The Decline of Miniatures Gaming – A Look Back at Warhammer 40,000 Rogue Trader

Part I: Huffing Lightning

I never played Rogue Trader. I was three when Games Workshop published Rick Priestley’s defining work. This 1st edition of Warhammer 40,000 would go on to shape the future of not only the company, but the entire hobby.

Despite never playing it, I owe much of my gaming ideology to this title. My formative years were spent mired in its offspring. In the mid 90s, Necromunda was life. In between shootouts over sumpholes we liberated dungeons in the Old World and cut through Genestealers in tight corridors. We fought just as many battles with converted Lego minifigs as we did with Citadel miniatures. My room housed more copies of White Dwarf and Citadel Journal than age-appropriate books. These were some of my best hobby years.

Now, that time has come back. I’m feeling it.

In 2023, Rogue Trader was given an official limited-edition reprint. It’s likely the most important game I’ve held in my hands. It’s bringing it all back home.

If you began playing 40k in the new millennium, then much of this hardback would be alien. The foundation is there. Ballistic skill, leadership, saving throws. Even the sub-table for when you need 7+ to land a hit. All of this was there from the very beginning. But despite this familiar scaffolding, it’s all so strange.

It wears its influences on huge armored sleeves. Judge Dredd, Moorcock, Tolkien, Judas Priest, and Traveller. That last little bastard is the fleck of inspiration to hone in on. Dating all the way back to 1977, the seminal space-adventure roleplaying game is the underlying vibe Rogue Trader is riffing on. That’s because the genesis of 40k is owed as much to roleplaying as it is to wargames like Chainmail.

It’s correct to approach this book as an RPG manual. It’s absolutely loaded with setting and inspiration. From full spreads of dirty wall-to-wall firing lines where every inch of space is covered with spike or skull, to blurbs of enigmatic text describing the immortal emperor fused to his throne. Unlike its predecessor Warhammer (Fantasy), the style here is a more shocking confluence of human and machine. It feels dangerous and less heroic than 40k’s current aesthetic. There’s a menace to it that is essential. Somehow, it’s balanced remarkably against the spokes of humor that arise intermittently, establishing the basis for the company’s everlasting tone. But the concoction here feels raw and more authentic.

This tone is carried to the gameplay where the clear intention is for players to adopt the roleplaying perspective. The default assumption is for a gamemaster to be running firefights. Just as much credence is given to wild beasts and unexpected encounters as it is to troop types. Many of the extended rules – such as aircraft and sneaking – are presented as discretionary, ready to be plugged-in when the GM deems necessary. There is even the option to run the game as a cooperative endeavor with players splitting forces to oppose an enemy menace. It expects the GM to craft scenarios with detailed backstories where each player is given their own printed out pamphlet. This handout sets the scene from their faction’s perspective, lists their units and capabilities, and fills in elements of world building and color.

One of my favorite sections is the one detailing how to create new units and creatures. Players are explicitly encouraged to stat up characters that represent themselves on the battlefield. You can attain new abilities over time and increase in influence. The equipment options are interesting and varied. You can even play as mutants with multiple pages dedicated to all the mutation options. This section in particular mimics the Traveller character creation system, although you can’t die before you’ve even started playing.

The unbridled creativity on display is riveting. It’s as if Priestley cracked open the sky and huffed lightning. This sense of inventiveness similarly defined my affection for Necromunda. It was also found in other tabletop designs of this era, including Battletech and Car Wars. This is the design ethos I want to cut open and crawl inside.

Part II: The Death of Creativity

Nothing stays the same. Warhammer evolved. Over time, the crackling edges were ground away and the whole system sold high on imagination. What began to slowly creep in was the idea of “competitive play”.

It’s so very clear, particularly when coming at this from the modern-day perspective. A prime example: Rogue Trader contains a whole section detailing how to assess firing arcs from bases of different shapes. It fully supports, even encourages, basing your figures on whatever size and shape you feel is appropriate. Some of your forces could be on hexagons with others on squares, while your opponent is fielding a patrol based entirely on circles. They can even be all different sizes. It’s totally cool and you’re not going to be kicked out of your local scene.

Contrast that with today. Warhammer: The Old World players are scrambling to rebase their existing Fantasy miniatures because Games Workshop decided to uniformly increase base size. People are coming up with kludgy solutions such as movement trays that expand the models’ footprint so they don’t have to hack away at the feet of their precious figures. Just last night someone posted online in our local group seeking suggestions, as they are looking to play this weekend but didn’t think their order of new bases would get here on time. It’s all backwards.

Another example is Rogue Trader’s vehicle section. At the time, Games Workshop didn’t produce a single vehicle kit. The book offers the advice of tracking down model kits and either adapting them to the included sample profiles or creating your own stat-lines. Imagine this in 2024. It’s ludicrous and would never happen. While the game originated with an inspiration first ethos, it’s evolved into product first.

One of the central areas creativity was choked out of existence is in the scenario writing. Modern Warhammer is mostly pitched battles or slightly modified setups with one force defending a fixed position. There is no background text or great narrative. No one is crafting these games for you, instead you’re trying to fit your game into the mold. I compare that to the example “Battle at the Farm” scenario in Rogue Trader. This preconstructed firefight has evocative scenario-specific background that is tailored to each faction, and it’s an entirely different game than the one-size fits all generic encounters of modern design.

It’s easy to dump on this shift in philosophy. But it’s pervasive across the hobby. Nearly everything has flattened out, seeking fair play and competition at the expense of soul. The rules adjudicate form and style instead of simply facilitating imagination. They’ve eliminated the role of GM and instead focused on structure. Rogue Trader is brimming with ideas, whereas modern Warhammer is brimming with rules. This is why this book is such an inspiring read.

Beyond the notion that structure and competition is superior, the contemporary approach is largely driven by commercialization. “Use whatever models you want” isn’t going to get it done. This accessible approach allowed for a wide latitude in expression. Now, it’s all about WYSIWYG, buying branded sprue cutters and glue, and having your pockets shaken out just to buy a single character. As rules editions are cycled, old units become obsolete and newly released options are given the juice. Models are packaged in predatory ways, offloading old sprues and saving coin as often as possible. Try and show up to a Games Workshop event with another company’s vehicle kit and tell ’em Priestley says it’s cool. They will call in an orbital strike.

It’s not the Emperor sitting on the Golden Throne of Earth. It’s capitalism.

Sadly, this has diminished the allure of the setting. Games Workshop have tried to obfuscate their prolific tendencies. New narrative modes of play are clearly an attempt to reclaim some of the lost spirit. It’s telling that this bespoke format had to be manufactured as supplementary content and layered atop, as the core rules exist outside of this ethos with a more sterile approach to games construction.

Part III: Punk AF

The groundswell of independent miniatures games in recent years is a direct response to this decline. Some of the most fascinating work is going on in these secluded communities where rulesets are often not intertwined with miniatures lines and the spirit is less restrictive.

F28 for instance is a stellar little game, now on its second edition. This system explicitly suggests leaning into narrative games run by a GM. The Doomed, another miniatures agnostic title, allows for fully cooperative or even solitaire play against third-party monstrosities that terrorize the battlefield. It encourages kit-bashing and creativity in modelling these horrors.

I’ve long been a fan of Brett Spivey, the mind behind the bizarre game Rogue Planet. This indie cut is full of a wild vitality that bleeds from every page. Like The Doomed, it does away with traditional movement completely. And like Rogue Trader, it encourages custom content with a sophisticated character creation system.

My love of Core Space is also well known. It’s full of emergent narrative and unpredictability. It’s explosive, particularly once you’ve thrown in several expansions allowing for an unhinged environment that could be crawling with paramilitary space grunts one minute, and large swathes of robotic fiends the next. While it’s not explicitly stated, this game would totally benefit from a GM running the campaign and creating custom missions. Everything about it absolutely embodies the tenets of Rogue Trader.

There are dozens more. Space Station Zero, Five Leagues from the Borderlands, and Rangers of Shadow Deep. This trio calls for solitaire play, a popular format that is peaking in popularity in the aftermath of COVID-19. They all hold an intense indie spirit heavily influenced by the axioms of Priestley’s early work.

In working my way through these games over the past few years, I’ve come to realize just how vital that old-school philosophy is. It’s what draws me to miniatures gaming. Screw competition and structure. I want shock and drama. I want the tradition that’s become non-traditional.

We’re not getting this from the heavy hitters. Games Workshop wants to sell new miniatures and new books. Mantic, Corvus Belli, Battlefront, they’re all the same. Like other mediums, the most exciting work is being done in alleyways and basements.

The influence of Rogue Trader is of such significance that one could compare this book to a religious text. It’s sacred. It heavily altered the course of Games Workshop by birthing Warhammer 40k and its undying aesthetic. The tenets of the genre were laid bare, and then subsequently crushed into sediment under the weight of commodification. That original artistry lives on, however, in the indie scene. It’s thriving.

I don’t know if Games Workshop will ever recapture this game’s essence. At this point, it’s difficult to imagine they care as much about being stewards of miniatures gaming as they do about their stock ticker.

 

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  29 comments for “The Decline of Miniatures Gaming – A Look Back at Warhammer 40,000 Rogue Trader

  1. February 26, 2024 at 11:33 am

    Again, great work. I was right in the wheelhouse of GW’s emergence. I was playing Talisman in college and was slowly venturing into Warhammer with Ral Partha minis from our D&D sessions (plus whatever else we could toss in to make up numbers) when Space Hulk was released. We were over the moon when a friend scraped together the money to buy it and we spent weeks taking turns being Genestealers and Terminators; occasionally with a VHS copy of Aliens playing in the background. So, when Rogue Trader came out it was, indeed, a pretty easy transition from our RPGs into narrative campaigns in this strange, new world. You’re right that the flavor of the world practically demanded creativity and a different way of looking at science fiction than many Americans were accustomed to. Just the picture of that battlecruiser above demonstrates that, as it’s clearly intended to be a 15-century cathedral in space. The ham-handedness of it is part of its charm and being able to build off of things like that was, similarly, part of the game’s attraction.

    But it was also expensive, even back then, and time-consuming to be involved in something like that, where a group of people would not only have to kit-bash models but also design stats for said models that would seem workable to everyone else in the community. You couldn’t just show up at the FLGS with your cool, new psyker rules and ask someone to get a game in, revealing turn by turn how your cool, new psykers were going to disintegrate their entire force because your story was that said psykers were losing control and would die soon after. Even with the expansions of Space Hulk (and psyker rules for Genestealers!), it was still a defined game that people could understand the parameters of (and that said psyker rules were busted.) I spent a lot more time playing Magic: The Gathering in those days, so not only was I prone to think about games in a competitive sense, but also in strictly defined rulesets. When systems like Rogue Trader and, later, 40K 2nd Ed. were compared with more closed constructions like Space Crusade, I could see the argument for setting up limits so that people could sit down to a game without two weeks of story (and building and sculpting and painting and…) prep.

    Certainly, the trend toward tournament play sapped some of the life from the games. 3rd Edition of 40K didn’t help, where all of the flavor that had formulated for years in 2nd was sucked out and it was mostly just numbers and dudes until they started reinjecting the weird stuff. When the books went from 100-page manuals to 20-page pamphlets, you knew things had changed. But, honestly, that’s when I had my best experience with those games (I played all of them, through multiple editions.) Sure, just straight tournaments were usually boring because they were exercises in how much someone could min-max their Space Wolves army (we had a local player notorious for this…) but we set up and played a number of narrative campaigns, too, which had events that impacted the battle week-to-week and some people kept blogs that recorded the story of the battles from the previous week and so forth. Those times, from 3rd to 5th Edition 40K and 6th to 8th Edition WHFB were the high point of GW for me, even with the firmly-defined rulesets. We created our own stories within the confines of those rules so that we could still do one-off games where everyone knew the parameters, but could also do wonkier stuff where everyone contributed to the story. That period was the best of both worlds, in my experience. I certainly agree with you that the dynamic creativity of RT was the seed for a lot of blossoms, but as a game, I have to say that I appreciated some of the defined limits that came after.

    Liked by 1 person

    • February 26, 2024 at 12:53 pm

      Great stuff, Marc. I enjoyed hearing your perspective/history. I never played 40k competitively, but I did dip into Fantasy Battles at the local store in 5th edition days.

      Liked by 1 person

  2. Anonymous
    February 26, 2024 at 11:14 pm

    The Doomed is awesome.

    Liked by 1 person

  3. February 27, 2024 at 6:51 am

    Great piece. You’re not wrong about any of it. I picked up the Rogue Trader book when it came out – I was 17 and it was amazing. It changed how I thought about games, how I thought about narrative. My brain has never been the same. You’re right that the subversive punk energy has been replaced with corporate dickbaggery and I’ve complained about GW as much as the next 40K player.

    BUT – remember this is a capitalist world. Hate the game, not the player. So many games out there exist only in yard sales and junk bins.

    Warhammer is still here. It’s stronger than ever, the miniatures are fucking gorgeous, and these past few years have shown that GW haven’t forgotten their roots, as evidenced by the re-printed Rogue Trader HC book. The hype machine of the competitive scene tends to take up a lot of oxygen but that doesn’t define the hobby for most players. A hell of a lot of minis are bought by people that haven’t played a game. There really is a quiet majority out there that couldn’t care less about chasing the meta and players who happily show up for an event with a vehicle made out of a shampoo bottle. (this guy)

    I’ve made my peace with Publicly Traded GW. They’ve done what they’ve had to do to grow and thrive in our capitalistic consumer world. They’ve kept this thing alive and that’s huge.

    Liked by 1 person

    • February 27, 2024 at 9:02 am

      You make some great points. There are still redeeming qualities in modern GW. Warhammer Underworlds is one of my favorite modern skirmishers, have to give them credit there.

      Liked by 1 person

      • March 1, 2024 at 7:39 am

        I can see them trying to rekindle the magic. They have definitely lost their way at times, but this latest era, I’d say starting with Blackstone Fortress, they’ve been trying to recapture some of the magic that makes their IP special

        Like

    • Anonymous
      February 27, 2024 at 10:36 am

      I am that guy! i read the books, play the video games and mostly collect the minis (not a huge WH community here and I work nights, so playing is highly unlikely). I’ve even got a collection of the boxed games for good measure. I love the idea of table top gaming and if minis are involved, even better! But given my schedule I’m more of an “enthusiast” than a gamer and I’m ok with that.

      Liked by 2 people

      • February 27, 2024 at 10:45 am

        This is pretty interesting, I wonder what percentage of Games Workshop consumers don’t actually play the games. Maybe it’s larger than I thought.

        Like

        • acext007
          February 29, 2024 at 8:15 am

          GW probably has some idea, based on their customer surveys and market research, but I don’t think they’ve ever published numbers (and why would they?). Common wisdom is that there’s more collectors and painters than players, but estimates seem to vary between 60-40 and 90-10.

          Like

  4. Anonymous
    February 27, 2024 at 1:00 pm

    Great write up and it perfectly encapsulates why I’ve felt nothing for 40k since it’s third edition even though I played so much of it since Rogue Trader and it’s 2nd edition. The homogenization of the gameplay and rules meant easier tournaments and standardization, which as a young tournament organizer I appreciated. But somewhat belatedly, I bemoaned the loss of such gems as deodorant bottle grav-attacks and strange Zoid crawlers, zoats and squats (the Leagues of Votann are a poor substitute).

    The Oldhammer movement has had me hankering for the days of old lead and creativity. I’m so glad for indie games like Grimdark Future, Space Station Zero, Gaslands, 5 Parsecs, Gamma Wolves, and even Frostgrave and Silver Bayonet which have ignited the imagination again. Necromunda might be back, and I might buy a GW mini or two here and there (can’t deny that some of them are magnificent but damn, those prices!), but I’ll throw down dice, Jenga block and my custom warband, squad, fireteam or what have you for some indie action and the chance to write up some epic tales of combat in those campaigns, points values be damned!

    Liked by 1 person

  5. Anonymous
    February 27, 2024 at 1:28 pm

    I think you’ve come at this from a sound standing, but have come away with a really jaded view that I don’t feel accurately reflects anything to the idea of the “death of miniature gaming.”

    It’s true that elements found in RT, or other games from the era are on the wane. That is not to say however, that creativity has waned. It has never been better to explore new game settings, from the likes of indie developers who have all chewed the marrow of the old and reimagined it into something new. I would ask anyone who enjoyed Mordheim to not find similar joys in game systems like Forbidden Psalm or Frostgrave for example.

    What has changed, and something I think you malign too much, is the unification of game design. Rules were looser, weaker and generally poorer in older games, after all, they were often RPG or board game derived. Game designers had tall asks, and often threw darts at an idea board and ran with them. Some worked wonderfully and we can all remember them fondly, others were so vague, open to interpretation and flat out contradictory that we all breathed relief to see their omissions in future games.

    Modern game design, poised from a competitive-driven lense has actually lowered the bar to entering games. Gone are charts, tables and random rolls ad nauseum. Games are now designed to have a language that transcends any one setting and carries over to others. You might argue this is a “product first” philosophy, but I disagree. I’ve thought and brought many younger gamers into the hobby, many with varying backgrounds to games, each coming with different educational needs or abilities, and I would never show them the old games to start with. They’re too far from current game and video game design to be useful to get new blood in. When they are up to snuff in playing however, Narrative-play games exist for them, White Dwarf scenarios exist and of course, the old scenarios exist, because most important of all; This hobby is never fixed in time, but standing on the shoulders of giants.

    Chess, checkers, snakes & ladders; all tight rulesets with plenty of fans. A tight ruleset is not something to fear. What is to fear and I agree with you, is the forced “live service” of a paper-based format. GW makes far too much money on print, and this constant-frankensteining of updates and GHBs etc is simply milking a cash cow. Other game systems avoid these issues, this is solely GW trying to be a like video games with its rules updates, while being too fossilized to engage with consumer-friendly practices.

    So I think the “death” of miniature gaming is untrue. We have so much more people able to take part, and bring their creativity to the field that, we should be welcoming the long life of gaming.

    Liked by 2 people

    • February 27, 2024 at 1:44 pm

      Fair enough and well written. I also agree with you that the indie scene is going strong. I think a major point of the article isn’t that miniatures gaming is dead, but more that the creative spirit is dead in mainstream miniatures gaming, yet is living on in the indie category.

      Like

  6. Anonymous
    February 27, 2024 at 9:16 pm

    GW is the biggest kid on the block and is acting like it too. There were two things that ruined it for me. The price increases, they’re absolutely ridiculous now! Then the CONSTANT rule changes! The hardcover rule books aren’t worth the paper they’re printed on. Then you need a bunch of supplements just to have all of the rule changes and updates. All of this results in some very unbalanced armies.

    Liked by 1 person

    • February 27, 2024 at 11:18 pm

      The rules product churn is terrible. It killed new Necromunda for me.

      Like

    • Anonymous
      March 1, 2024 at 6:52 am

      That’s one reason I like BattleTech’s rules: they have been very stable for over 35 years with mostly small changes in either the base game or Alpha Strike. Plus Catalyst has rules in both for scenarios beyond pitched battles. And you can play different eras with the same rulebook if, say, you don’t like ClanTech or ClickyTech colored your view of the Blackout and maybe ilClan eras, there’s the Succession Wars era which is also one of the best ways to ease into the game. And…40K takes itself too seriously while even in the latest Shrapnel magazine, BattleTech still loves those tongue-in-cheek references like 32nd Century soap operas.

      Liked by 1 person

      • March 1, 2024 at 7:08 am

        Believe it or not, I’ve only played a couple games of Battletech. I enjoyed it though

        Like

  7. Anonymous
    February 28, 2024 at 3:02 am

    Context. (Now 40 I began my gaming journey at the age of 12.)

    I began my own hobby journey in 1995 with warhammer Fantasy and Warhammer 40,000 2nd Edition.

    I recall when the rules were adjusted to allow for “lesser” characters like a Librarian, Chaplain, Apothecary or Veteran Sergeant to lead a strike force rather than being forced to always take a Captain, Farseer, etc. Ironically that rules shift was done to reflect the narrative of smaller discrete mission specific forces detached from a parent company rather than having to field a full 100 or 150 miniatures you could fight battles with as few as 6. A squad and a character.

    some of that design philosophy remains. With things like the narrative Crusade games currently in vogue or Kill Team in any of its various editions.

    GW is a Company that has lost its creativity to its own success. It is beholden to profit and its share holders rather than as it was originally. A bunch of wargamers just spreading joy of the hobby itself.

    Growing up in Australia a box of 10 monopose Marines was $15 in 1995. Now in 2024 the same 10 Marines are no longer monopose but are $98 or $105 depending on which specific Marines you are buying.

    I have consistently played across all of its editions and most of its specialist games over the years. From old favourites like Mordheim or Space Hulk/Space Crusade to Battle Masters or Warhammer Quest 1E. To some of the less popular ones like Battlefleet Gothic.

    in 1999 GW decided that Australians would be taxed a shipping fee that essentially quadrupled the price point for us relative to the rest of the world and it priced GWs products out of the hands of children. But not out of their parents ability to buy such things.

    I still own over 80 Marines from the Old 2nd Edition starter set because I specifically traded with other players to give them the orks I didn’t desire for the Marines I did want.

    I saw the advent of 8th Edition and the cheap starter sets for Primaris Marines and Death Guard as an amazing re-entry into the hobby. Suddenly it was affordable to have a instant 2000 point tournament sized Death Guard army. And integrating the Primaris units alongside my Firstborn Marines not only kept my army competitive but allowed it to stoicly hold the line against everything the universe or other players desired to throw at it. And at the entry level price points all of those starter kits was easily justifiable and gave us a battleground, some cover and easy access to much needed reinforcements. The story of the Primaris was I felt a bit forced but their scale relative to the older 2nd Edition Marines was intimidating and profound. And the recent scaling up of the older Horus Heresy kits to match the Primaris is something I don’t mind though I debate whether I will be willing to spend $560 just to upscale 60 Marines when I could rebase the ones I already own for $70.

    Then 9th Edition was released. And the prices for those new starter sets went from $55 AUD to $85 or in the current 10th largest size $300. The hobby is now firmly out of the ability of most to afford. Or in the current post Covid economy to justify.

    But games like Battletech I recalled fondly from when I was 14 in high school. So now I have 3 Regiment sized formations of mixed Mechs, tanks and Infantry.

    games like Space Station Zero, Reign in Hell, Majestic 13, Frostgrave, Stargrave have all revived the old love in me.

    I am an ancient wargamer. I am like the typical ancient in a marine company. Stubbornly holding the company banner aloft despite the many wounds or wrongs done to me. Content in knowing I earned the laurel wreath on my Armour.

    But now with miniature agnostic games I can branch out into other loves. I can field a skirmish line of Daleks, or Cybermen. Of Cylon Centurions or Star Trek crew alongside my space marines, Eldar, tyranids, genestealer cults, Chaos cultists, piratical Drukhari or darker things. But also alongside some brighter things like dryads, or fae of any kind.

    My love of warhammer will always remain. It got me through my brothers murder at the age of 12. The same day I got the warhammer armies book for High Elves was the same night my elder brother was gunned down at 33. Orphaning my two nephews and niece aged 3, 5 and 6 at the time. For many years I played wargames in order to commune with his spirit and to dedicate every game to his memory. For whether I won or lost every move or roll of the dice I can still hear his Tactical advice or suggestions in the back of my mind. My admiration of GW waned a long time ago. But I will always be grateful to those who began it and to those early edition writers.

    the flavour of the High Elves in Warhammer Fantasy or the Eldar Craftworlds in 2nd Edition 40k were amazing and inspired. The Eldar’s war of attrition against their doom, the revelation of the Dark Eldar and recently the rise of the Ynnari was one of the most profound changes to the Canon story I had always hoped for. It even led to the resurrection of Guilliman. (I always said it should have been Lion El Johnson to return first given what we knew of each of the Primarchs fates. But I understood why they brought Guilliman back from the brink of death.)

    The promise of Lion El Johnsons Arthur like return in the 2nd Edition Codex Angel’s of Death has finally been fulfilled. And while I no longer play Dark Angel’s (they were my first army.) I was only gladdened and honoured when he was given back to the community. Just as I have rejoiced at every Primarch’s return. (Yes even Angrons and I hate his endless idiotic rage for rages sake.)

    I recall when being a champion of Khorne meant you had a sense of martial pride and honour rather than just a senseless blood drunk beserker it later evolved into.

    I fondly recall the endless debates over which Chaos God we would follow and why. I recall loving the Alpha Legion back in 2nd Edition before they became the poster Children for Chaos in 6th or 7th Edition.

    At some point I have owned elements of every army that GW has produced up until 8th edition. (No Votann or Age of Sigmar dwarves for me. I was always on the elves side since the War of the Beard.)

    And now my eclectic tastes allow me to use all of those fantastic miniatures in every miniature agnostic setting guilt free. I spend hours trawling EBay for ancient Ral Partha sculpts for dnd characters from the early 1980s or for those ancient 2nd Edition Marines or Eldar to add to my slowly growing collection of Craftworld Eldar.

    I currently still have a space marine Company worth roughly 3000 points. A Tyranid Swarm worth 2000 points, a Genestealer Cult worth the same. And my Eldar collection is currently sitting around 700 points. But I am sorely tempted to get Ynnead and dedicate all of the Aeldari I have to the Ynnari cause and freely mix my Drukhari, Harlequin and ancient craftworld miniatures just purely for love of the idea. Even though I doubt I will ever play another game of warhammer 40,000 again.

    My recent project was building 50 Cultists or Soldiers for Frostgrave and my next projected plan is a similar project for Stargrave. (Though to be fair I could just mix and match a lot of Imperial Guardsmen into the correct balance of models. I have also found a use for all of those Chaos cultists and chaos marines in using them as the Pirate Fleets antagonists against my small Eldar crew.)

    Old adventurers don’t die. They just become skeletons in someone else’s dungeon.

    Thank you for this article. And thank you for taking the time to read my long winded reply.

    Liked by 1 person

    • February 28, 2024 at 7:03 am

      Powerful read, thank you for sharing and opening up about your own history.

      Like

  8. Anonymous
    February 28, 2024 at 4:49 am

    The GW died for me in the 2000s. I played Rogue Trader since 1990, and the constant nickel-and-dime updates and extortionate prices of their miniatures drove me away from the new GW and kept me loyal to the old one. Today, GW is a successful money-making machine, but the game has declined significantly, and the competition has begun to make a difference with independent games and 3D miniatures. GW won’t change; it’s increasingly investing in its IPs, and the potential TV series, movies, etc., are a reflection of that. I think counterculture will become stronger, and I see a movement increasingly similar to the OSR in the wargaming world.

    Liked by 1 person

  9. Anonymous
    February 29, 2024 at 2:34 am

    A great read, and very well written. Thank you.

    Your focus shifts very quickly though from the most dominant and overpowering of market giants, to the smallest of Indy kitbashers.

    I was left wondering if you have much experience with the smaller production studios. Those that are trying to push their own product line, but are finding interesting ways to distinguish themselves from Games Workshop.

    I’m also a product of the story wargame generation. My first game was Space Crusade, as a gateway to WH40k Rogue Trader. Although I enjoy winning a game, I enjoy the experience of gaming even when I lose. True competition systems are a bit off-putting to me and hearing arguments and accusations of cheating from ,40k players at my local club keeps me well away from the grimdark tables.

    My game of choice currently is Carnevale by TTCombat. And I feel it’s a great representation of small studio design and the vast wealth of creativity available in the not-quite-indy-but-not-huge scene.

    Yes, it has a clearly defined model range, but proxy and conversions are not frowned upon. It’s also relatively inexpensive, being skirmish sized and often less than 10 models a side. The unusual setting (a magical alternative to renaissance Venice) lends a stunning visual including fantastic masks, dirty mafia, vampires on rooftops and eldritch monsters in the canals.

    Most of all it’s narrative lead. The experience is more action movie than war reenactment. Linked story scenarios can be run as campaigns with bonuses carried over, and uneven forces for storyline reasons. There’s even an option to give your opponent a will points bonus just for doing something exciting or heroic. The experience is more important than the win.

    I’d recommend giving it a look. Perhaps it will restore some of your faith in commercially supported gaming and the health of creativity in smaller studios.

    Liked by 1 person

    • February 29, 2024 at 7:41 am

      Interesting. Carnevale looks neat.

      It’s kind of hard to say what companies constitute the in between. For instance, Mantic could qualify, right? Core Space is much larger than the F28 studio. Osprey is also a pretty big company, relatively speaking, considering the success of their Frostgrave line.

      It’s kind of a murky thing since all of these companies besides GW are not really very big.

      Like

  10. acext007
    February 29, 2024 at 7:58 am

    Great article, thank you! I can’t say it’s wrong, but I do think it’s a bit pessimistic and misses some venues for creative engagement that have arisen since the early days of 40K. I started with GW games in the mid-90s, with 40K 2e, WHFB 5e, and Necromunda. While I’ve taken some breaks over the years, I’m currently busy with 40K 10e and WH: The Old World, and I have to say that I’ve had some of my best, most satisfying games over the past year or so. It’s true that the current games have less focus on story generation in the sense of RPG toolboxes, but on the whole they’re more functional as games and more accessible to a wider audience. More importantly, there’s a ton of creativity on the modelling and painting side of the hobby, and I don’t see the lack of support for creating your own character/vehicle rules as such a big impediment. People build the most amazing conversions with creative paint jobs and count them as established units, or, even more likely, aren’t in the hobby to play in the first place. I get why gamers of my generation feel that GW doesn’t cater to their interests as much anymore, yet the past decade or so has been a pretty good time to be in the hobby.

    Liked by 1 person

    • February 29, 2024 at 9:06 am

      I have played The Old World and did enjoy returning to that setting (I’m an old 5e Dwarfs player).

      You are right, perhaps I have been too pessimistic lately. I reviewed The Old World for Polygon, and despite enjoying the game, my article there was tinged with pessimism for the game’s future.

      Liked by 1 person

  11. Joseph Allen McCullough
    March 29, 2024 at 2:45 am

    Thanks for mentioning Rangers of Shadow Deep. It is certainly part of my own attempt to recapture what felt like a more creative time in the hobby (both wargaming and role-playing). I also rushed to get a copy of the Rogue Trader reprint, and have even been lucky enough to have several chats with the legend, Rick Priestly!

    Liked by 1 person

    • March 29, 2024 at 6:58 am

      it was nice to see your name pop up here. Thanks for reading and commenting, Joseph. Keep up the great work.

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