As a tabletop game designer, what are the factors at play in different settings that you need to be aware of? How do you develop a bespoke setting for a tabletop game?

I take a typically rambling look at the subject and, naturally, tie it all back to my favourite subject: myself. Apologies to podcast listeners, because I sometimes forget that you only get the audio, while the video is on YouTube.

If you want to get launch notification on the forthcoming Kickstarter, check it here: https://www.kickstarter.com/projects/precinctomega/zero-dark-the-miniatures-line/

If you want to sign up for the newsletter, for behind-the-scenes insight and concept art, you can get it here: https://www.precinctomega.co.uk/newsletter-sign-up

Or if you feel moved to support the show, go here: https://www.patreon.com/precinctomega

Oh, and that blog I mentioned is here: https://marctgames.wordpress.com/

 

 

In this episode, I look at news from:
 
 
I springboard off that to talk about the issue of mission creep in business and in miniatures wargaming in particular, and the three ways in which a small enterprise (or even a larger one) can find itself drifting into mission creep.
 
I also talk about how this affected Precinct Omega and led directly to my hiatus last year, and how I've responded to it with a new strategy.
 
If you're interested in the Precinct Omega miniatures Kickstarter, launching on 1st August, you can sign up for the newsletter here.
 
Or sign up to get launch notification when the campaign goes live, here.

Somewhat inspired by reference, last week, to the new Horus Heresy release teased by Games Workshop, I stumbled across a couple of other manifestations of retro-style tabletop wargaming in the form of Warzone Eternal, from Res Nova Games, and VOID Squad Tactics, from Seb Games: 

https://www.kickstarter.com/projects/...

https://www.seb-games.com/

Meanwhile, I've been trying to learn about Kickstarter and how other small producers use the platform innovatively or imaginatively and that led me to the campaigns for Mega Tokyo 6mm Terrain and Hunting Packs of Dogs Miniatures: 

https://www.kickstarter.com/projects/...

https://www.kickstarter.com/projects/...

Finally, as will be routine for the next couple of months, I talk about my own plans for Kickstarter. If you'd like to know more, you can subscribe to the newsletter here: 

https://www.precinctomega.co.uk/newsl...

And you have sign up for launch notification here: 

https://www.kickstarter.com/projects/...

No pun intended.
 
I had some technical disagreements with my recording software and after five attempts to record this week's episode I ended up going live on YouTube instead. This might end up being "a thing" in future, because it was relatively painless. If I do it again, I'll give you all some warning, Many thanks to those of you who noticed I was there all the same.
 
As a small entrepreneur with a markedly rollercoaster ride entering the market, I thought I'd take a look at some examples from others attempting more-or-less the same thing or who have attempted it in the past, to discuss what they have done, why I think they did it, and what defines whether or not they are successful.
 

I've been away. But now I'm back.

In this short episode, I talk about what led to me having to step away from both podcasting and Precinct Omega in general, what I learned from the experience and, a little bit, about what's coming up from Precinct Omega now that I'm back.

I've mentioned Warsurge a little on social media, and I thought it was, perhaps, time to bring it more to the fore. So I was pleased when Nick and Rich, two out of its three creators, agreed to come on the podcast and talk about the game.

Warsurge is a new miniatures wargame from Australia. They call it "universal", I call it "miniatures agnostic". But regardless, they've got a unique and interesting approach to design and market access that's worth hearing about. And it might even be a pretty good game.  You can find out more here:

https://www.warsurge.com/

I didn't realize this was my 50th news episode until I was finishing up the formatting. If it had occurred to me, I would've done something more interesting... and probably more coherent. Here are some links:

https://www.kickstarter.com/projects/thatevilone/roma-ad-astra https://www.northstarfigures.com/ https://wargamesbuildings.co.uk/ https://www.sciborminiatures.com/ https://www.reapermini.com/ https://www.warcradle.com/ https://puppetswar.eu/ https://bitsofwar.com/ https://vanguardminiatures.co.uk/

I talked, two weeks ago, about how 3D printing would affect Games Workshop - TL;DR, they'll need to make changes to their business model eventually, but not in a way that will stop them being profitable.
 
This week, then, I'm turning to the rest of the industry and trying to explain why small manufacturers, designers, artists and consumers need to be aware of the coming change and how it will impact them far more substantively than it will the Big Names.
Paolo Parente announced last week that Dust Studio, the company behind Dust 1947 and related games is winding up.
 
In this episode I take a look at the history of Dust as a gaming IP, its influence and shifting fortunes and why I think it's ultimately failed.
 
Other related games:
 
I recently read/watched/listened to a few social media commentator types (a lot like me) who all seemed to be of one mind that 3D printing wasn't a problem for GW.
I very much disagree. Sort of.
 
In the first of a two-parter, I take a look at how 3D printing may affect GW's business model and why, look at why people think it "isn't a problem" and why they're wrong, and what GW could and should do to adapt their business model to 3D printing.
 
In the second part, I'll look at the wider world of miniatures wargaming, where the impact is, I suspect, going to felt much more keenly.

- Older Posts »

Podbean App

Play this podcast on Podbean App