Afleveringen
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For most of us, "hobby crisis" means nothing more than a pile of unpainted miniatures. For David in Wellington, it meant a catastrophic flood that devastated his neighbourhood and wrecked his collection. On this episode, David walks us through what happened, and how he's slowly starting to regroup and rebuild.
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An active member of the Bedroom Battlefields community, Ted (AKA Oddgit's Hut) is a fantastic painter whose work would slot seamlessly into the Eavy Metal pages of any mid-90s edition of White Dwarf. On this episode, we talk about nostalgic paint schemes, painting challenges, and the Warhammer Fantasy Battles 5th Edition boxed set.
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Zijn er afleveringen die ontbreken?
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The monthly hobby update of the Bedroom Battlefields community.
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The legendary Joe McCullough returns for the first time since February 2024. We covered a lot of ground, from hobby parenting to his two new games, Warriors of Athena and Hairfoot Jousting. We also talked about a miniatures-first approach, where what you play is dictated by what you want to get on the table.
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JoĂŁo, AKA John, AKA Lord Rever, joins us from Brazil to talk about his journey into the tabletop miniature hobby and his efforts to build a local wargaming group in his small town. We dig into the growing hobby scene in Brazil, from 3D printing making miniatures more accessible to clubs slowly popping up across the country. John also brings a unique perspective as a psychologist, as we discuss the value of hands-on hobbies in an age of endless scrolling and passive screen consumption.
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"If you help us paint our miniatures, we'll buy you an army", was the irresistible offer made to David AKA Ax Anax by his friends in the late 90s - and he still owns that Warhammer Fantasy 5th edition undead army today.
David is the co-host of the Bad Internet Friends miniature hobby podcast, alongside Ivan Sorensen of Five Parsecs and Nordic Weasel fame.
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The monthly hobby update of the Bedroom Battlefields community.
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Back in 2023, the legendary Andy Chambers was kind enough to dedicate some of his time to working his way through my list of questions. So, what's he not very good at? Why does he think this hobby still exists? And what myths and misconceptions would he like to dispel?
Zeo GenesisKonflikt '47Submit your hobby updateJoin the CommunitySupport the ShowThe MiniGamer hobby newsletter -
Anthony from the Gergen Gaming YouTube channel joins me for a chat about making terrain and playing games in front of the camera.
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Back in March, I was delighted to welcome Orlygg of the legendary Realm of Chaos 80s blog onto the show. The episode was very popular and gathered a ton of great feedback. If you missed it first time around, here it is.
Due to popular demand, I invited Orlygg back on for part two, and this time, solicited questions for him from the Bedroom Battlefields community.
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The monthly hobby update of the Bedroom Battlefields community.
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Sean of the Timeless Tabletop Gaming YouTube channel talks dream projects, creating on YouTube, and playing against opponents who cheat.
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Geoff Solomon-Sims of Oakbound Studio joins me for a chat. You can find his work at oakbound.co.uk
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Martin from the Bedroom Battlefields community is a regular contributor to our monthly hobby update episodes. I've been keen to get him on for a more in-depth chat about his hobby life, and fortunately, he was happy to oblige!
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The Bee Gees of miniature gaming, Mark, Jason, and Ed, fill us in on how to get involved in a fun, global narrative campaign.
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Bedroom Battlefields community member Rob has 55+ years in the hobby, so a wealth of experience to draw on. He had a few thoughts on our recent discussions around points and army lists, and we had a great conversation about it all.
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The monthly hobby update of the Bedroom Battlefields community.
Submit a clip for next month's episodeJoin the DiscordThe MiniGamer hobby newsletter -
Mantic are currently Kickstarting DreadBall All Starsâą: The Sci-Fi Sports Game
Spend five minutes talking to Ronnie Renton, and one thing becomes clear. He is still, by his own admission, âmentally⊠only 12 years old.â
That enthusiasm has carried him from the earliest days of Warhammer through to founding Mantic Games, and into a modern hobby that looks very different to the one he started in.
âI had a pre-order for the very first edition,â he says. âSo Iâve been on that journey from day one.â
Now, decades later, he is designing for players who have taken that same journey and no longer have the time they once did.
Making games that fit real livesA recurring theme in Rentonâs thinking is simple. People still love the hobby, but their lives have changed.
âI donât have time to spend ages finessing loads of things if I just want to play on a Tuesday night,â he explains.
That shift has shaped Manticâs recent output. Where once the answer to everything was a large-scale game like Kings of War, the company now builds across a wider spread. Smaller, faster experiences sit alongside the traditional long-form hobby projects.
Renton describes it as two types of game.
âI think thereâs the Forever Game and then thereâs the now game,â he says.
The former is the classic army-building commitment. The latter is something you can pick up, play for a few months, then move on from without guilt.
Most players, he suggests, now live somewhere between the two.
Bringing in a legendThat shift in thinking is also reflected in who Mantic chooses to work with. One of the more notable recent moves has been bringing in Jervis Johnson, a designer whose influence stretches back decades.
For Renton, the decision was straightforward once the idea took hold.
âWhy donât we go and get the guy that invented the genre to write it?â he says.
The opportunity came while rethinking DreadBall. Rather than revisiting the existing game, the aim was to relaunch it in a way that felt fresh, faster, and easier to pick up.
âIt had to pay homage to what came before, but it mustnât be a rehash,â Renton explains.
Johnsonâs approach reflects that brief. The focus is on clarity and pace, with rules that quickly become second nature.
âOnce you know it, everything you need is on the card,â Renton says.
For Mantic, it is part of a broader direction. Bring in experienced designers, give them room to work, and build games that players can return to easily.
âHe just knows how to do it from beginning to end,â Renton adds.
The danger of listening too muchFor all the talk of community engagement, Renton is wary of letting players design the game.
âIf you give the keys to the asylum to the loonies, theyâll make the game that they think they want,â he says.
The problem is not bad intent. It's focus. Players tend to fixate on edge cases and small frustrations, often at the expense of what makes a game welcoming in the first place.
âYou must stay true to it, but you must clean it up and make it welcoming to new players,â he explains.
Fail to do that, and even a well-loved system slowly fades.
Solving the real problemsRenton now starts design from a different place than he once did.
âWhat problem am I going to solve?â
Sometimes that problem is practical. Terrain that looks good but is also clear to play on. Games that can be set up quickly and packed away without taking over the house.
Other times, it's social. Making it easier for players to actually get games in.
âI want to come together, have fun, roll dice, and not have to spend all night remembering rules,â he says.
That thinking runs through everything from quick-play sports games to simplified army formats.
Not instead of, but alongsideOne of Rentonâs more telling observations is that new games are rarely replacements.
âItâs an as well as game, not an instead of game,â he says.
Players are not abandoning their main systems. They are adding to them. A fast, one-hour game sits alongside a larger project rather than competing with it.
That shift has consequences. It means games need to be easier to revisit, easier to teach, and easier to enjoy without long preparation.
Keeping the hobby aliveFor all the changes, Renton does not think players themselves have become harder to please. The challenge is different.
âThereâs more choice,â he says.
That makes it harder to reach critical mass. A great game still fails if no one nearby is playing it.
Which brings him back to the same core idea. Remove friction. Help players get from buying a game to actually playing it.
Because in the end, nothing else matters if the miniatures never reach the table.
And for someone who has been there since the very beginning, that still seems like a goal worth chasing.
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Few designers have influenced narrative miniature gaming as much as Tuomas Pirinen. From Mordheim in the late 1990s to the recent breakout success of Trench Crusade, his games have always leaned heavily toward story, character and campaign play.
What surprises him most is that the latest one worked as well as it did.
âWe were totally prepared to lose our shirts and be happy about it,â Pirinen says of launching Trench Crusade. âBut it didnât go that way.â
The project was essentially a gamble between friends. Pirinen and collaborator Mike Franchina funded sculpting and development themselves, assuming the Kickstarter would be a passion project rather than a runaway hit.
Part of the reason was the concept itself.
âOn the surface, itâs very counterintuitive,â Pirinen explains. âYou go into a space where there is a totally dominant player. Then you narrow your audience because the game is clearly aimed at a mature audience. And the theme is religion and its role in war, which no major games company would touch with a barge pole.â
By the logic of spreadsheets and market analysis, it should not have worked.
âBut creative work doesnât always follow the Excel sheet,â he says. âThe Excel doesnât always determine the fate of creative endeavour.â
From Mordheim to Trench CrusadeFor many hobbyists, Pirinenâs name is still inseparable from Mordheim. Released in 1999, the skirmish game focused on small warbands exploring the ruins of a cursed city, gaining injuries, experience and grudges along the way.
âMordheim was very narrative driven,â Pirinen says. âIt wasnât about perfectly balanced competitive play. It was about creating a story with your friends as the campaign unfolds.â
That philosophy has never really left his design work. Trench Crusade follows the same broad idea, although updated for modern players.
âIn many ways it takes that high level idea and brings it forward,â he says. âMordheim came out in 1999, so a lot of water has flowed in the river since then.â
Interestingly, Pirinen himself used to approach games very differently.
âWhen I was younger, I was very competitive,â he admits. âWinning mattered a lot to me. These days Iâm much more focused on the narrative side.â
That competitive background still informs his design work. Even narrative games need solid rules.
âIf the rules donât work, you just end up arguing every two minutes. In a miniature game thereâs no dungeon master to smooth things over.â
Why campaigns fall apartDespite their popularity, narrative campaigns often struggle to survive beyond the first few games. Pirinen believes the reason is mostly practical.
Campaign play demands commitment. Players need to keep turning up, track experience and equipment, and maintain armies that grow over time.
âItâs simply more work,â he says.
There is also a more subtle problem. Campaigns can collapse if one player falls too far behind early on.
âA very common reason campaigns fall apart is that one player gets beaten badly in the first few games,â Pirinen explains. âThey feel like nothing they do matters anymore, so they stop playing. Then the campaign falls apart.â
The solution is something designers call catch-up mechanics. These systems help struggling players remain competitive without removing the reward for winning.
It is a delicate balance. Too much help and victory feels meaningless. Too little and the narrative ends early.
The balance paradoxBalance is often treated as the holy grail of wargame design. Pirinen is more sceptical.
âPerfect balance is possible,â he says. âBut it probably isnât that much fun.â
The reason is simple. True balance usually means forces become increasingly similar. Yet variety and asymmetry are where the excitement lies.
âA huge part of the fun is encountering something new,â he says. âA new warband, a new character, some new piece of equipment. Those things create interesting situations.â
They also create imbalance.
Rather than chasing perfection, Pirinen relies on extensive playtesting and data. If factions win roughly equal numbers of games over time, the design is probably healthy even if players argue otherwise.
âYou shouldnât always listen to what people say,â he notes. âLook at the results.â
Designing the ending firstOne of Pirinenâs most practical design tricks is starting from the end of a campaign rather than the beginning.
âIf you know the final battle, you can work backwards,â he says.
That approach helps identify problems early. If a key character dying in game three would break the narrative climax, the designer can adjust the scenario before the campaign ever reaches the table.
It is a method Pirinen uses not only for tabletop design but also for roleplaying campaigns and video games.
âAt the end of the day, it usually comes down to the final battle,â he says. âIf everyone arrives there feeling they still have a chance, youâve probably done well.â
History and the darker side of heroismMany of Pirinenâs settings feel unusually grounded compared to typical fantasy wargames. That comes from his reading habits.
âI read a lot of history,â he says. âAcademic history, historical novels, everything.â
What interests him most are turning points where events suddenly shift direction. The fall of Constantinople. The later stages of the Hundred Years War when artillery changed siege warfare. Moments where a seemingly unstoppable trend suddenly breaks.
Those moments also shape the tone of his games.
âMy sympathies are usually with the ordinary people,â he says. âMen and women fighting for their homes even though they had nothing to do with causing the war.â
That perspective helps explain the bleak worlds found in both Mordheim and Trench Crusade. The darker the circumstances, the brighter the heroism appears.
âIf the situation isnât grim and challenging, you lessen the heroism,â he says.
The moment that matteredFor all the discussion of rules and systems, Pirinen insists the most powerful moments in gaming rarely come from mechanics.
He recalls one roleplaying campaign where the players were pursued by an enemy far beyond their ability to defeat. A beloved companion stayed behind to hold them off while the party escaped.
âMy players were in tears,â he says simply.
No rulebook can guarantee that kind of experience.
âThatâs something between human beings,â Pirinen explains. âIt takes time for players to trust each other enough to open up like that.â
A campaign worth the journeySo how long should a campaign last?
Pirinen often recommends around six games. It feels like a journey without becoming overwhelming.
For groups with more time, a monthly game over a year can feel truly epic. Roleplaying campaigns may stretch even longer. One of his own lasted six years.
The key ingredient is not complexity or balance but investment.
âYou get more out if you put more of yourself into it,â he says.
In the end, that philosophy runs through everything Pirinen designs. Rules matter, but they exist to support something larger.
A good world. A group of friends. And the unpredictable stories that emerge when the dice hit the table.
Or as he puts it, borrowing an old gaming phrase:
âLet the dice tell the story.â
Also Mentioned
Doctor Spork's TerrainThe MiniGamer Newsletter -
My first encounter with Oldhammer came via the incredible Realm of Chaos 80s blog. Since 2012, the site's owner, Orlygg, has documented his hobby, shared pictures of beautiful old lead models, and interviewed legendary creators.
Bryan Ansell, Mike McVey, Tony Ackland, Rick Priestley, and Bill King are just a few of the hobby heavyweights you'll find conversations with over there. It really is a treasure trove for anyone interested in Games Workshop during that uniquely special Ansell era.
On this episode of the Tabletop Miniature Hobby Podcast, Orlygg gets to sit in the guest chair for once. I thoroughly enjoyed this conversation, and I've no doubt that you will, too!
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Doctor Spork's TerrainThe MiniGamer Newsletter - Laat meer zien