New arrivals and now this is my new band name: "KRAVEK MORNE AND THE MUTILATORS"!
There was a decent discussion on EN World over the past week about indie RPGs - and it seems anything outside of WOTC or Paizo qualifies as "indie" to some - and the conversation turned to numbers, as in "what are the biggest games out there?" This got some wheels turning and turned into this post.
First up I will say that if you're running a tabletop game with your friends none of this probably matters. If I am running say Mongoose Traveller or FFG Star Wars or 2d20 Star Trek then sales figures or popularity numbers of those games or any others really don't matter and they aren't going to affect what I do each week. People seem to be very interested in scoring or ranking these kinds of things but it really has very little impact on playing and running games*.
When people get to discussing this aspect of the hobby I think it is very important to distinguish two things:
I've seen others bring up convention numbers - what games are being offered? What games are filling up? It's another limited data point. For example if I went to a convention this weekend I suppose I might sign up for an M&M game, but if I signed up for 3 games over the course of a weekend I am 100% sure that the other two would be something else, and at least one might well be something new that I have not played before. Does a one-off count as "playing"? It should count for something as that means interest and engagement but it's not exactly the same as a game being used in a running campaign.
So I have far more questions than answers here and a lot more obstacles than solutions. For a relatively small industry it is very challenging to draw any useful conclusions from the available information.
*I do wonder if some of this is driven by people who don't have a current game but want to sound informed about the scene so they need to be able to say "Hey did you know XYZ is the 3rd biggest RPG right now"? Maybe it's something else but my preferred response there is "And ...? What do you play?".
In addition to building some updated units for my chaos marines I managed to get a game in with them over the past weekend. This time was against Boom-Gun Brandon's Ultramarines.
The kid has been remarkably consistent with both his army and its composition - possibly because he only has the one army - but he has started building Tau and he's always free to borrow units from my marine forces so he has some options now and will have more in the future.
This was a 2000 point dawn of war deployment (start on the long sides of the table) with a "hold some objectives" type primary and the normal "draw some cards" secondary. I did not take as many pictures as I usually so I won't try to turn it into a battle report here but it was fun.
The Ultras had Guilliman, Captain Titus, a squad of shooty terminators, a squad of assault terminators, some assault intercessors, two aggressor squads each led by a gravis captain, some bladeguard, then his heavy hitters: A Redemptor dread, a Balistus dread, and a Repulsor executioner.
My IWs went tank-heavy. The main reason was that I wanted this to be an all-painted force, up to date, etc, and all of my old infantry are still on 25s. So it was pretty ridiculous: 3 Predators, 3 Helbrutes, 2 Vindicators, a leviathan dread, a daemon prince, a Heldrake (I know, right?), and then a squad of chaos terminators led by a terminator chaos lord. So I was definitely outnumbered but certainly not outgunned.
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| HELLOOOO BAAAAYBY! (BANG!) |
I actually won the first turn and started working on his anti-tank units. The predators blew up the balistus and both the redemptor and the executioner were at half wounds or less when I was done.
The Ultras moved around quite a bit including running the executioner right up near one of the vindicators and dumping out his intercessors + Titus. he didn't manage to kill anything - my vindicator just barely survived the assault after being blasted by the executioner's big laser - but he was sitting on his home objective plus the center so he was in scoring position early.
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| Hello there! |
My second turn I rearranged a bit myself and then blew up the executioner and the redemptor. I managed to shoot down the primarch as well but he did stand back up - of course! During my rearrangement I managed to move out of range of my home objective so my scoring fell off of a cliff here.
Ultras second turn saw the Heldrake chosen as his Oath of Moment target and thus saw most of his army shooting at it and it managed to survive this with a few wounds left. Granted he was missing most of his real anti-vehicle weapons but he had a lot of lesser guns left. He still scored more points though. He also dropped in his terminators this turn.
Third turn and onward we mostly shot up each others remaining infantry. I blew away both aggressor squads and one of the gravis captains. His assault termies failed to kill a predator that was all by its lonesome on an objective and my killing one of them on the way in meant that we were tied for OC so neither of us got credit for it. He did finally manage to kill the damaged vindicator and he was pretty happy about that.
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| One wound left - I can still nail the dread! |
He ended up winning on points but I had done a lot more damage to his force so I still felt alright about it. It was pretty low scoring as we both mismanaged our secondaries in a big way.
In the end I was pretty happy with the game. I got to dust off an army I haven't played in years and finally play them in 10th edition. A few more notes:
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| Primarchs - still need to look both ways before crossing the street ... |
The title pretty much says it - as I discussed here earlier I have quite a few chaos space marines painted up as Iron Warriors and a surprisingly large percentage of it is still the current production model. This is mostly the vehicles though - the infantry is all older and smaller.
The Helbrutes, Rhinos, Predators, and Vindicators (and the Heldrake!) are all still good.
All of my actual marines though are the older style, aside from a few characters.
Now I don't care that much about this state of affairs in general but unit options have changed too and the new hotness is building Chaos Marines for melee and almost all of mine are built for shooting so maybe it is actually ... finally ... time to look at upgrading things around here. At least I only need to consider the infantry, which is a plus. I do have some newer current stuff sitting in the IW box in a closet. I should probably start there. What I have is:
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| Mine are all from this era |
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| I think I have 4 of the old ones and I'm sure I will be adding at least one of the new ones down the road. |
It's Spring and the miniature ADHD goes into full bloom! Oh Lord what have I done? Several factors at work here:
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| I am at well over 50 Rhino hulls of various types and marks at this point. Most of them are even painted. This is not something I set out to do. |
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| Project initiated ... |
The M&M campaign is still going, I have just been slow to post about it here. We have six sessions in the books and are about halfway through the Time of Crisis. I will say the system familiarity does start to come back faster as we play more so I'm feeling way less rusty in sessions 5 & 6 than I was in the first few. I am really enjoying it and I think my players are too.
I am also feeling way more proficient with Hero Lab. This has been helpful with both running the game and with helping my players tune up their characters and spend their power points. This is the only game where I use Hero Lab since the demise of our Pathfinder campaigns years ago so if we are not playing M&M the rust accumulates. Coming at it with fresher eyes I do see where some of the complaints about it come from as it is not a modern "app" - the way powers are listed is not really intuitive in-play and sussing out what a power actually does can be a little tricky if you have no descriptive text. I will also say the tool tips help in some circumstances yet add very little in others. A lot of these issues come from them presenting generic, standard game information not a customized description based on the powers and modifiers particular to this character, but I suspect that kind of dynamic information would have been tough to do when this version of Hero Lab was created. Regardless, I can work with it and it does help me run the game better than if I did not have it.
We have had to miss a few weekends so beyond a massive 40K effort (I'll discuss it in a separate post) I have been trying to catch up on other RPG books that have piled up over the last six months or so. It's a weird habit but I do tend to pick up multiple large rulebooks at once and then let them sit on the shelf for months while I read other things. Then I look at the shelf full of unread rules for different systems and decide I need to read them all at once. Sometimes I do, and sometimes I do not as the drive to dive into a game I am not running, especially a dedicated rulebook and not an adventure, dwindles. I've added the Tales of the Valiant Player Core 2, some of the D&D 5.5 books, a couple of Pathfinder 2E books, some stuff from Savage Worlds, and then various Kickstarter tomes. What I need to be doing is going back through some of my M&M 3E books to brush up on those - since that's what we are actually playing - and I have been ... some. At times I do feel pulled in so many directions that it's tough to focus in on something long enough to knock it out but I am working on them.
On a final note the M&M 4th Edition Kickstarter did wrap up with over $300,000 taken in. I'd say that's an encouraging number. It is a reminder of how niche the whole superhero RPG market is - the million dollar kickstarters are big D&D-related projects or have a well-known author behind them. The Deadlands kickstarter running at the same time took in a similar amount so I suppose I like the niche games. M&M had twice as many backers for a very similar amount of money which is interesting. Maybe I can take a look at that in a future post. I'm happy these both funded. The downside is that I don't want to look at any more 4th edition M&M rules stuff as it causes edition bleed for me as I try to "expert up" on 3rd edition. When the physical books come out months from now and we are well into our campaign then it might be time to look again.
Campaign reports will resume soon ...
Not a lot of progress on the Tyranids or Praetorians these past two weeks as I've really been pulled towards finishing/updating some already substantial and mostly finished armies.
For the Grey Knights I've moved 20-odd figures into the "done" cabinet with more coming close behind - hopefully this weekend. All of these are already painted to some level. It's mainly sorting them back into squads, fixing any broken parts, a final clear coat and then re-doing the bases. This includes a few more marine squads and the dreadnoughts and dread knights . I also have to finish up my Rhinos/Razorbacks that I started a few years ago and a Stormraven & Land Raider as well. This may all happen in stages as I jump around to different projects. The pull here is that this army is this close to being done-done, which is a good - if rare - place for me to be on an army.
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| Please ignore the Chaos Knights lurking below ... |
Once I am through these I will have some "from scratch" work to do as I need a big squad of Purifiers which I lack right now. I do have the newer Crowe model to go with them so that will be one effort. Then I also want to do a big squad of Paladins with all of the bling.
The only new acquisition recently was the new upgrade sprue for one of the Dreadknights. I do want to finish up building and painting what I have but the only thing I might want more of would be the full-kit Dreadknights as everything else I've mentioned I already have. I think I'm OK with 1 grand master and the 3 regular DKs as I do have the Land Raider and Stormraven to bring big guns and take up a lot of points if I want to go that direction.
I also expect much of this army, the infantry at least and probably the dreadnoughts, to be replaced in the next 3 years so I am not really feeling a need to spend more money on expanding it right now. One more new Dreadknight (to be able to field all of the cool new stuff) is about the only temptation and despite the new upgrade sprue those could get replaced as well so who knows? It's already more points than I could ever really field outside of an apocalypse game so it's not like I need more of anything.
So yes, the goal is to finish up the easily-finished stuff, take a look at the rest and maybe advance one chunk of that and then switch to one of this year's other efforts.
I had thought about working on more of the Guard this weekend. I try to break things up into chunks as I go so I don't burn out or get bored with what I'm doing which means I am usually working on at least two armies at any given time. This weekend though something came out of left field and bit into me hard.
That's right for some reason I went down the rabbit hole on Grey Knights. It's been a while since I posted about them here - that was 9th Edition 40K and here's where I started talking about them for 8th Edition and they have been an army here ever since those days but for some reason I took them off the shelves and put them in a box after the move and just let them sit.
Now the distraction started while I was looking at my Iron Warriors and thinking I needed to do some updates as I have added parts and pieces the last few years but I haven't really sat down and hammered away on them. A lot of my stuff is old-school, my marines are mostly still on 25mm bases, and I haven't really finished out even the new stuff that I have added. So I was thinking I should put in some effort on them as I wrap up the Tyranids as there has been a lot of "new" for Chaos Marines recently and their rules seem to work pretty well so I should get some games in before 10th goes away - or at least modernize them a bit going in to 11th.
While doing this I decided to make a "Conclave of Chaos" on the big table and drag out all of my other chaos stuff too - World Eaters, Death Guard, some of the daemon stuff - to see if I had things loosely assigned to one army that I could use in another.
While doing that I had to move my Grey Knights Holding Facility (a big cardboard box) and while looking down into it I realized I had been ignoring them this entire edition and they were far more "modern" than the IW's. Well, they're at least on the right size bases. The path of distraction is insidious ...
So I made some room next to The Conclave and started sorting through my Knights of Titan and discovered things I had picked up in the last round of GK interest and never finished and some things that were - I have a painted Kaldor Draigo! Of course it turns out they took him out of the latest codex! But I have a Draigo! Also more normal powered armor guys, more termies/paladins, and more characters than I remembered. I also have 4 dreadnoughts ... not sure why I went to 4 but OK. I have an unbuilt Dreadknight which syncs up perfectly with the one new model the Grey Knights got for 10th which is an upgrade kit to more readily distinguish a Grand Master Nemesis Dreadknight from the regular Nemesis Dreadknight.
The main thing though is that there are a couple of thousand points worth of painted GK's that just need to be sorted out. I am fixing some of their bases along the way - I painted for several hours this weekend and it was all snow base updates. They were not super-unified before but they will be now. The vehicles need more work as there are a lot of "well it's silver at least" vehicles right now but it shouldn't be terribly hard to improve on that. Right now the plan is to tune up what's done/almost done and then based on what that looks like get some of the other stuff finished. I did manage to pick up the codex for 10th and read through it and I have ordered the dreadknight upgrade sprue so I am fired up about it all.
The downside of all this is twofold:
More to come.
A lot of the stretch goals with the new M&M Kickstarter are 4th edition conversions of 3rd edition adventures. I get why they are doing this - it's easy to do and they're already written so, sure, and you're getting them for free but they're only 6$ PDFs anyway so ... I don't know.
Back to that "easy" part - how easy is it to convert something between editions of this game? Well ... most of the time it's pretty straightforward. One key item: the difficulty chart is the same for every edition of the game!
This one is taken from the 4th edition playtest document but it is the same for 1st, 2nd, 3rd, and now 4th edition:![]() |
| These guys know ... |
It's a little weird that there are a fair number of questions that are asking if one can do various things in the game or will be included in the game that are already in 3E M&M so yes, I think it's safe to assume powers and options included in the current edition will be included in the new one. I'm guessing a lot of the people asking don't play the current game but I don't know. Since they announced the new edition a few months ago there have been all kinds of helpful suggestions made including things like "you should add in a hit point system" which ... yeah, I don't know. How has no one thought of that in the prior 20+ years of the system? "No hit points" is a feature of the game, not a miss that needs to be corrected.
That does lead into another point I see made: "It's easy for D&D players to learn because it uses a d20 for everything like combat and skill checks". That is, in my experience, really not the case. Sure, the Abilities are mostly similar, skill checks and hit rolls are familiar, but for people coming over from D&D 5E there are 3 massive hills to climb: