Eye of the Tiger time!

Last week, I had the opportunity to help plan what I think is going to be the WARMACHINE event of the summer and if you happen to live anywhere in Southern California, you’re not going to want to miss it. The deets:

July 22, 2012 , 10 am PST
TWO GENERALS
Chris Kluwe vs. Matt Wilson
In the tabletop throw down of the year!

Presented by
MERCENARY MARKET
2263 Fairview Rd. Ste P
Coasta Mesa, CA
(949) 722-8342

So this is how it’s going to go down: players signing up for the event at Mercenary Market will choose (or be assigned) a team — mine or Chris Kluwe’s. The two teams will face off through four rounds of WARMACHINE bouts, each round escalating in point value. As the generals, Chris and I will be able to dynamically allocate benefits during the games. The winner of each game will earn a benefit for his or her general, which Chris and I will be able to use during our own final, winner-takes-all match.

Sounds simple enough, right? Should be a walk in the park for the guy who originally designed WARMACHINE. Hell, I might field an army at random just to keep things interesting, or maybe an army of all Trencher Chain Guns — how about that? I mean, who even has a chance against ME? I AM WARMACHINE! Err…it’s not so simple…

For those of you who don’t know who Chris Kluwe is, he’s one of the most successful punters in the NFL and plays for the Minnesota Vikings. He’s also famous for being an avid gamer. As a gamer, one of his pastimes is miniatures games and by all accounts, his WARMACHINE flavor of choice is Cryx. Okay, neat, but what’s the problem with all this? Hang on, there’s more…

According to Wikipedia, Chris is 6’4″ and 215 lbs. Now, that officially makes him the most physically imposing opponent I’ve ever played against (Sorry, DevilSquid!) but that’s not what has me shaking in my boots. No, in my enthusiasm for this exciting event, I forgot something.

(Drum roll for the dirty-secret confession…)

I don’t know how to play.

(record screech)

Whoa, whoa, whoa, you say! You’re the original designer of the game! How do you not know how to play? Let me qualify that: I don’t know how to play ‘well’. Designing games and playing games are two totally different animals. If I can be so gauche as to use a tangentially relevant sports metaphor, the Coach with his years of experience and study might know exactly how to beat the other team, but he’s not going to go out on the field and throw the winning pass. I know, it’s barely the same thing, but you get the idea. Just because I can design games, and just because I conceived of this thing ten years ago, doesn’t mean I’m any good at it.

I don’t know what Mr. Kluwe’s win-loss record looks like, but I don’t even have one. Well, that’s not entirely true — I have played one recreational game with the MkII rules of WARMACHINE against the game’s current designer and mastermind, Jason Soles. Now, unlike me, Jason possesses incredible courage and never hesitates to wade onto the battlefield to slug it out with anyone who comes at him. And he’s good. Damned good. Jason is a ruthless, cold-blooded killer with laser-like focus who takes sadistic enjoyment not just in winning, but in making you watch while he feasts on your insides. I’m pretty sure Jason was the kid who pulled the wings off of flies just because he could, but somehow that kid grew up into a strategic and tactical genius and one hell of a game designer. If you’ve had the pleasure (or have endured the opportunity) to play against Jason, then you know how tough he can be. At conventions, I like to stop in and see what Jason’s score is, and while he wins the vast majority of his games, I’m always surprised to find out that there are some that he loses. And if Jason can be beat, I have no chance.

In the past two years I became a father, moved states, and finished two short films — oh, and I did a few things for Privateer as well. It hasn’t left a lot of time for playing games, even my own. That one recreational game I got in against Jason two years ago was a blast, but it obviously didn’t go well for me. I  ran a Tier 4 Siege list — The Big Guns — that was more an exercise in how much artillery I could get on the table than anything else. And yes, I maxed out my FA of Trencher Chain Guns. But every figure on that table was painted, I’ll have you know! Even so, each one died a valiant death to Jason’s assaulting Cryxian horde.

I’m having flashbacks to the massacre that was that game. Cygnar vs. Cryx. It’s always been a tough one for me. I love a standup fight, armor against amor. Taking apart Juggernauts and Destroyers at range with a battery of Defenders has always been my strong suite. But tricky armies, and armies with hordes of infantry — those I have a harder time against, even if I did help come up with the rules for those things. I don’t have much intel about what Chris will be fielding or how he plays, but he said he’s bringing Cryx and he mentioned his ‘Banes’. That’s not a lot to go on.

But I’m not giving up! Oh no, it’s Rocky Balboa time! (Cue Eye of the Tiger, please) I’m having my army shipped down from Seattle right now and I’m going to spend the next four weeks tuning it up and training. I need to get some games in, shake the rust off, get my mojo back. I’m going to run up and down some stairs, tattoo ‘Page 5’ on my forehead and get my head back in this game, from a player’s perspective, not a designer’s. I’m not going down without a fight. Who knows, I might have a great team and maybe I’ll get some lucky dice rolls!

Wait a second…Rocky lost, didn’t he.

Shit.

 

 

 

Gray Area

A few weeks ago, I was cleaning out the garage and came across something I had completely forgotten existed. There’s a reason I leave the sculpting to the professionals, but these little guys occupy a soft spot in my heart and I’ve never been able to throw them out. They’re the only miniatures I’ve ever sculpted or ever will. (The astute observer may recognize some pilfered bits from other games…)

When they're this cute, you don't mind the probe so much!

WARMACHINE wasn’t the first miniatures game I ever sat down to design. Almost two decades ago, I booted around a number of game ideas with a wargaming buddy. The one that made it furthest into development couldn’t look more different than WARMACHINE or HORDES. It was hard core sic-fi, deadly, highly complex, and took about five hours to play a game, which we thought was pretty good back then! There was also no world to it — it was purely an exercise in game design. But we each had our own ‘factions’ that we brought to the game, and mine definitely reflected my influences over the years.

It was the mid 90’s. X-Files was the coolest thing on TV, X-Com was my favorite computer game, and crop circles were regular news items. Being a lover of UFO mythology since Leonard Nimoy hosted IN SEARCH OF when I was a kid, I loved anything to do with the idea of extra-terrestrials, and I wanted to be able to play with them in my favorite hobby. A couple weeks and a pound of Sculpy later, I was raiding towns and abducting hapless victims with an elite tactical unit of well-armed alien Grays.

So, it’s almost twenty years later, and what am I doing? Making movies and games about bug-eyed aliens. I guess the more things change, the more they seem to stay the same…

(Don’t worry, I promise never to sculpt anything for Privateer!!! But if you haven’t checked out [WELCOME TO] LEVEL 7, please have a look!)

What have I gotten myself into?

It’s been a while since I officially had an art deadline to meet. I honestly don’t recall the last piece of actual concept art I did for WARMACHINE or HORDES. These days, my art contributions amount to little more than scribbles on the back of napkins as I try to communicate a basic shape or silhouette to the art team at Privateer. In fact, most of the illustration I’ve done over the past year or so has been either storyboards or creature design for my upcoming LEVEL 7 film project and that’s been very much at my own pace. I was setting the deadlines, so if I needed to, I could move them. Not anymore.

The first concept for Eiryss, ever — swaggering'!

As we were reviewing the concept documents for all the new models that will be in the next WARMACHINE book, I started to get the itch to do some drawing again, and I made the mistake of opening my big mouth. It started with an upcoming character for Cryx. It’s something we’ve never seen in that army and I have an image in my head that I need to get out by way of the illustration. I tentatively expressed my interest and thankfully found out the illustration wouldn’t be due until fall. No problem! One character in the next 4-5 months? I can fit that into my schedule. Then Ed Bourelle, Privateer’s Creative Manager got greedy and suggested I tackle some more. “You could feature it on your blog!” chimed in Simon Berman, our Community Manager. They made it sounds so easy.

Fortunately, some of my better judgment won out and I didn’t take everything Ed threw at me, but there was one I couldn’t refuse: the new incarnation of Eiryss, the much loved, much loathed Mage Hunter who now stalks the Iron Kingdoms with the fanatical Retribution of Scyrah.

The second incarnation of Eiryss will kill you with even more style!

Eiryss is one of two mercenary solos in the original WARMACHINE: PRIME book that came out nearly ten years ago, and she’s one of the first characters I ever created and designed for the game. She’s also the first appearance of an Iosan (elf) in WARMACHINE and is for me, one of my all time favorite personalities featured in our fiction. In our next book, we’re reinventing Eiryss once again, and not how you might expect! Instead of going solo, she’s  joining up with some rank and file troopers as a Unit Attachment. That’s right, Eiryss, the original Iosan badass will now be making an entire unit of badasses even more badasser. Who would have ever thought she could be a team player?

See? I got all excited just writing about her. I almost forgot to tell you what the problem is: the due date on the concept is July 16th! Now maybe that sounds like plenty of time to do a simple illustration of one character, but to me, that feels like tomorrow. I’ve got a list of things that have to be done between now and July and heaping concept art responsibilities on top of that is insane. But like the saying goes, no rest for the wicked.

So now I’m going to do something I’ve never done before — I’m going to ask for suggestions on how to design this next incarnation of a very beloved character. NO! Not rules — don’t even think about making a suggestion for her game rules. Jason Soles graduated her out of play testing months ago. We’re just talking about the visuals, here. We’ve seen Eiryss in a dynamic leap, Eiryss stalking from a rooftop, Eiryss walking with a sexy swagger. Now she’s going to be leading a unit of razor-blade-wielding, human-hating, homicidal zealots — where do I take her from here? The only thing written in stone is that she’ll be retaining her signature weapon combination: A sword and a crossbow fixed with a nasty bayonet.

Things I have to think about:

Pose: Action, Heroic, Stealthy?

Costume: More armor? More skin?

Details: Hood up or hood down? Is it time to see Eiryss’ ears? I’m not sure the world is ready for that…

If you’ve got a good idea, let me know what you think. I have a feeling I’m going to need help with this one…

And whatever I do, I’ll show you here — progress to completion, pass or fail! Stay tuned!

 

Many Bothans died to bring us this information.

Okay, maybe these aren’t exactly stolen plans, but you’re not going to find them anywhere else, at least for a while. Through total random happenstance, the assembly diagram for the Stormwall Colossal was included in an email to me this morning from Privateer HQ. The discussion was actually in reference to the manufacturing of the Stormwall legs, which are undergoing some revision in order to make them more efficient to produce to our quality standards, so these specs will be out of date at some point in the near future. But for now, at least I’m back in business putting this thing together!

WARMACHINE vs. IRON KINGDOMS [movie]

I had a little fun playing the ‘let’s cast the WARMACHINE movie’ game this week. I always love looking at those threads on the Privateer forums to see if other people imagine the same actors I do when I think about the characters in our games. Naturally, this is something I think about a lot, both because I’m making films of my own now as well as because just from a fan-of-films perspective, I’d love nothing more than to see an amazing WARMACHINE film done with a huge, all-star cast and an amazing director.

WARMACHINE movie = Epic metal on metal action!

Now before I go on, let me stress that there are no concealed hints here, no veiled teases— this is strictly my own daydreaming and theorizing, so join me in the frivolous flight of fancy, if you will…

If we had say, $150 million to blow making a movie, but we only get to make one, what would make a better flick: an epic WARMACHINE battle extravaganza, or a more focused, character oriented quest in the IRON KINGDOMS? The distinction I’d make here is that in the former, we’d be dealing with the political climate and the primary factions we detail in WARMACHINE, while in the latter, we’d explore the Iron Kingdoms with a party of mismatched heroes with no particular ties to the conflict between nations.

Now, I’ve got my own opinion on what I’d rather see if I only had one shot, but as I muse about this stuff, I see challenges and benefits to both approaches.

By its nature, a WARMACHINE film would have to showcase the grand battles between these magnificent and terrifying armies. Assuming we’re focused on at least one warcaster as our hero, there are inherent challenges in choreographing a story that does decent service to your central character. The reason for this is that there almost inevitably end up being a lot of characters in this story! And I know, because I’ve taken a stab at a couple of these WARMACHINE screenplays already. A warcaster is a leader of an army and part of a very big organization that has to be realized during our two hour limit. Because it’s a fantasy world, we don’t have the luxury of shortcutting the exposition because the audience possesses familiarity with the setting or time period. For instance, SAVING PRIVATE RYAN didn’t have to explain who the factions were or why they were fighting, or really even where they were. Spielberg could jump into a battle and count on the fact that most people watching that film would know exactly what was going on and what the greater stakes were. But when you’re crafting a world from whole cloth, you got a lot more ‘splaining to do. And that’s why these big fantasy and sic-fi epics can be so difficult to pull off – you have a limited amount of time and money to tell a story. Moments spent explaining the world or the politics or the science can take away from the time spent getting into your hero’s head or developing the relationships between characters. And in the case of a WARMACHINE film, you’ve got a minimum cast of your warcaster and his or her battle group (they may not talk, but warjacks are characters, too!), plus a reasonable amount of supporting cast that can actually speak words. The cast gets big, quickly.  I’m over simplifying the approach, but you get the idea — to make that film we all see instantly in our head when we look at the tabletop is nothing short of complex.

Not to mention, where do you start? The setting has a clear bias towards who the protagonists are and I think it’d be hard to make a WARMACHINE movie without the inclusion of Cygnaran characters, but where do you go from there? Who’s your main hero and what forces do you pit against each other? Can you tell a story with Haley without including Cryx? How do you give a comprehensive overview of a world as big and complex as the Iron Kingdoms in just two hours? Again, I’ve  spent way too much time thinking about this stuff so I’ve got my own ideas, but it’s not as clear cut as you might think.

The other side of the coin would be an IRON KINGDOMS movie. Here the wars between nations would be little more than a backdrop. We’d focus on a small group of characters, as few as just one, and we’d have more then enough time to spend on characterization. We’d also potentially get to see a greater cross section of the world, exploring cities, ruins, the history and the cultures that populate the setting. And while I’m sure we’d see some steamjacks, I think the thing we’d miss out on would be those huge battles that define WARMACHINE. The things that are truly iconic in the setting might never get touched on in a more quest-style storyline.

IRON KINGDOMS movie = super cool characters with ample time to do a sexy strut

It’d be a tough call! And as an aside, that’s part of the reason I’m so excited for the new Iron Kingdoms RPG to come out — I miss being able to explore those things about this vast world that we can’t fit the WARMACHINE stories into.

The truth is, these two things (WARMACHINE and the IRON KINGDOMS) aren’t really at odds. Many of the stories we tell in the WARMACHINE books are small, intimate moments, and every one of them is very focused on character. But in broad stroke terms, if you were to picture that perfect movie that represented each of them, I think you’d come up with two very different films.

What do you think? What’s your WARMACHINE or IRON KINGDOMS movie fantasy? What would you want to see in it?

Like I said, I’ve got my own ideas. Let’s see if I can make any of them happen!

Wait — what? Did someone in the back row just yell out ‘HORDES‘? Don’t worry, I didn’t forget. HORDES is a different animal altogether and I’m going to save that one for a blog of its own. I’ve got plenty of ideas for that one, too…