a target for initiation into adulthood or worse, required components in a bloody ritual!

two person riding boat on body of water

Mapping: Hex or no Hex, you’re travelling

Hex maps have been around for decades and carry with them a nostalgic feel for the days of mystery. Whether you like them or not, the humble hex is a great way of mapping out where the player characters have been, are currently and where they will be, because a hex is more dynamic than a square and easier to handle than a circle.

A hex has six sides, allowing you to plan the direction of the party – there are 8 easily identifiable paths the party can take on a hex, using either a flat side of the hex tile or a point of the hex. If you make your map and overlay a series of hex tiles onto it, you can track the adventurer’s progress with distance, speed and direction.

I suggest you start by making a world map, nothing larger than you need for the landmass your adventurers are crossing or exploring. Each hex should cover maybe a half or a full days worth of travelling, so in theory the party is moving one or two hex spaces in a session. This gives you plenty of opportunity to write and pace the adventure.

Look at your map and make a note of the terrain type of each hex, or whichever is more dominant. Terrain types can be forests, plains, desert etc. You can go one level deeper than this to have varieties of these terrain types, such as adding a height or incline like hills and mountains or valleys which can block or provide a line of sight (more on this later).

Once you’ve got this sorted, you can begin to define potential problems with different terrain types – it can be as simple of slowing progress or speeding it up, using important resources such as food and water, or allowing the characters to restock. There may be monsters which lurk in certain parts of the map, such as green dragons in the forest, or trolls in the swamps (or whatever). Think about your land of mystery and get creative. As the adventure grows you’ll likely want to think about the same challenges repeating. This could get bland so be prepared to allow some hex spaces to be easier to get across.

pine trees by lake in forest against sky

Creating a Map

You’re going to want potentially a large map with plenty of areas and space to explore. Sometime over the next week I’ll write small tutorial on how to put in hex grids in programs like Inkarnate (the free version) and the GIMP . In the meantime, you could do some planning of your own and take into consideration some of the important aspects of your map.

Whether you’re creating something entirely home-brew or using a pre-written adventure or setting, you need to consider the ecology of your map. Just like anything in the real world, things in a region or area run alongside each other and effect each other like an ecology. This won’t apply so much in a fantasy setting, but your map should reflect a realistic expectation so that your players can make logical choices in how they travel and where.

Consider some of the following suggestions and ideas…

Travelling Speed

As a guide, you can break each day down into 4 hour slots, of which most characters will require sleep and rest for 8 hours. How far they can travel will depend on what they wish to do, and how fast they travel, such as by foot or on a horse. As the GM, you will know how far each hex is in miles or kilometers and can set the pace of travel accordingly.

Landmarks

Landmarks are vital to the exploration and travelling game. Without landmarks your players are simply making arbitrary choices based on cardinal directions on a compass. This is incredibly dull and likely to put your players off right away. Landmarks give the players a real choice, offering tantalizing bits of mystery and story to get them to move and explore.

But what can they see?

Well it’s fairly simply: when the players arrive at the edge of the map they will want to plan their direction. Did anyone pack a spyglass? Good – then they can start scanning the horizon. Are they in a forest, is there anything obstructing them from scanning the distant horizon? If so, they’ll need to get to higher ground… and already they’ve determined their first objective – find higher ground.

As a general rule, player characters can probably see about 3 miles over flat ground, far less in forests or hilly terrain unless they’re at a peak in the region.

The player characters should be encouraged to scan the horizon each time they stop to rest. As the GM you can now give them tidbits of information about the surrounding area (hex tiles) allowing them to assume control of their own destiny.

Landmarks also give the players something to talk about, mark on their own maps or confirm their location if they get lost – everyone gets to use the role they have been assigned or chosen when they planned the expedition. Let’s hope they packed some sort of compass…

Landmarks can be constructed buildings such as towers, or natural phenomenon such as giant waterfalls, unusual rock formations or the sun bleached bones of titanic creatures!

white and black abstract painting

Locations

Locations  can be considered like any other encounter in RPGs like Dungeons & Dragons. They will be the meat of your adventurer meal. Don’t overlook the dangers of exploring. Exploration is dangerous in real life, and so it should be more so in a fantasy RPG! Stay your hand though, exploring locations should be about the story and not everything should be dealing damage or killing off players! Instead, capitalise on the mystery and narrative of discovering a new land – temples, hallow cities, strange structures and signs of ancient battles – not everything will be covered in traps or occupied by hobgoblins.

This is the hardest part for the GM, but should also be the portion of planning that takes up the most time. Once your map has been created, you should start to focus on the set pieces of your adventure (because it is still your adventure). A location, like any good dungeon should offer potential challenges to each character type in your player party, whether that’s physical obstructions, strange traps, ancient lore, riddles, clues or puzzles which help unlock or reveal something about the area. This shouldn’t always be the case though – otherwise it may become a formulation of ‘we need to use the rogue, and now the fighter and now the mage,’ which takes the narrative aspect of the game away.

If you can tie the revelation of this location into other locations, you begin to knit your world together. For example, let’s say the player party successfully breaks into an ancient temple and reveal a mysterious artifact, such as a key. What does this key unlock? Does it tie into a different temple or building in the region? What does it unlock, treasure, monsters, a terrible and ancient evil?

By all means include things to fight and slay, but try to ensure that the fight isn’t just a random event. It makes much more sense to disturb a nest or lair, or tackle a timeless guardian creature than hack their way through hordes of pointless minions. Use the monster or creature wisely, build up to its big reveal and make the fight mean something. If they can’t defeat it, they must flee… but where do they flee to? Are they in any fit state to fight, should they fight? These are the tension building moments for your player party in an exploration game.

Throw in monsters and creatures that they clearly cannot defeat to get the player characters to consider their options more deeply, but again, don’t make a habit of putting in impossible odds all the time. That sleeping dragon can be left to sleep if they just tiptoe backwards slowly and come back another time!

beautiful countryside creek environment

So how do they explore a hex tile?

First of all, describe exactly what stands out about a region or hex tile – does that rock formation look like anything? Then, if they decide to stop and explore the area in more detail, you can begin a series of encounters. One very simple suggestion is to draw up a small chart based on how many hours the player party wishes to explore the area. You can begin by asking the players how long they intend to stay and search the area in terms of hours. Then, consulting your small chart you can determine that if the party stops and searches for say 3 hours, they will come across up to 2 encounters for that region. Here’s my example:

  1. Hour 1 – They find nothing, but are slowed by the forest and rough terrain
  2. Hour 2 – As above
  3. Hour 3 – They stumble upon the grotto of a forest troll, roll against the parties passive perception to see if either side is surprised.
  4. Hour 4 – They find a cache of old supplies and a few ripped up skeletons, likely the result of a troll attack.
  5. Hour 5 – A small hatch in the earth that looked like a bolt hole for a temporary encampment ( a micro dungeon).

The party may not stay for too long, or they may wish to camp, in which case the troll may come out at night looking for food (an encounter in itself) which provides something for the watchers and guards in the party to deal with before the attack starts in full.

How fast they move, how much attention they decide to dedicate to the searching and investigating is up to the players. They will soon learn that just stomping over ground in the hopes of bumping into something may prove detrimental!

Getting Lost

Sometimes even the most experienced rangers can get lost, particularly in a new land! Becoming lost should always be an option and you should never allow the players to simply retrace their steps if they’ve surged onward without paying attention or exploring different regions or hex tiles.

Perhaps permit them to roll for skills to see if they can get back on track by setting a high difficulty based on the terrain they are in, and any landmarks they can see from where they are, lowering the difficulty for each point of recognition they can muster. If they fail, they are lost and must spend time (and resources) trying to find their original path!

photography of mountain range during winter

Keeping the Motivation During Play

How do you reward characters in exploration adventures? We want to reward the players for exploring, because we want them to enjoy the exploration aspect of the game alongside all the other aspects of RPGs.

Well, I think it depends on the scope of your adventure and the desire driving the party onward. Beyond gaining experience for slaying monsters and villains, perhaps the player characters also receive experience for discovering new areas, locations and landmarks, BUT they then also get experience for making a region safe (multiple hex tiles in the same region) for anyone following them, such as the baggage train.

If you feel a particularly hard region to explore exists because it contains high powered monsters or traps, you could assign different hex regions a challenge rating to reflect the adversity of making it safe.

Perhaps early locations were inaccessible at the start of their adventure, but now they’ve discovered a key, a token or something which will help them get to the that earlier region. This is a great idea because it means that previously explored hex tiles and areas or regions are not simply redundant after use. It can also lead the player characters to explore for specific things, giving them even more motivation to search and explore areas!

Phew! That is quite a long article, apologies!

If you think you’ve benefited from any of this information, leave a comment below – it really helps us if people think we’re doing good, and gives us direction for future articles!

Further Reading

How to be the Dungeon Master (DM)

How to be the DM (new and old) Part 2: Setting the Atmosphere

D&D and Dice Manipulation – Two opposing styles of Dungeon Masters

The Retired Adventurer

The Angry GM (really angry and potty-mouthed!

Giants in the Playground

Forge World: My first Experience with the Specialist Supplier for Games Workshop – The Craftworld Aeldari Wraithseer Model

download

Most of us have seen or heard of Forge World. If you have, you’ve likely stared in disbelief at the prices of some of the miniatures they supply – even compared to Games Workshop – a notorious money snatcher – the prices are pretty high.

But are we getting upset by the price for no reason?

I’ve been gaming for years but I’ve never actually looked into Forge World before. I’ve heard many things, but as a scientist and forensic student, I would not be doing myself any favours without investigating the facts myself.

So, here goes.

My current Project…

I’ve been looking for a nice centerpiece miniature model for this new collection, which had to fit the theme of the faction and the type of army I was hoping to create. Since most of the troops I’ve selected are essentially ghosts and spirits animating some (very cool) looking suits of armour, some random space elf dude wasn’t going to live up to the aesthetic. So I looked around – and stumbled upon a new miniature I haven’t seen before… the Wraithseer. But, oh no, you can’t buy this miniature from Games Workshop, no. You have to order it from Forge World. Hmm… there’s a risk there, I’m sure.

99590104063_EldarWaithseer05

So I’ve looked into Forge World and I placed an order. I started to put this centerpiece commander together. These are my experiences and conclusions about the quality and worthiness of models bought from Forge World.

You’re gonna get some background on Forge World and I’ll throw in some images of how I went about the process of opening the box and putting it all together. Then I’m going to tell you if I think Forge World are worth it.

But First, some Background

Who the hell are Forge world? Forge World are a supplier of specialists model miniatures and conversion kits as well as specialist games. They generally use a type of resin for their products which is different from normal plastic. You’ll find they make all sorts of wondrous miniatures.

And to be perfectly clear, they are Games Workshop through and through. Same company. Same HQ. Same offices and same website design.

Games Workshop are a UK miniature war-gaming manufacturer. They are best known for their tabletop war-games such as; Warhammer Age of Sigmar (Fantasy Battle), Warhammer 40,000 and The Middle Earth Strategy Battle Game.

There’s a tonne of controversy with Games workshop and its various branch-off businesses, mainly; the pricing of their products, the way in which their new products are generally more powerful than the current stuff and the way in which they imply everything for Games Workshop has to be gold plated to be used. But despite all this, they generally do make some really good miniatures, to a good standard of quality. But if you ask the internet, they hate their customer base. I’m sitting on the fence of absolutes here – I enjoy the stuff they create, but I kind of agree that they are generally over priced.

My First Order from Forge World

Since May I’ve been an adult and started collecting miniatures from Games Workshop to play one of their main game lines, Warhammer 40K. Since childhood I enjoyed the setting and themes of GW’s universe, but I never really understood the concepts of some of the factions (armies) that are available for play. So, since I’ve had a little more free time in the evenings I started to collect miniatures for a faction known as the Aeldari (formerly, the Eldar). Think space-elves are you’re pretty much there. These guys captured my imagination from an early age and it’s taken me over two decades to start collecting them.

This is what I purchased, the Wraithseer, a variant of the Wraithlord.

 

Here’s what I found with my first experience with Forge World:

You essentially get a normal product with extra components to create the specialist unit. Since the Wraithseer is a Wraith Lord, you get all the parts for the Wraith Lord, with some extra bits to make the model into the Wraithseer. GW’s Wraithlord = £28, FW’s Wraithseer = £41. I’m spending £13 on some extra bits. Is that too pricey? Well, we’ll look at the quality later and draw some conclusions.

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The extra components are a different quality resin, lighter grey and more pliable. In the past, this resin was labelled as ‘Fine cast’ which suggested that the detailing on each model was of superior quality. It turns out, that wasn’t the case, so they ditched that marketing and decided to refer to the new range of products as simply, resin.

Edit (17/2/19, 17:30 GMT) – The above stricken text was later found to be incorrect. There is supposedly no link between Fine Cast and Forge World. However, this does not mean that GW dropped Finecast completely, as I’m sure there was overlap at some point between the manufacture. I’m open for more comments on this, so feel free to educate me!

Accurate-Finecast

Was anything bent out of shape or wildly irregular that it will not work? No, apart from a slightly wavy long narrow spear shaft, this model seems fine.

What did I have to do that was different to preparing a regular plastic miniature?

There’s a lot more flash (excessive build up of plastic / resin which you don’t normally get from the regular plastic kits) that needs cleaning and cutting away. If, like me, you’re haven’t done this sort of thing for years, you’ll really need to take your time and go slow. Look at, and think about, what you’re going to cut and how you’re going to cut it – these kits are expensive and you don’t want to mess it up! They’re also much softer, so any cutting risks cutting too deep! Resin kits need super glue to bond efficiently too, and they bond fast!

Bubbles

The Resin components: How does it look and feel, is the detail any better?

Hmm… yes I think it is. Some of that detail may be lost in the excess resin flash though. It certainly seems crisper in some places, but on areas of the blades, such as this cool looking spear, I had to re-carve the back of the blade so it looked less like a portion of cheese left to rot in Nurgle’s undercarriage. And check out some of those random bubble holes still!

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It glues and sticks fast. Really handy when you’re relying on your heartbeat to not force your fingers to break the delicate bonds using a more brittle and fragile plastic.

It is more pliable. It feels smooth and clean, but there is a bubbling effect in areas which will require more modelling to fill in the gaps. More time required, I guess!

How hard was the model kit to assemble?

Actually, not too hard at all compared to the regular wraith lord (of which, I’ve made three since May). Some of the components are very small and fiddly but if you plan the assembly properly, you shouldn’t have any problems at all!

 

Am I happy with the product?

Yeah, I think I am, but let’s discuss some final thoughts. I did realise later on however that the bases provided for the Wraithlords are scenic, they have nice detail touches like cracked earth and debris. There is no such base for the more expensive Wraithseer. What’s that all about? Well, it’s either money, or laziness on the part of GW’s package planning.

Final Thoughts: Is Forge world worth it?

I think this all depends on the buyer:

If like me, you’re a regular war-gamer with limited funds, then I suspect Forge world products are not for you – simply put, you don’t need them to enjoy the tabletop war games produced by Games workshop.

If your sole attraction to miniatures is to assemble, convert and paint models, then actually yeah, I think it’s for you – I suspect you’ll buy one-off miniatures, paint them to a really high standard and marvel at them in a highly polished glass case. Or sell them on Ebay for a little bit of extra money.

Forge World is not for kids. They’re out-priced for a start – unless you have wealthy middle class parents, but also because they’re not recommended for anyone under the age of 15. Why? Well they’re fiddly, require you to use sharp points and blades… and apparently the resin is toxic as a dust. Perhaps most teenagers probably won’t know how to assemble the over priced miniature too – there’s no instructions provided!

Edit (14/2/19, 21:00 GMT) – Many of you have praised the customer services of Forge World. Apparently they are more than happy to offer replacement parts should your model not be usable, or even if any of its components are not usable. So much so, no one I’ve spoken can fault them for it. Seems they actually care!

And finally – you can’t buy the rules for these models or download them separately like you can for some products on the GW website. No, you need to buy a separate book for about £15.

HOWEVER – I have recently discovered a very cool app called BattleScribe.

BattleScribe is a free army builder app for Warhammer 40,000. It contains everything, which means you don’t need to have any of the books for any of the Warhammer 40K factions and this app even lets you download your selected army as an easy-print PDF with ALL the rules associated with the models and the choices you made for the army.

Yes, it is FREE.

So there you go – it is unlikely I’ll be buying anything else from Forge World in the near future (unless I come into a large amount of prize money for something). But if you’re a collector of interesting miniatures or if you like a challenge, then its good for you.

I’d like to hear your views and opinions on Forge World and their product line, so feel free to add a comment or message us. You can join our slowly building mailing list here.

J.D. Ferris