Tuesday, 15 September 2020
Specific vs Generic: Ornaments & Bricks
Thursday, 3 September 2020
GRIMLITE Demo and a Break
For those that missed the stream, my solo run-through of GRIMLITE is now up on the YouTube Channel for viewing.
Also, don't be alarmed when I'm quiet for the next week, as I'm taking a break, returning on Monday 14th September. As such there won't be a Bastionland Broadcast next week, returning on Tuesday 15th with a new episode of Bastionspiration.
However, Bastionland Podcast will update in my absence, with a new Niche Explorer episode dropping on Monday as normal.
Monday, 24 August 2020
Bastionland Podcast - Niche Explorer
The Bastionland Podcast is back for a second series! This series is dubbed Niche Explorer, and I'll be welcoming a new guest each week to dip into their particular niche of tabletop gaming.
For the first episode I was joined by Joseph McCullough of Frostgrave fame, where we talked about miniature wargaming and its relationship with RPGs.
Thursday, 20 August 2020
Framing Weirdness
- Dirt and worm worshipping teenagers
- A hedgehog judge with other animals as servants
- Slugs piloting mechanical bodies
- A lonely whalebone mech
Thursday, 13 August 2020
Small Decisions, Big Impact
Working on a miniatures game has been an interesting contrast to RPG design. It's a narrative-focused wargame, but the fact is miniature games rely a lot more on their rules than RPGs do.
With RPGs so much of the joy can come from situations outside of the rules. Even with a narrative wargame I don't feel like I can let go of the mechanical wheel quite so easily. As a result the mechanics in GRIMLITE feel like they're carrying a lot more weight than the mechanics in Electric Bastionland. You can tear through a good RPG session on pure GM and group cohesion alone, barely touching the game itself, but that just isn't possible on the miniatures table.
But I've quite enjoyed that. It lets me really focus in on every single rule in GRIMLITE, thinking about the impact it has on the game. Even more so, it lets me look at typical wargame rules that GRIMLITE doesn't include, and what effect their omission has on things.
I thought it might be interesting to look at some specific examples here. It's too early to judge GRIMLITE as a whole, but I've done enough test games now to get a grip on the impact of some of the individual parts.
Advancement through Trophies and (sometimes) Dying
In GRIMLITE there are two ways to improve your warband: getting trophies from killing Horrors or getting a lucky roll (1-in-3 chance) on your Casualty roll falling in battle. I considered having units gain experience through killing enemies, but much as with D&D I found that had undesirable consequences. Battles would be more about wiping out the enemy than actually chasing your objectives, and the first side to get a numerical advantage would be encouraged to grind away at the remaining enemies rather than focusing on the trophies.
This approach is very much the equivalent of "Gold for XP" that's so popular in OSR games, and I think it translates nicely over to this format too. You'll still want to kill your enemies, but you'll be doing it for strategic reasons instead of chasing abstract points.
Withdrawal or Slaughter
There are two possible triggers for the battle to end. Slaughter is easy, one side is wiped out. Withdrawal can be triggered by either side at the end of a Round if at least half of their remaining units are touching a table edge, with these units immediately leaving the board safely.
After either trigger occurs, players perform one final Round, trying to sweep up the remaining Trophies.
Endgame always felt weird to me in wargames. I remember playing Warhammer Fantasy Battles and wondering what happens at the end of that last round. My heavy infantry that got so close to charging the enemy now just turn around and go home? Everybody agrees to stop shooting each other?
It's an abstraction of course, and a necessary one. It might be more realistic for battles to end on a whimper but it's more satisfying for a game to have a clear finish. I think the Final Round element here at least gives a bit of narrative sense to the whole thing, and on Husk 28 it's easy to imagine a dust storm sweeping in or more Horrors on the horizon to provide that time pressure.
My goal here was to make Slaughter generally less common than Withdrawal. This is a wargame, and the two warbands should fight each other, but again I wanted to keep the focus on the objective, not a fight to the death. The opponents are rivals more than arch enemies, at least until grudges inevitably form.
So here if one warband takes losses it's relatively easy for the remaining members to form a retreat, but giving the other warband a full Round of uninterrupted action means Withdrawal isn't seen as an absolute solution for any battle that's going against you.
No Stacking
Each type of roll you make has exactly one modifier that can ever be applied to it, and it's always plus or minus 1.
Shooting into Cover is -1.
Fighting a Downed target is +1
Recovery is +1 when an Ally is touching you.
Moving is +1 when you can see your Leader.
Resist is the exception here, currently having no modifier applied to it. I'm leaving that design space open but also I'm not going to put a rule here just for symmetry's sake. It's also arguably the most useful type of roll, so any modifier would have to be very carefully considered.
This was an outright goal early on (No Stacking, No Tracking) but as well as the desired effect of keeping things simple I think it also shines a spotlight on that particular modifier. Without dozens of little +1s to remember you know that when somebody is Downed you should get a melee fighter in there. You know that your Leader is best kept in sight of your units, and your Initiates are more survivable if kept in pairs to help each other back onto their feet.
By honing in on a single modifier for each type of activity it makes those modifiers feel all the more important to exploit.
No Weapon Ranges
As you'd expect, when you remove the range element from shooting it becomes all about line-of-sight. Precise range management gives way to getting into a position where you can duck in and out of cover while having a clear view of the battlefield. Makes everybody feel a bit more daring and active. Less incentive to sit still in that ideal firing spot.
This certainly relies on a small board and dense terrain, but that's clear from the start of the document. I think with anything above 3x3ft you're going to run into weird niche situations where a unit gets just-about line of sight on an enemy 48 inches away and gets to fire their pistol across a football field.
Weapon Transparency
Barring the weapon mods, weapons are generally split into two types: one high-damage shot or several one-damage shots. In terms of raw damage potential the former are always more efficient, but you're putting all of your eggs in one basket. And maybe you just don't need that much damage.
If you're shooting an Initiate, they're resisting damage on 5+, so 3 damage will on-average kill them. This happens to be the damage score of a basic high-damage weapon. But even hitting this Initiate with a one-damage shot will likely Down them, and their chances of recovery are low, especially if they're on their own. Do you really NEED that full three damage or are you better using a 2x1 weapon that can reliably down these low-quality troops?
Meanwhile, against a Leader or other powerful target that's resisting on 3+ your 1 damage probably isn't going to do anything. Even if you hit with both your 2x1 shots you've only got just over a 50% chance of downing the target, and an 11% chance to kill them.
Hit with that 1x3 Rifle instead and you've got a 70% chance of Downing them and around 33% chance to kill. A lot better, and even if you just Down the target you've got an opportunity to get a Melee fighter in to finish the job.
So you might be looking at all those percentages and think "this isn't very transparent", but the key is that there are really only two types of weapon. Those that are good for killing grunts, and those that are good for killing high-powered targets. Not that each of these can't also perform the other task, but the specialisation is clear. You don't have to look a target and consider 3 or 4 ways in which they might be mechanically "tough".
Are they hard to hit? High Toughness? High Armour? High Wounds? Have an invulnerable save? Some other bullshit? No, forget all that. You know that your rifle is good for toughies and your shotgun is good for grunts. Now get your attention back on the battlefield and out of the stat-blocks.
Shoot Once, Fight Twice, Move Thrice
I wanted the game to feel mobile, so having three potentially long-distance movement actions in a turn was scary at first, but combined with the need to roll for Moves after your first I think it gives the game the desired mobility. It especially makes the Nimble skill feel impactful, a fact you'll appreciate after your first few attempts to get your QL5+ units to move where they need to be.
With Ranged having an innate advantage over Melee combat I wanted to give Melee some sort of advantage to even the scales. An easy fix is just making Melee weapons cheaper than their Ranged equivalents, but this isn't a game of finely balanced point costs. Shooting was already limited to once-per-turn, so allowing two Fight actions felt right. If you could charge in with your first action then getting to wail on your opponent twice felt nice and deadly, especially if you Down them with your first attack and get that juicy +1 on your second attack. My Exile Hounds (Nimble 5+ T2x1) were especially useful in my last game, darting around the battlefield somewhat reliably and proving especially useful for finishing off downed enemies, especially considering their cheap cost.
There's plenty more work to do on GRIMLITE but I'm pretty happy with the core right now. Expect to hear more as I try and polish this up into something a bit more complete.
Tuesday, 11 August 2020
GRIMLITE Horrors in Action
As such this might end up being quite a long post, so buckle up.
So let's start from the beginning. Forget the Sample Warbands, we're making two from scratch.
SPLICER COVEN
The twisted and warped arm of humanity that believe we need to fundamentally change our biology in order to survive this new world.
While the four factions were initially designed to cover broad modelling concepts (humans, mutants, cyborgs, aliens) and inspire kitbashing, they've picked up more mechanical identity along the way. Splicers have some really cheap Initiates they can hire to bulk out numbers and have some of the more interesting big-gun options for their Leaders and Initiates. As you'd expect they also have much more Skill flexibility than other factions, able to morph their form to whatever needs you have.
But back to reality, I'm going to base my purchases almost entirely on the models I want to bring to the table. I have a couple of Engineer guys that I'd like to bring to bear, so let's keep the Leader cheap to maximise the points we have to spend on them.
We'll keep our Leader relatively lean, a Host (3+) with a nice cheap Shotgun (2x1). We can choose any Skill, so we'll take Elusive to give them the best chance to grab Trophies without getting shot down. They bring the Polymorph tactic that, one per Round, lets us permanently change that Skill, so we can always adapt if things turn ugly.
That leaves us with 14pts, enough to take our two Engineers and give each of them a full 3pt weapon. We take one with a Grav Warper and one with a Storm Cannon.
So we've got a very small warband with a fast, lightly armed but flexible leader and two heavy gunners. Lots of points tied up in very few models, so let's see how that works out on the table.
Lucida - Host (Elusive 3+) [6pts]
Shotgun (R2x1)
Tactic - Polymorph: Permanently swap one of your leader’s Skills for any other.
Neutron - Engineer (Precise 4+) [7pts]
Grav Warper (R1x5. On a hit, move the target)
Reaper - Engineer (Precise 4+) [7pts]
Storm Cannon (R3x1. Shoot Twice if you do nothing else this turn)
EXILE BAND
Well since I made an elite warband from the faction with the cheapest options, let's see if I can make a more numerous list from the most highly priced faction. The Exiles had the weakest identity for a while, initially trying to cover all bases as a stand-in for multiple alien forces. Now they're more focused on the warrior-hunter angle. They feel more like they don't belong back in the more civilised parts of the galaxy they once called home. My personal canon is that they all have dramatic superhero/villain names too, just to further inflate egos.
So despite aiming for a larger warband, Exiles are all pretty expensive but come with some very nice perks. Looking at the Leaders I like the sound of the Mercy tactic that the Veteran gets, so we'll take a Veteran kitted out with a nice fusion gun to take down any tough targets.
Now we know that we want numbers, so let's take two Hounds to pad things out. I've kept the unit names vague so that you've got maximum flexibility to interpret them to suit your models. When I wrote the Hounds I was picturing literal alien dogs, but it also works for any sort of mindless swarm, so we'll use a couple of these clawed monstrosities.
6pts remaining means we can grab an Agent. I've been wanting to try out the Synergy Rifle, so let's get a Predator armed with one of them.
So we have our Exile Band.
The Faceless - Veteran (Grim 3+) [8pts]
Fusion Gun (R3x1, Targets resist at QL5+)
Tactic - Mercy: One of your units makes a free Shoot/Fight action against a Downed Enemy.
The Inevitable - Predator (Elusive, Precise 4+) [6pts]
Synergy Rifle (R2x1, x2 Damage if an Ally can also see the target)
The Starved - 2 Hounds (Nimble 5+) [6pts]
Claws (T2x1)
Keen followers of GRIMLITE will notice some models here have previously been used for other factions. Well that's the beauty of not caring at all about canon. One week you're a Splicer that's been mutated too far from humanity, the next you're an Exiled predator, the next you're an irredeemable Horror only good for trophies. We make efficient use of every mini here!
Likewise you'll see that The Faceless has a Whip that isn't reflected in her profile, but as every character can make a standard Touch attack (T1x1) we'll just assume that it's mostly for show and no more effective than just putting the boot in.
Now the fun part, selecting the Horrors. We won't be using any fancy battlefields or twists for this, just keeping things simple for now. Looking over my limited miniature options I'm drawn to these beauties that I found in my parents basement and finally painted after 25 years.
They get some nasty claws and soporific pheromones that make them dangerous to be near. Any resemblance to certain Fiends from that other game is purely coincidental.
As they're worth 2 Trophies each we need another 2 Trophies worth of Horrors. We'll take 2 Enforcers to fill our the Horror Roster.
Now these are obviously inspired by those old Necromunda scenarios I previously wrote about, where Adeptus Arbites would rain fire down on the gangs as they fought each other. But Rules-As-Written in GRIMLITE all Horrors are considered allies to each other. So really we have two options when faced with a team-up of vigilante Enforcers and inhuman Fiends.
- Apply narrative common-sense and say that they consider each other enemies.
- Apply narrative creativity and invent a reason for them to be allied.
Friday, 7 August 2020
GRIMLITE - Horrors of Husk 28
GRIMLITE now has a living document. Expect regular changes in there, so apologies to anybody that's actually trying to run a campaign with this thing.
My goal was to make a game let you spend almost no time thinking about the rules, instead being able to focus on what I affectionately call narrative bullshit. The wild things that happen in miniature wargames that stick in your memory.
Basically everything that goes against the idea of a chess-like pitched battle between two carefully balanced sides. I wanted to make sure that intent was clear from the start, so the default scenario needed to be something that exemplified that.
Coincidentally I've been revisiting Frostgrave this week, having mostly ignored it in the past. I'm surprised at how much philosophy it shares with GRIMLITE with its swingy combat and high-impact magic system. In particular I like the focus on gathering treasure, rather than trying to wipe out the opposing side (somewhat OSR in that respect) and the inclusion of a system for neutral monsters roaming the battlefield.
This took me back to my experience with Necromunda, and what I was trying to recapture with GRIMLITE. The games that I remember even after a 20 year hiatus are:
- Running a Purge where three of us all had gangs taking on hordes of whatever hive-monsters we had minis for.
- A clash between two gangs that was interrupted by a squad of Arbites that would fire indiscriminately, but if you killed one you could potentially loot their high-end gear.
- Something involving frozen Chaos Warriors? I mainly remember them waking up and slaughtering a few gangers before the rest fled.

Break the Rules
Warbands all operate under pretty simple rules, so the Horrors can afford to be downright broken. I have the Colossus that basically ignores any low-powered weapons and the Witch who can mind-control Warband members. There's no way I'd put these abilities into Warbands themselves, but here it creates a puzzle for the players to solve and is sure to create memorable moments.
Hinder, Don't Invalidate
The key to keeping things interesting is to make them difficult but not impossible. If a battlefield makes Shooting impossible then it's probably going to feel like it's just punishing one warband more than the other, and there aren't many interesting ways to tackle it. However, in the Shadow battlefield all attacks are hindered, which means everybody is in the same terrible boat.
Be Horrific
Remember these are Horrors. They should scare the players. If they're too soft then the game turns into a Piñata where players take turns showering the ground with trophies before scrabbling over the sweets within. Keep things scary and desperate.