Sunday, January 12, 2020

Space Cowboys

So, thinking more about a space opera game and what I'd want out of it…
The other night I found myself watching the superior Coen Bros. version of True Grit. Then, this afternoon I watched The Proposition.
All this put me in a Western state of mind.
One (obvious) thing that struck me is how both these movies remind me of Keep On The Borderlands. The idea of a place on the edge of civilization, a frontier, and the dangerous lands beyond. The dangerous land full of outlaws and natives and deadly beasts.
Again, obvious stuff.
Both these movies also got me thinking on the nature of 'civilization'… how it is formed and maintained by the same violence and cruelty it claims to have squashed. The characters in these movies do not wear black or white hats… they're all shades of gray.
There are no Dukes swaggering around… Rooster Cogburn is hardly different from the men he is hired to track down. Cogburn's background is established as having been a bandit, a Confederate raider, a (failed) restaurateur and a bank robber.
The lawmen in The Proposition are also dark fellows. Cruel, ignorant and possessing no better moral compass than the men they're hunting. One Englishman sees no issue with having a simple-minded boy publicly beaten to death without a trial… more as an example of his own power than any legitimate 'justice'.
Anyway, all this just reminds me that that civilization has never meant freedom from cruelty. Order is always maintained on direct or implied threat of violence.

Now, the elements of Westerns I enjoy generally have little or no attachment to actual history. It doesn't matter to me if the stories depict actual events. Given that, there are a lot of non-Western films that fill the same boots. Just about anything taking place in a frontier is going to work on a similar level for me.
In terms of space opera, this reiterates the close match that was flagged by shows like Firefly, Outland and chunks of Star Wars.
Again, obvious stuff. But it moves me along the path of discerning themes I'd want to focus on. More about the friction between the established order and the folks who resist it.
The original Rogue Trader game had gobs of this sort of thing. It initially lacked the presence of Chaos and instead had various beasts, alien monsters, rebellious soldiers and wild frontier planets cut off by fickle warp storms.
Then The Lost And The Damned came out and Chaos became the big bad of 40K. Not that I don't enjoy the Chaos forces (especially their subtler aspects depicted in those early books)… but its a strong flavor that quickly overshadowed all those quainter opponents to Imperial control.
Doing away with Chaos, or even just toning it down considerably, might be a first step toward getting myself back to a 40K setting I can have my way with. Let there be Chaos gods and cultists… but lessen their numbers and force to play a stealthier game ala early Warhammer Fantasy.
Laserburn echoes a lot of early 40K elements… but, again, lacks Chaos. The closest thing is the Red Redemption, only for being a faction of human opponents.
Either way, I think turning the volume down on Chaos will let me explore more of the stuff I was rambling on about Westerns… making it less white hat/black hat and more about the forces of Imperial 'civilization' vs. the forces resisting it. That might move it all closer towards Star Wars and its rebellion… but that's fine. I just bought a copy of the anniversary edition of the D6 WEG Star Wars books, to milk for inspiration and such.

Saturday, January 4, 2020

New Year, New Obsessions

The holidays have flown by and with them have gone some of previous notions and projects... at least the enthusiasm for them.

The marbles have shifted and I have to admit I pretty much burned out on the Mythras/Classic Fantasy/World of Warcraft project. In the end I was put off by the same aspects of WoW that drove me away from playing the game. It's a commercial product where choices were made, increasingly, from commercial viewpoints. I'm really much better off 'borrowing' liberally from it than trying to re-create it. Not that re-creation was my original intent anyway.
What will work best, I think, is to... eventually... just run some small-scale games in that setting and see what happens... if it feels like it's working or not. No need for a lot of work up front.

Anyway, most all of that blew out of my headspace before Thanksgiving.

What came in to replace it was a sudden surge of interest in running a science fantasy game... very much inspired by first edition Rogue Trader 40K, Laserburn, and the parts of Star Wars that I still enjoy. Something wild and weird and not so well-mapped out.
I've no interest in what modern 40K has become... too narrowly focused on military antics, to self-serious (though I detect some improvements there... such as the advert for Kill Team: Rogue Trader).
But old school 40K, in the first book that established the setting (and Laserburn, which also provided a lot of 40K canon) the setting is pretty wide-open and borrows from all sorts of seemingly contradictory inspirations.
You've got a lot of Star Wars influences, Dune, 2000 AD, Tolkien (via Warhammer Fantasy) and lotsa bits of re-purposed historical stuff.
The trick of running a game in such a setting, for me, would be keeping it properly 'pulpy' and keeping certain tendencies I associate with scifi games at bay.
Those unwanted tendencies are what I've seen creep into just about any Traveller game I've played. Players who want to bring their real-life knowledge of technology or the military to bear on the setting... pixel-bitching about the combat mechanics or the gun stats or something. Complaining that the communications technology doesn't line up with what they know from being tech support agents at a phone company...
Whatever that impulse is, I want to kill it with fire.
One way is to be a firm GM. The other is to be cautious in choosing who I play with. Gun-fondlers and 'preppers' need not apply. I need to stress the FANTASY in science fantasy to them as well... that none of this is meant a serious extrapolations/speculations on the future... no more than any D&D game is a serious exploration of history.

So anyway, diving into original 40K and sucking out the marrow... boiling it down to get the gist of what inspires me about it, as well as Star Wars/Laserburn and old issues of Heavy Metal... then mixing them into a big bowl of something...
I'll probably mix in some of Warcraft's screwy cosmology as well... and maybe drop those worlds in as potential travel stops.
If nothing else, it keeps me off the streets.

Now, as to what system to use...
Well, I own most all of the books for FFG's Dark Heresy and Rogue Trader games... which are happily based on D100... making a conjoinment between them and BRP fairly simple (and there is a fan-made 40K BRP write-up available already). But those books are still, largely, in modern 40K's po-faced mindset... VERY serious.
I need to shove some more of the original Captain Harlock into the Haarlock trilogy.
I could also use Traveller, which I've always liked but wanted to bend towards more gonzo sentiments... but Traveller fans can get really uptight about stuff. There'd be another set of expectations to squash (no, this is not set in the OTU).
Really, BRP seems like it would be easier for me and has a LOT of elements I could drag in from various sourcebooks... Call of Cthulhu being an obvious fit for Dark Heresy.

And yes, I know I'm supposed to concern myself with what my Players would want... but really, if I'm going to run the game, and run it well, it's important that I'm in love with it as much or more than they are... that I have a solid handle on what I want out of the experience. You have to take care of yourself, first and foremost... otherwise you're no use to anyone else anyway.

Thursday, October 3, 2019


I'm still working on my Mythras WoW hobby project... but fell in a deep hole when thinking about Shamans and such. Troll witchdoctors and how each 'race' should feel different.

My brain got partially eaten as I started planning this year's Nanowrimo project... which will be gothic romance. Which got me reading some reference material and wondering how an RPG version would work out... something like Ravenloft where Strahd is less overtly antagonistic maybe?
I think I can justify it as a sideline of the WoW project since it could be turned toward expanding certain classic 'spooky' areas, like Duskwood.
Deadwind Pass and Kerazhan feel like the proper abodes of a powerful vampire...

Wednesday, September 11, 2019

(Mythras WoW) Terror of Tinytown

While pondering how I want to go about this Mythras WoW project I've had a lingering doubt about it all.
Reading some of the official 3.X rulebooks failed to inspire... in fact, I think it kind of clouded my enthusiasm. It reminded me of the whole 'character build' aspect of WoW that I never enjoyed.

Then, today, I started looking into another aspect of the MMO that I always found peculiar... the map.
WoW is a video game with a video game's limitations. Cities are tiny, villages consist of a small handful of buildings. There are farms... but only a few... and there are very scary places within spitting distance of happy little inns. The whole thing is too damn small.
But that's something I can probably deal with... other people online have jumped on the problem and offered some useful ideas.

Then there's the issue that the climates of these places don't make any sort of real world sense... Northrend IS cold and it IS in the North... but that's about it. There's otherwise little or no plausible geography going on here... and that's NOT something I'm interested in trying to correct, I might as well make up an entirely new map.

But is that really an issue anyway? Probably not. My idea of running the game is not focused on world-spanning 'epic' adventures. It's not something I'd want to run for years on end either.

So I guess I'm just coming to terms with the sillier aspects of taking this on as a project... checking with myself to see if it's something I want to keep on with... asking myself if I might just rather build my own WoW-inspired setting from scratch.

Sunday, September 8, 2019

(Mythras Warcraft) So THIS is why I never got into third edition!

I bit the bullet last night and read through the official Warcraft 3.X entry on Warlocks... and... WTF?!!
Now, I never did engage with D&D past first edition. By that time I'd moved on to Runequest and Traveller and other stuff. All I knew of 3e was what elements of it were implemented in the Neverwinter Nights games on my computer... and I didn't much care for the mechanical elements of those. I'm not a 'character build' sort of guy.
Yet I'm trying to cram an MMO into Mythras...
Truly, I wasn't that sort of WoW player either. I'd blunder along, picking whatever powers sounded cool. I wanted to level up to see more content, that's all.

Anyway, the 3.X version of Warlocks was not inspiration for me.
Firstly, it's lumped into a general 'Arcanist' class... which covers 3 paths: Mages, Necromancers, and Warlocks (were there necromancers in WoW? Not that I recall). So they're saying that Warlocks are an offshoot of arcane magic... OK, I can live with that... though in WoW lore the first Warlocks were created from Orc Shamans... so that whole spirit angle goes unsung.

Secondly, and this bit did put me off, the description of the Warlock's abilities are just a dense mass of pluses and minuses... with a number of them aimed at the concerns of multi-classing. Why would a Warlock ever want to multiclass? He/She is a fucking Warlock! Best of the best! (I see Warlocks as necessarily arrogant, considering their chosen path).
There's nothing at all about using Soul Shards to fuel their summonings. The whole section is pretty flavorless.

Thirdly, the spell list is a bland collection of vanilla D&D spells that might kindasorta go with Warlocks. Unseen Servant and Summon Monster I-X. There nothing like Curse of Agony or Curse of Weakness. True, there is Soul Stone and Eye of Kilrogg... and there is a Drain Life and Drain Soul spell (why does Drain Soul cost XP to use?)... but AFAICT Soul Shards gained from Drain Soul are just for creating Soul Stones.
Oh, and Death Coil is a spell... but it's for Necromancers...

I'm still digging into the rulebook... seeing what there is to see... but I'm not getting much so far.








Saturday, September 7, 2019

Mythras World of Warcraft


This has been my hobby project for the past few weeks. Exploring how I might use Mythras Classic Fantasy to run a game set in the World of Warcraft setting. This came up, partially, because of the new launch of WoW Classic. I enjoyed WoW Classic a lot... and the expansions after Lich King not so much. But the whole time I was playing I was reminded how much better tabletop RPGs were for adventure gaming. I mean, sure, you get the fancy visuals, the music, the fast combat... but you give up so much depth and potential. So many WoW quests are just variations on 'go here and kill this'. You can't bargain with foes, you can't sit in the inn and talk to the other patrons, you can't make friends with a murloc...
There are shedloads of interesting things I'd want to investigate... but no content has been written for them... so they exist as ongoing enigmas.

Anyway, I always thought it would be fun to play a 'real' RPG set there.
I knew there had been a 3.X game based on WoW, but I was never on the bandwagon for that system and it skipped my notice. From what I've read it's a good set of books for the setting lore, but didn't try very hard to recreate the PC classes and their iconic abilities.

So that's where I'm starting with Mythras/Classic Fantasy. Going through the Classic WoW classes and trying to sort out what's unique about each one. I'd played a bit of each of them during Classic WoW, so I wasn't blank slating it.
I started with the Warlock, since that's the class I'd played the most... and quickly ran into a big heaping pile of setting lore I had to suss out in order to understand how the Warlocks work in the setting.

See, the written lore for WoW doesn't necessarily match up with how the game plays.

In the game the Warlock trainers are usually found in hidden places, like the musty basements of taverns. It isn't mentioned so much during the game, but Warlocks are rightly pariahs and best keep their practices under wraps. In-game you can run through the streets of Stormwind with your demon pets out, but in lore-based Stormwind that would NOT end well.
So, early decision, I'm going to favor the lore over how things work in the MMO.

Another thing that I quickly realized is that the map for WoW is severely distorted. Areas are sized for video game capabilities and Player attention spans. But each zone really oughtta be MUCH larger. Stormwind is the size of a large village.
My first inclination there is to just expand the existing map and dot in more stuff... more streets and canals in Stormweind, more farms and mines in Elwynn Forest... but keep the same base layout and features. Places you fly past in the MMO, like Goldshire, should be a major hub of commerce (and have more than 3 buildings).

So, LOTS of work to do... and I'm not sure this will ever get on the table. But on the flip-side, I am learning a lot more about Mythras and Classic Fantasy as I look for matches with WoWs races, classes, and factions. Running Warlocks along the lines of the cults in Mythras seems fitting.
We'll see how it goes. I might lose interest quickly... or I might dig in deeper. Either way, it's not nearly the time sink that re-upping to play Classic WoW would be.


Aarklash B/X follow-up

I thought I'd mention how a season of B/X set in Rackham's Aarklash setting went...

Well... I was playing with kids... 13yr olds mostly... and most of them newbies to D&D... as if that's an excuse. Anyway, they pretty much took any hook I presented as evidence NOT to go looking that direction. Some of them wanted to loot the Keep, which led to a split in the party and those Players going off under another GM (which was good, because 10 Players is just too much).
So the ones that were left poked around the Keep and got embroiled in trying track the bandits who raided it (the other group of PCs).
The girls in the group banded together and wandered out into Tir-Na-Bor territory, avoiding any sign of life the came upon and eventually ending up near the chasm of Mid-Nor... but were taken in by guardian dwarfs and shunted off to one of the main dwarf cities. They tried to buy magic items there to beef themselves up but couldn't afford any. Quests were offered, quests were refused. The girls wandered off to find better shopping opportunities.
It all went on that way for a while... presenting situations that the kids generally would turn away from for safer pastures.
Eventually they ended up on the docks of Cadwallon... but were loathe to enter the city for some reason.
So the gist was, they were looking for magic items, but had no money, and were not willing to do any of the things offered that would have gained them treasure/fame/experience.

During this time, various Players dropped out for various reasons... mostly having to do with school work. One kid got kicked out for calling another kid a name. One boy was picked on mercilessly by the girls and eventually dropped out (yes, I tried to intervene... no, he didn't come back).

Not really a success... though I did feel that Aarklash was a great setting for running an RPG.
I also learned that we really need to break up cliques when D&D club starts... because that became a problem, with some kids not wanting to play with other kids and such.
Oh well, it was the first try. Most everyone seemed to have fun with it... most of the time.

Saturday, September 29, 2018

Aarklash Revisited


Years ago I spent a bundle getting into Confrontation, Rackham's defunct skirmish wargame. Most people seem to have gotten into it because of the miniatures (figurines!) Rackham made for the game, but what grabbed me was its setting, the continent of Aarklash.
Rackham was always pretty coy about doling out details about the setting... they scattered bits of it hither and yon between their various endeavors. Regardless of how much info I tracked down it Aarklash never felt as well-covered as something like Traveller's 3rd Imperium, Runequest's Glorantha, Earthdawn's... whatever they called that place. There was a lot of intriguing details, but it still felt wide open to interpretation and exploration.
Because of that I've always wanted to run a campaign set in Aarklash (whereas I've never had such a desire for Glorantha or the 3rd Imperium). And now I am.

Aarklash isn't particularly unique as fantasy settings go. It's got the standard Tolkienesque/Eurofantasy races and a few extra. To me it's always felt like a bit like Warhammer's 'Old World' setting with a coat of Disney over the whole affair (partly because Rackham's art has always been prettier than Warhammer's).
There's an religiously uptight empire, valiant baronies full of knights, elves of high, wood, and dark natures... a lands full of undead, orcs and goblins. Instead of 'Chaos', Aarklash's big threat is Darkness... which is an element of Creation and therefore natural, though creeping out of balance with the other elements.

What feels different, to me, is that the entire setting is much more magical and whimsical compared to Warhammer's. It's cleaner, but weirder... and still chock full of horrors.
For instance, instead of Warhammer's Skaven, Aarklash has a subterranean faction called The Hydra. Composed of members of the surface races that have been captured and transformed... through some process resembling mummification and shrunken heads (and a bit of Dr. Frankenstein). Tiny flesh golems housing the hive mind of an alien/demonic intelligence. The Hydra initially started among the dwarfs, but will clearly make use of any race they can get their hands on. The depictions of them are solidly cute n' creepy... I'd much rather deal with Skaven.


Anyway, my idea here is to write up ideas for my Aarklash campaign as they come to me.
I started the group with B/X D&D's 'The Keep on the Borderlands'... altered to fit it somewhere in Aarklash's Aegis mountains (Dwarf territory) as a minor outpost of the Akkylannie (zealous human allies of the dwarfs). The Caves of Chaos have had a thorough makeover to serve as an enclave of Drune (Darkness aligned nomads), Hydra and a secret lab full of Dirz alchemists (humans who experiment in magical biotech).
So far the PCs have stuck close to the Keep, but I expect they'll soon be heading out to follow one of the many rumors I've been tossing at them.

Wednesday, July 15, 2015

Eat The Gods

I've never been attracted to the idea of playing Clerics in RPGs. The concept of gods giving out categorized magic spells as answers to prayers just doesn't sit well with me... not that a lot of RPG magic appeals to me anyway (in-game most of it seems like a substitute for guns). If nothing else it seems the spell list should be different for every god... forcing polytheism on any character wanting wider versatility. Some system where a player could pray for intervention ('prayer' covering a wide range of potential religious activities including human sacrifice) and have that prayer answered (or not) in an unpredictable way (GM's discretion) might work for me... but it would be hard to write rules for such a thing and I doubt it would appeal to most players. Maybe I just think most fantasy gods should be fickle and unknowable in their personalities... not a dependable resource at all. Propitiate them all you want... there's no guarantee they're gonna show up on the day of battle and even if they do there's no telling which side they'll choose to help. I could also see a system where gods may or may not exist but prayer is simply a form of ritual to put the supplicant into a state of mind where he/she can channel the same energies as used in whatever the setting's version of 'magic' is. So pretty much the same class of characters with different methods. Anyway... I was thinking about a faction in my homebrew setting that I've been writing up and how they relate to their gods... not as benefactors or tyrants but as natural resources. They don't so much worship them as feed and groom them... keep them in good health so that in times of need they can draw power from them... like batteries... like livestock. Their gods are powerful, and quasi-omniscient... but fairly alien in their consciousness... they see, hear and know but don't understand or care. So the priests/prophets of these gods can make use of these powers. They can summon the god, or part of it, into a prepared body and then perform rituals on it to get desired results... ask it questions or have it fight for them. Really I suppose it comes down to various golems they create... using the spark of the divine to power them. They 'worship' the gods to attract them, feed them, make them strong... then milk them. In times of dire consequences they can even slaughter them to draw all their power at once, the most obvious result being some sort of huge magical explosion but hopefully I'll come up with some more interesting ideas... big effects that aren't just replacements for artillery or ICBMs. In the end I suppose it's close to the same effect, in-game... but the fluff is different and draws me in... fires me up... makes me want to play a priest who eats his gods. Most likely these guys will only show up as NPCs... seeing as their tribes are from the dark and savage jungles of the west... but eventually I could see PCs drawn from them if the players want.

Sunday, November 18, 2012

Beastmen Are GO!

A while back I kindasorta lost all interest in all things gaming... stopped buying and painting minis, stopped looking at the forums, lost steam on all my terrain projects. It also helped that the guy I usually play against has been really busy with family matters and hasn't been available to game (I kept playing RPGs on Saturdays though... not a huge mental commitment there).
Otherwise, the most likely culprit was the 3 ring circus known as the U.S. presidential election. Much like in years past I got caught up in the frenzy and devoted nearly all my spare time to volunteer work and reading news sites and watching pundits and... gah... months of obsessive obsessing.
I wonder if that's how it is for sports fans during a sports season?
Anyway, that ended at the beginning of the month and pretty much immediately my mind drifted back to miniature wargames and all the various pots I'd left on the boil... months ago.

The big one was my Chaos army for WFB3. One of my sticking points was that I wanted to have a sizable unit or two of beastmen... and I had none... or rather, I knew I had a bunch of them somewhere but hadn't been able to find them. Not just any beastmen, these were the classic ones from back in the day... pig men, baboon men, rhino men. That and a whole bunch of Broo looking goat men that GW later started calling 'gors'. Not stuff I could just pop down to the local Magic store and replace. I looked high and low... could not find them.
So... earlier today I was digging around in my storage area for a monster to paint up for entry in the Oldhammer Golden Gobbo contest... I had a particular Asian demon in mind... when, BOO! A big box of beastmen jumped out of no where and distracted me for the rest of the afternoon.
No pictures yet... I've got some serious repainting to do... but finding these guys was a BIG boost to my resurfacing hobby energies.

Tuesday, June 19, 2012

Lions, Tigers and Bears... Pt. II

So it's been a long time since I've posted about my ever-growing Chaos force. Our gaming here took a long hiatus as a few of us got caught up on a long grueling renovation project at the house of a friend... but that's pretty much done (just a bit of gruel left in the bowl still). Meanwhile I've continued to acquire forces... More Chaos Thugs, more Chaos Dwarves (some crossbowmen, swivel guns...), some more stuff for the baggage train (gotta have a baggage train!). I've begun making some gypsy carts for the renegade band... But also... I got a bad case of Lustrian fever... I'd always loved the old WFB ideas for Lustria... Slann, Pygmies, Amazons, recalcitrant Lizardmen... ancient technology scattered around in lost ruins... a floating pyramid/spaceship... But I only ever had a handful of Slann so my hopes were thin. Then I got a lucky catch of a sizeable (about 1500 pts) Slann force for a pittance compared to the usual Ebay nonsense... the only thing I'm lacking now are some of the elite troops... Panther Warriors, Eagle Warriors. It also gives me an excuse to pull out all my old Ral Partha/Grenadier dinosaur miniatures and put them to use. 2nd/3rd edition Lustria, like Chaos, supports an endless range of crazy possibilities. So that has led me to also snag an ally contingent of Pygmies (the ones from Kallistra and Eureka suit me fine)... and I'm looking at the Amazons from Maidenhead (they have giant prehistoric birds for mounts!). Unfortunately this takes me in a completely different direction than my pals... though there is modern fluff support for Skaven in Lustria and one of the guys has a big horde of ratmen. Still, buying is the (relatively) easy part and now I've gotta find the time to paint all this up and get it into a game. Luckily I like painting.

Sunday, March 11, 2012

Thinking Small

As an allied force to my Chaos army I want to have some Chaos Dwarves.
I've got a handful of the classic figures and a couple handfuls of the big hat variety... I've got them with bazukas and canons and blunderbusses (blunderbi?). But I'm thinking I'd like a bit more mad scientist to them so I've been looking for some other warmachines they might field (I've got a pair of whirlygig carts already).
The Skaven stuff looks too slapdash to be Dwarven IMO, and I don't want more missile weapons/canons... so I'm thinking about golems.
Not so much the Occult variety but more of a mechanical/steam automaton. Most likely those ones from the old Leviathan game... because they're big and mean looking.
Now I need to sort out some rules for WFB 3e steam golems.

Tuesday, March 6, 2012

Lions and tigers and bears...

So I've drug out every old mini I've got in an attempt to make a Chaos army for Warhammer 3rd.
We never played the game back in the Wayback so my purchases were aimed using them in RPGs and small skirmish games (I think we were still playing Melee and Wizard back then).
So here is what I've found so far... give or take a few boxes that are still in hiding.

20 Chaos Warriors X 74pts = 1480 pts (I've actually got more than this but... hmmm)
20 Chaos Marauders X 39 pts = 780 pts
40 Chaos Thugs X 8pts = 320 pts (I don't quite have 40 of these yet... but have proxies)
40 Beastmen X 10 pts = 400 pts (I doubt I have this many yet. The beastman box is in hiding.)
10 Minotaurs X 40 pts = 400 pts
1 Beastmaster X 15 pts = 15 pts
10 Hounds x 23 pts = 230 pts (I'd need another Beastmaster to use them all)
5 Chaos Centaurs X 32 pts = 160 pts (Actually, I have 3 Rackham centaurs and 1 old chaos centaur... so I'll need more)

Allies
1 Chaos Dwarf Bazooka X 70 pts = 70 pts (I'd like 3)
2 Chaos Dwarf Bombard X 42 pts = 84 pts
2 Chos Dwarf Warmachine X 120 pts = 240 pts (a Whirlwind and a... whatever the other one is)

2797 pts NOT counting costs for leaders and hosts and equipment. I've got plenty of Champions and sorceror figs for whatever I want. So I think I make 3000 points easily.
This doesn't include various demons and other whatnot that might serve as mercenaries or allies.

So... here is the plan. I want the above to be my basic 'draw' pile to be able to field 3 different versions of Chaos.
Here are my ideas.

Chaos Army 1: Chaos Mutants and renegades
These are the more sympathetic victims of Chaos. The intent here is to have a force centering around a camp of mutants and other exiles who are just trying to survive. These people are victims of Chaos, not worshippers of it. Nevertheless they are strong and motivated to protect their families.
I'm kind of loosely basing this group on the Romani in Europe and the city of Midian in Clive Barker's 'Cabal'. They aren't evil, just opportunistic nomads who want to be left alone... be free of persecution. But where can they go to be safe?
The force centers on a camp with wagons and women and children. These people have a nomadic air to them and are not toting any heavy weaponry like canons. They certainly can't stand up against any substantial/formalized army but they could drive off a patrol or a village militia... giving them time to pack up and make a run for it.
Of the various forces I think this one most needs a fleshed out scenario to give it a story.
Some of the members of this group are normal humans who have chosen to protect those stricken by Chaos.
There are also Beastmen, though they are not the sort who have devoted themselves to darkness... they are just more extreme mutations.
Leaders might be classified as Chaos Warriors/Champions... but they would not be represented by models of such. More like formerly high ranking members of militias.
For models... beastmen, minotaurs, barbarians, various strange mutants and humanoid creatures, hounds. No spawn or demons or anything too awfully weird.
Some big riding beasts, chariots/wagons, maybe a barbaric/tribalistic/gypsy looking sorcerors/witches.
If there is magic here it is of a traditional or tribal variety, not Chaotic or Necromantic or Demonic. (How to model shamanistic magic in Warhammer?)
Technically, by the rules, I'd think this is more of a horde army... focusing on Grunts and Beastmen and Hounds... and not much else. They're a collection of clans/families with some extra help from outsiders. I'm not sure how the numbers work but I see them as being like a village/town from one of the WFB 2e scenarios like 'Blood Bath at Orc's Drift'... except mobile, based in wagons and carts vs. houses.

It also seems like this group might earn the sympathies of local Wood Elves (I'm still figuring out Wood Elves and their motivations).

Most of what I need for this army are human rabble and nomads... peasants and brigands with various small mutations scattered about. A large camp of wagons and women/children to protect. Ox carts. Peasants armed with makeshift weapons. A lot of stuff that might also work in my HYW/Bretonnian project (which is still on the drawing board).

Chaos Army 2: Chaos Warriors
The intent here is to make a standard Chaos army that is a collection of loose warbands, intent on destruction and mayhem. They are out to do harm.
There should be a sizeable element of human followers (Chaos Thugs)... opportunistic and anti-social brigands who are merely out for gain... greed and lust more than any true love of Chaos... the early seduction of power. Others are just operating out of bloodlust and a desire for revenge. Many are escaped criminals and exiles... murderers and bandits and iconoclasts. These would make up the various units of grunts.
These are general divisions of loyalty/motivation/character... each unit could be broken into smaller chunks.
1. Unit 1: Crazies... murderers and maniacs from across the multiverse
2. Unit 2: Archers... not sure what their story is...
3. Unit 3: Scum... opportunists criminals and hateful bastards.
4. Unit 4: Barbarians... desperate nomads fighting for vengeance against the tyrants.

The grunts are unruly and disorganized and badly disciplined, so they require leadership... lest they turn on each other in petty squabbling. Few of them have any loyalty or connection to each other. So Chaos Warriors of higher standing (higher discipline) must lead them.
The majority of the army should be human... normal and mutated. Then there are various allied bands that may join and leave depending on their own motivations. Beastmen, Chaos Dwarves, Necromancers... Orcs, goblins, Skaven, Dark Elves.

These are the guys with the dark magics and the camp followers with caged victims and women over the fire... dark cultists and strange pets. Brutal and merciless.
This would be my main army for 3rd edition games I think.

Chaos Army 3: Chaos Wastes
The intent here is to go-for-broke with the weirdness... this is a large warband or collection of warbands that is wandering the Chaos Wastes. Any conflict this force might encounter would be from other Chaos groups, strange monsters, alien weirdness.
This army is just about always on the move... constantly changing. It is the most truly 'chaotic' in it's structure and history and motivation... it is pretty much insane. It should feature elements that could not exist outside the Warp or Chaos Wastes... large floating dispersed creatures, bizarre aliens, impossible technologies, all sorts of anachronisms and outright nonsense.
This will be the most labor-intensive force to build. More conversions and sculpting and creative use of bizarre elements. Best to start small and let it grow organically as in the Realm of Chaos books.
This force is more likely to be devoted to a particular palace of Chaos... so it is more likely to have demons, which I have but not in great numbers (except for Daemonettes).

Obviously this is a long-term project. As it is I've got enough to put a fairly sturdy, though anonymous, Chaos force on the table. We've been playing small games for months now. But I've never done up big themed forces before so I want to have a go at it.
So I need to continue to collect and build... as well as repainting much of my existing force. It should be fun and not incredibly expensive since mostly what I'm looking for are peasants and barbarians.

Sunday, November 20, 2011

The Implausible Horizon

This is my blog about tabletop gaming. I'm sure it's going to be pretty damn random.
Mostly I want it to be a place to ramble about idea for various projects I'm working on.
First I need to conjure up some visual flash for the place.