Please note that I am now posting the scripts of scripted episodes like this one as exclusive bonus content on the Patreon. So if you'd rather read this episode than listen to my voice, you can get access to scripts at patreon.com/precinctomega from as little as £1 per month.

Please consider supporting the Patreon as it makes a huge different to my ability to make it through the month!

In this episode, I look at new releases from:

Wyrd Games

Westfalia Miniatures

Victrix

GCT Studios

Corvus Belli and, reluctantly,

Games Workshop

And discuss how these use (or don't use) the idea of "starter sets" to draw new players or re-engage old players with their game or games.

 

Gav is the third patron I've been delighted to welcome on to the podcast.
 
We spend some time on his GW career, with an emphasis on the internal workings of the business from his perspective. Obviously, we also talk about Inquisitor, because I couldn't not do that. And we - eventually - get to the subject of narrative and how mechanics can create the experience of narrative events in a miniatures wargame.
 
There is a YouTube edition of this podcast but, for technical reasons, my conversation with Gav is entirely audio, so the video section is really only my last 20 minutes, wrapping up my learning from the interview.
 
This week's news looks at:
 
Mantic Games's new Overdrive release
It covers over a lot of different subjects, with no intentional core thread. But I realized afterwards that, what I was really talking about, was how the industry is changing itself in response to a new relationship with the digital future.

...manoeuvre... mobility... whatever you want to call it.

What are the options available to designers and why would you choose one over another?

And I also talk about aspects of manoeuvre that are often under-emphasized or ignored by designers.

I take my life in my hands and give some controversial subjects the questionable benefit of my analysis and contemplate what it means for Precinct Omega.
 
There will be a YouTube edition of this podcast if you like that sort of thing.

I got to chat to Jake Thornton, renowned tabletop game designer whose credits include Lost Patrol, Dreadball, Dwarf King's Hold and many others. We discuss his career journey, experience of working inside Games Workshop and the transition to freelancer.

This episode is also available as a video on YouTube if you are compelled to see our faces.

Not sure what happened to my scheduled release, because I definitely did it. Anyway, apologies that this episode is a day late.
 
News topics this week include:
 
Manufaktura (no link for you!)
 
But the big feature for this week's episode is an hour-long conversation with Ben Calvert-Lee, digital sculptor extraordinaire and also long-time collaborator with GCT Studios. Ben shares his journey into the industry, his thoughts about the dynamic between traditional and digital sculpting media and insights into the evolution and operations of GCT Studios.
 
Ben also has his own podcast that we forgot to mention.  You can listen to him on the Robot Dice Explosion.
I hope you enjoy!
I take apart the question of armour - both personal and vehicle armour, and with a look at both historical and futuristic warfare - and how game designers frequently miss opportunities to embed the realities of armour into their game designs.
 
This week, I have attempted to record a video version of the podcast, which will be posted on YouTube. This is just the audio and you will lose very little from just listening to the audio, but I do refer sporadically to to the fact that I'm now speaking to a camera. Just FYI.
When a microenterprise wants to create something new, how do they do it? In the modern age, crowdfunding has become a core part of the business plan of any small creative business, and in the tabletop industry, Kickstarter is the colossus.
 
I use this episode to try to take apart the alternative options, look at what kinds of businesses are going to want to use what kind of approach and, ultimately, try to decide whether Kickstarter is right for Precinct Omega.
 
Another unscripted ramble through my brain, as I talk about my personal experience of CQB (spoiler: none) and how my understanding of it is informed by my studies and training. I have a bit of a go at mostly Warhammer 40,000 but also Infinity the Game for how they handle CQB, and obviously talk about how my games do it better (YMMV).
 
But seriously, I articulate four take-aways for anyone wanting to write CQB into a miniatures wargame which I think are important and which I think most miniatures wargames overlook.

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