Thank you for joining me. OK, so Powder, you are the
creator of Warhammer Renaissance, the game that I
love. Can I ask you to tell me how you
first got into Warhammer Fantasy battles way back when?
Way back then, yeah. That must have been early 1993
or something. I believe I was into
role-playing games, I still AM, and I really wanted to play a
tabletop game. But none existed.
Or at least there was none available for me.
Maybe if I had lived in in Copenhagen, that could have been
a little shop that might have a tabletop game, but there was
nothing to get. And well, as far as I was
concerned, the Internet wasn't invented yet, so I couldn't find
any. So a friend mentioned to me that
this Warhammer Fantasy Battles game was on the shelf in the big
city. And well, that that was actually
the purpose of Games Workshop, the whole idea with making this
box set. Let's see if we can get this box
set into regular bookstores or toy stores so the kids can have
it. And that's how I found it.
So we bought each our our box and then we shared.
He took the goblins and I took the heils, the wonderful,
elegant monopause high heels of the 1992 box set.
And then it it went on from there.
I had never had any problems to find other peoples who were
interested in, in playing Warhammer.
There were always some people who thought, oh, this, this
looks really great. So we started playing and of
course, the first games we played, we, we, we didn't get
the rules right. So the first few times I played,
I I just didn't understand this cannot be balanced.
But that's because I forgot about brake tests.
Yeah, and that makes an entirely different game.
Absolutely, yeah. Yeah.
OK. And did you, I'm kind of
interested in whether you played any other games, because at that
time, of course Games Workshop had two or three big games.
So was it just Warhammer few apart from the role-playing or
did you try 40K or other things? Well, I did try 40K, but I've
always stayed on a clean pass, you know, I had I realized and
it's still my opinion that I don't have time for two games of
this of the scope. So I never really played
anything but fantasy. So I have tried different games
in in in the 90s I was looking for alternative games to, to
Warhammer. It's, it's really a wonderful
game, but I thought, ah, it's, it's somewhat unbalanced and it
really doesn't capture the, the feel of a mass combat battle
where regiment really matters because were in, in, in, in
truth, magic and war machines and and characters indeed were,
were perhaps stronger than regiments in the older days.
The armies were stronger than other armies.
So I was almost looking for another game and I actually
found one that worked. It's it's very obscure.
I don't think anyone really heard of it, but the Canadian
War Gamers group published a game called Legendary.
Battles and. It's, it's a medieval slash
fantasy game and it's it's very neat designed and it's very
balanced. And I was very impressed by it
and it's the most boring game I've ever played.
So I realized, oh, oh, oh, what what I thought about as balance
was just less randomness, I believe or, or, or luck being a
smaller factor. But actually when you have a
very balanced game, I mean, just one diode could could really
make the difference because in the end it has to be a diode.
Well, in, in legendary battles, it was deployment of the
terrain. It, it, it meant everything.
So if you try to restrict a game in order to even out some
issues, other issues will pop up and there will be, there will
there will be more. So actually legendary battles to
something. Also for for Warhammer
Renaissance that there should be lots, lots of events that could
really be influential on the game.
There should be moments of consequence.
There's you. You should be able to cast a
spell and perhaps you can win the game by casting the spell.
You should be able to make just one chance and perhaps you
should be able to to win the game.
But overall it would be like you will have to take a chance and
you will need to be lucky. So take as many chances as you
possibly can. Put yourself in a situation
where you can be more lucky than your opponent.
That's actually what the game is about.
And then you're not really lucky.
You're taking more chances, you're creating more chances.
Yeah, that's really interesting. Yeah, approach to it, like you
say, moments of consequence and have as many of those as
possible in the game. So like you say, have some
artillery that could potentially be devastating, have a wizard or
two that have potentially gaining in spells and a few
other things like that. And that's what I suppose
Renaissance and those early editions like 4th and 5th had
perhaps more than the later editions from what I understand,
which where they tried maybe like this Canadian game to sort
of make it more balanced, but took out a lot of the fun and
some of the items and things that that give you those
opportunities to make the game, to win the game and to make the
game quite far. Yes.
So there were of course things that needs to be amended in in
the old edition. So I thought about taking a
different approach. Rather than ironing out
everything and making it more plain.
I just tried to fix the balance between, you know, regiments and
the rest of the game. So by improving regiments,
making them easily more easily able to manoeuvre around the
game and making them have a higher impact in in head to end
combat and stuff like that, that could actually fit a lot it
turned out. Yeah, like I really agree with
your sort of designer, probably your approach to that.
I find it interesting that like, you know, some people maybe take
the view, which may be nostalgic, but maybe based on
their actual experience, where like, you know, The thing is
almost perfect as it as it was. But I kind of feel like many
people, including yourself, have sort of showed that if you if
you do try and play these games according to the rules in any
format other than like a very casual one where you're actually
trying to to win, you quickly run into all sorts of issues, be
it in balance or, you know, like stuff that's too good or no good
at all. So, yeah, I kind of certainly
subscribe to the view that you can improve these games.
And I kind of felt that like that at the time as well.
Like I like you. I think when I was playing
fourth was constantly pulling my hair out when I had some like
then, you know, with the weirdness of some of the stuff,
you know, that made no sense, like the, you know, the the
monsters that that just you couldn't deal with regiments
that would then dominate all the heroes that did that.
So yeah, for me, I totally like the idea of of keeping most of
it, but kind of tweaking it to make it.
I think we should. We should remember where
Warhammer comes from. Warhammer was originally more
like a role-playing game, so they just made the rules to
simulate not not come back between 5:00 or 10:00 opponents,
but with many more models. And then they enlarged the scope
of the game, but they kept the idea for Game Master until the
4th edition. The 4th edition was the first
attempt to make a game where you could play it without a Game
Master. And yet they they're not really
changed it that much. So it was really still a game
where, OK, I want to come up with an army, but you have three
hands to make that army. You could make these absurd
armies. Well, in in warmer Renaissance,
you can still make absurd armies if if you want to.
But when absurd armies became better in in in in terms of
chances of winning, it took it took, took something off the
game back then. And I really was, I was, I was
partly annoyed by the game, but also loved it.
It's really a love hate relationship.
And I always wanted to change the game and, and, and fix what
was broken also back in the 90s. But, but there was many things
about the game I actually didn't understand that I understand now
the things I've, I've told you about something that I thought
that was broken, but really wasn't broken.
Also when, when I, when I actually made Warhammer
Renaissance, I made many changes and then I realized, oh, I don't
need those changes. The, the, the game is actually
much better than I thought. I just had to make a few
changes. So many of the changes I've
made, I cancelled again and went back to the original because I
like had fixed the same problem three times or something like
that. And I only had to do it once.
I see. Yeah, I mean, what you've
created is quite, you know, amazing in terms of the amount
of effort. And I think you mentioned
previously that it took a few years to do it.
And that doesn't surprise me because I realized first hand
how how much effort you need to put in to to do it.
So when you when you first started, was the intention to to
produce something that you would be able to play with your
existing group of friends? And had they expressed any
interest when you started that project or did you not really
know at that point what was going to happen?
You just thought you'd do it and see what the people.
It was entirely my own brain sound.
Now we have to go back to 2017 and I believe it was the 20th of
June and I got this idea. I want to play tabletop games
again. I I put all my miniatures and my
books and my stuff away. Stoked it away in 2010.
That was a very eventful year and it also we were also
expecting the second child and I realized I just did not have the
time for it. So in the summer of 2010 I
played my last Wahama game and put the game away.
But in 2017 I have got a little time again and it just suddenly
occurred to me, I need to play Mohammed again.
So I started, I really, I had no choice.
It was a compulsion. It was, it was a compulsion so
strong that you can read about it in the works of Ed Galanto.
I mean, I had to do it. I had to kill him and I just had
to play that game again. I had no choice so I had to find
out what what should I play. So I I looked into the 9th
edition because actually some of my friends have been involved in
in making 9th edition and they played a lot and I would really
like to be a part of that community.
I also found the the rule book very impressive but it was very
much like 8 edition. I could see it was probably
improved, but I didn't really like 8 edition.
So I came up with some ideas and stuff, but it didn't didn't take
a long time before I realized when was the time I remember the
fondest, what was the most fun and realized look, that was 4th
and 5th edition. So I had to take my point of
departure in that game. I had no intention of writing a
whole game of the scope. Of course not.
But it just grew. I started making, you know,
house rules. And at one point of time I could
see, oh, these house rules, they are becoming so large.
I need to I need to to write it whole from stress.
I need to write it all over in one book.
Otherwise you cannot, you cannot find your way around in the
rules. And then I said just made some
corrections to the army books. But then I found out that in
order to make the army books work, I also had to incorporate
many rules and ideas from 6th edition, which was the best
edition when you think about a game that works and can be
played competitively. So I also had to, to make these
army books and for then it started developing and I believe
the game is as we know it now. It's, it's clearly visible in
2000 and 1920. And then I just keep updating,
clarifying, expanding as the years go on.
But I mean, if you, if you're sitting with the 2000 and, and
21 rule book and I'm, and I'm sitting with the current 2024,
you probably won't notice. Not until we cast a certain
spell, which we have made some corrections for something like
that. Yeah, I got the impression that
it hadn't changed a lot. So it's interesting because one
of the Josh's comments was how he likes the fact that he
updates annually, and that seems to be the case.
But those updates aren't dramatic changes, are they?
I don't think so. You and me, we updated the
Battle Magic book and let me thank you very, very much for
your word, Nick. You did a really great job and I
hope you would help me fixing things here and there in the
next edition too. Yeah, I would love to.
Yeah. So count me in.
It was a it was a hell of a lot harder than I expected.
It made me realise just. But there's a lot of spells,
aren't there? I mean, it didn't really occur
to me, but when you count them all out, there's like well over
100. I mean, I wasn't doing all of
them, but even the ones I did were, it took a long time.
So yeah, it's, it made me realize how big a job you've
done to get the rule books and the armies just be on my yeah.
Well, I spread the work out over seven years, so it doesn't feel
that much. But yes, I have put a lot of
work into it. I know.
But I don't expect to put that much work into the future
because each year the game change less and less and less.
And I, I really don't want to change the game so that people
start thinking, oh, now we need to read the rule book all over
and rethink the game. No, no, no.
It's just clarifying, clarifying, clarifying.
I know you're all eager to know if, if I have planned any
changes for the 25 edition. And no, no, I, I intend to, to
finish the job. I, I never finished, you know,
including the small army books, updating them and including them
in the official Army books. You know those that that never
got a book back in the 90s, The North, the ogres, the halflings
and the slam and the chisle. I will look into that.
And of course I have one or two or three items I've invented
I'll I'll put in as well. Maybe we'll change some point
cost. I realised when I was playing
Beast Men recently that double hand weapons for goals with
toughness to his price to lose, they have to go up.
But you know, we on this level, what I'm mostly concerned about
is clarifying the rules. I think they are.
They are very clear and they are clearer than they have ever
been. But they can always be better.
So I think that every year I realized I could, I could write
this bit, but they'll never get perfect and they can't.
Because I've realised that when you're explaining a rule, you
must like expect the reader to know all of the rules in the
game and you cannot mention all rules at the same time.
So what often happen when we play and people look in the rule
book like, where is it mentioned?
Where can I find it? And I think maybe I should
mention this rule here and also here and also here.
Well, First off, if I if I write the same rule several times in
the several places in the rule book, then you cannot when it's
very difficult to change the rule.
If I want to do that, then I have to find all places where
I've written about that rule. But now that I'm not going to
change rules, I I have done that to A to a small degree.
But you cannot, you cannot mention all rules in the same
place. It becomes very repetitive and
that won't work. So they they never get perfect.
But I can always try to think, can I structure this more
logically, make it easier to understand?
Could I, could I put some reference, look up in this
chapter? There are more rooms there and
stuff like that, but we all on a an improvement about 1% or
something like that. Yeah, level like that.
I think you said the game was 99% finished in 2020, so I think
that's probably fair. Maybe 99.9 cents.
Yeah. Now.
But it's still, it's still a little bit of, you know, wording
changes here and there could, yeah, occasionally be helpful.
Yeah. And I don't have any future
plans for the game, no, because this is this is a game that
looks into the past. I want to rediscover the past.
And the past is a limited area in, in this particular case
anyhow. And I think I've covered
everything that was back then. Sometimes the suggestion could,
could you add this unit? What about this magic item and
stuff? And we are I I often say, yes,
if people actually actually play the game and they want this, why
not? Yeah, very much it's if it's
really against the spirit of the game.
As I see that's just right. This is a non non efficient
rule. You need your opponent consent
to to to apply this unit or something like that.
But it's usually not a problem. Yeah, it does strike me that
it's a little bit difficult to balance the kind of competing
desires of the fan base when it is a kind of a, you know, a game
that's, you know, you do encourage people's feedback.
And a lot of time the feedback is to add more of their own, the
units that they want to add that aren't current units.
Sometimes the main units they've got better.
You know, that's another common theme of people.
It's kind of natural, I suppose. Yeah, it must be sometimes
difficult to to make decisions as to whether or not you know
you should follow their suggestions or keep things as
they are. It's not that difficult really.
I I know very much what I want the game to be like, so it's if
it's within existing parameters, no problem.
Yeah. Do you have much idea about the
kind of global player base for this game?
It must be difficult to know much, but who do you think is
playing that people are actually?
Playing well, my best guess is hundreds, it could be thousands,
but I don't think so. I, when I talk to people who
play the game, I, I sense that there are more people playing
the game behind them somewhere. People that I don't talk to,
people who don't act in, in the Facebook group, people I don't
hear about. So there is a dark number
somewhere. But I, I can see that there's
always coming new people to the Facebook group and there are
there have been several 100 downloads.
I think you you were saying a download is some very important
thing for the game to, to get distributed, but people also
hand over the game to their friends.
For example, last time I went to a tournament, there was a a
broke and he gave me a hard cob, a copy of my own rule book,
which he had made. And this guy's not on Facebook.
So he so he has he's got an access to the books and
distributed them on on his own. I was I was very thankful for
that book. It's really, really wonderful to
see a hardcover version of the book with literally, it looks
very, very good. And sometimes I just reading it
before I turn in at night because I'd love to have that
book in my hands. Yeah, that's nice.
So I would say hundreds, hundreds, probably, maybe
thousands, but probably hundreds.
That's great. Yeah.
Well, there's a group of us that play in Japan and enjoy it very
much. So yeah, it's good to see that
it's being played around the world in the hundreds.
So how often do you get a chance to play the game these days?
I know you play the game game of what we might call Garden Hammer
recently, but is it you're sort of every week kind of player or
how often do you get a chance? Oh, well, sometimes there's a
dry spell, and that's mainly because of work.
You know, I have a day job and workload is somewhat unevenly
distributed on that job. So in May, June and April, well,
I only played like six or seven games, but that's a lot
actually. So I, I, I, I believe I have
played a game every fourth night since 2017.
So that would be like 26 games per year for seven years.
So that would probably be close to 200, perhaps 200, perhaps
150. But in, in, in that vicinity.
So I would say I have played the game a lot.
Yeah, yeah. And, and obviously, you know,
you, you make your decisions around like things to change in
terms of the, the lists, the armies around your experience,
direct experience of those games, I suppose.
When when you have decide the game and when you make the point
cost and when you play all arms it, it's you, you view the game
from a different angle and everyone else does.
So I actually find it more difficult to decide if something
is balanced or unbalanced or need to be tweaked because I
play everything. I had many more opinions about
the game and the balance of the game when I was just a a regular
player and I had not designed the game myself.
But nowadays I think the game is balanced.
Sometimes I discover minor flaw and then I fix it, but it's it's
really hard for me to try to make, you know, broken armies,
as we called them, trying to abuse the game because I know
what it intended to be like. And I know what I think is fun
to play as many opponents as possible.
And, and what's the different styles and the different
preferences. And sometimes I realise, oh,
this, this is a bad idea. But usually if if if it was a
bad idea it's it's because someone do something and then
choose it back it. Makes me think that one one of
the things that I like about the game is the fact that I mean it,
it does help a lot to read. You know it the rules in detail
and the army lists in detail. There are there are things in
people's armies that are quite powerful, but there's always a
way to deal with them. And the more you play, the more
you learn. And so it's quite enjoyable to
get better at the game and so start to realise, you know, the
way to deal with these things, that kind of learning process.
So yeah, I appreciate the kind of the stuff that looks maybe at
first glance quite over the top is actually totally, you know,
manageable once you once you've learned a bit more about the the
strengths of. The there's a well known
strategy in in Warhammer that's called fear and awe, where you
come up with something that is mightily impressive and the the
opponents say, Oh no, how am I ever going to deal with that?
How am I ever going to move the sting tank?
And if you're an experienced here, you know the limitation of
the steam tank and you know exactly how to wound it.
And even even if you cannot wound it because you don't have
the available tools, it's just try to avoid it or or divert it
with something or and and take care of the rest of his armies.
So it is, it is experience that matters more.
Yes, indeed. Yeah, agreed.
Yeah, OK. I've got a few questions from my
friends that I play with about your views on some of the armies
which I'm, you know, interested to hear your views on.
So first one is which of the army lists are you most proud
of? Revising or updating or
Renaissance if you have one. That's a that's a tough one.
But. Maybe it could be Britannia
because 5th edition it was not at all what I had hoped for or,
or what the old Britannia army was like.
So that was quite a disappointment.
It was, of course, the most competitive army ever.
Well, that's, that's until the listen man army king.
But it was really, really strong army.
But it, it was boring. So I, I tried to change the
Britannia army so you could play it more old school, so you could
play a third edition of me and also at the same time making it
possible for those who fell in love in the 5th edition, the
Heroic Britannia army to play that as well.
And you can see something of, of the same with the Woodolf army.
You can play an old school Woodolf army from that looks
like third edition and perhaps 4th and you can play the newer
wood Alf army that is a completely different army.
And do you have any view on like the strength of, I mean like I
imagine your intentions to keep them similar, but do you think
there's one or two armies that are stronger than others?
Yes, I would rather say there are some armies that are a bit
weaker. Of course, the small armies,
small fish and like Kisler or or or over kingdoms things, they
are not meant to be the best army that's out there.
Now when it comes to over kingdoms, I mean it's just
taking some ogres and then you can take something else.
But they they are not meant to be as wholesome as as as diverse
as, as the others. But I'm not aware that any army
should be weak or that if there should be any problems.
But I'm always open to to to hear other people suggest them.
OK, So what match up have you found the most interesting in
terms of the army that you're playing and your opponent's
army? Oh well.
I, I think what I like the most is it really has nothing
particular to do with the army or the the gameplay between the
armies. But when I realized that we have
just put two armies on the table, a beautiful table, well
painted armies and it is the I just both and both armies are
among the first that came out in in 4th edition.
I get this surge of nostalgia. So if it's orcs and goblins,
dwarfs, empire hiles, some of the very first armies that
appeared in White Dwarf and they are on the table that, that
gives a great feeling. More so undead chaos scaling
because it looks like the 90s. But I, I, I don't have any
favorite in, in, in game terms as such.
I like to be surprised. And usually when I play with,
with one of my mates who's also my neighbour, we always keep it
secret, which we come with. So it's always a surprise.
So that's also a great a great challenge.
When you meet the army, you don't know what he's going to
come up with, so it's always something of a surprise.
Oops. So last time it came with
Nagesh. Nagesh.
I should have taken that toughness 10 room.
Yeah, yeah, yeah, I agree. I mean, some of these special
characters and similar types of things are quite fun to bring
along for the reaction that they have.
And it's so nice that in Renaissance, they they're kind
of more usable than they they were in the original army book.
Sometimes the points values are a bit more appropriate or the
the rules work a bit better. Yeah, I think that's something
that Josh has said several times about particularly say the
dwarfs and some of their special characters that he appreciates
the ability to bring. We certainly have a lot of
interesting match ups we play in our occasional games days and
it's always fun to see what people bring.
I always have the the fun job of checking the lists and seeing
what interesting combination of magic items people have chosen.
And it's always interesting to see those combinations and items
and what people's plans are with them.
So I was looking forward to seeing how people react to those
and always hope that they achieved throughout the aim that
they they intended. Often the these plans sort of
forward the first meeting of the enemy, then go quiet as they've
been intended. OK, is there any army that you
currently think isn't playing the way you had intended and
maybe needs some revision? No, no, not as such.
There's only one army that is a bit problematical and that is
Lizardman. When the Lizardman army book
came out in 97 I believe and it was like it had no drawbacks and
it was it was good at everything.
These these there were cheap troops that were expensive troop
that but really good at fighting.
There were cheap characters, there were very, very hard
characters. There were strong magic.
There was dinosaurs. There were kind of war machines
and, and, and leadership wasn't an issue.
They would never panic. They would never break.
I mean, they, they were really, really good.
And when you compare to the point values, they were far too
good. And in the beginning people were
making hammers like forced decadence with magic banners
coupled together and stuff like that.
Before they said you couldn't do it.
That that had posed some problems for Warhammer
Renaissance because of course, listen, men should be there.
But where I have, I had the the possibility of actually
improving all armies, some more than others, but all armies have
got some kind of improvement. And when people play these
armies, they often think, hey, these are great, this is great.
This is better than it was back then.
And I like these rules and these changes and stuff like that.
But for lizard men, I had to change them to become worse.
So I had to increase point cost. Yeah.
And when when when the next lizard men army came, they even
got like scouts and then they had everything in the game.
And and that's that's why I don't like lizard men.
I don't like playing with them or against them because they
have everything. I mean, all armies should have
something they were good at, something they were bad at.
That should be that should be an issue that you should not have
it all in in one army. And I think Lizard Men has that.
So it's not my favorite army, but I like the army book and the
models and all that. But in game terms, it's not my
favorite army. Understood.
Yeah, I mean, it's one of the armies I'm least familiar with.
I think no one currently plays with Elizabeth in our group, and
in fact, when they first came out, I think I'd already stopped
playing the game, so I never really had any experience.
But what you say sounds kind of familiar.
That's what others have said. A little bit of an exercise to
to bring them into a line to align with other other factions,
which you have done great. I look forward to seeing them.
But yeah, I'm not necessarily the biggest fan of those.
OK. So one thing that I think is
interesting is your occasional references, both on Facebook and
in the forwards to Renaissance about the old World, which is
obviously something that wasn't a thing back in 2017 when you
started this project or even in 2020 when you last spoke to Josh
on this podcast. But it is now.
So have you had any experience with it?
Have you got any interest in playing it or is is it something
you don't think you'll be doing? Look, I have to admit that I've
never played it. I was very happy when they said
they would return the Old World and all the updates about the
game. I think that sounded really good
and I am very happy they have brought the game around and I
bought it and I have read it and I intend to play it, but I don't
feel particularly enthusiastic about it now.
I, I really don't want to criticize the game or Games
Workshop. It's, it's really my policy
because I like that they are redoing the game and it's games
worship that have brought me all these things that I like and I
would not, I don't want to encourage people to do games
worship or old world bashing in our Facebook group.
I'm really not interested in that.
That's that's why the positive tone all the time.
Yeah. But when I look at the game it
seems a bit flat to me. I really don't have much to to
say about it because I haven't tried it yet so no one should
take my opinion seriously. But the the units seem of and
the armies seem more similar to each other than they did in the
90s. There were more different armies
with more different capabilities in the 90s that than these army.
Many of them looks very much the same.
And the array of special rules is really, really large.
And it looks very much like 8 edition or perhaps 9 edition in
in all these special rules that connect with each other.
And I think when you have a special rule.
It should matter when you have a special rule.
It should be something that changed the game.
But half of the special rules in one of the old world is
something that you can re roll A1 in case of something.
So I don't know how it works in reality, so don't ask me about
that, but it it it doesn't seem quite inspiring.
And I'm, I've always, I have always something else to do than
actually trying to read the rules, make some notes, make
some armies, try to find time to play it.
There's always something else more fun I can do.
But I will do it at some point. And I'm very, very happy that
they are returning to the old world, even though it's a a
little more boring than it used to be.
It's just heroic good stuff. Not not so much fun as it was in
the 80s and 90s, but it's still there and it's recognizable.
And they're bringing back miniatures and they are bringing
back some of the old miniatures. And I'm absolutely thrilled.
They're bringing back the old Marauder Spearman from 88 or
something like that. They're bringing, actually,
they're bringing back Mars from 86.
This is great. And yeah, they cost a lot, but
you know, that only reassures me that my miniature collection is
really my savings because I don't know any real estate.
So I've got miniatures instead. Sell these miniatures at those
prices. I would be a rich man when I get
old. Yeah.
I mean, that's, Yeah, I can't disagree with that.
Yeah, that seems to be quite a common theme.
A lot of people have got quite a, you know, a large amount of
money invested in big piles of LED from the 1980s and 90s.
But yeah, it's, it's interesting.
Yeah. I, I likewise, I kind of look
forward to see what else they release.
I haven't bought anything from that range yet.
Nothing's quite taken my fancy, but that the more they, the more
they do that, the better. Yeah.
I'd love to see some other things in due course.
It's somewhat annoying that everything is sold out all the
time. So that's one reason I if I
can't get the models I want, if I can't get the books I want, it
takes some of my my enthusiasm away.
I try to place an order all the time and I don't care about
money, just take my money. They won't.
So it's it's really hard to to to set yourself up from from
gaming because you cannot get the models you want.
You cannot get the rule books you want.
So but. In time I'll get it the the
promise they'll they'll get it back online at some time.
Yeah. Well, how they ought to.
Let's see what happens with that.
Yeah, but it's certainly interesting times with that
because clearly like a lot of people have come back to
Warhammer, perhaps that had gone elsewhere and now there seems to
be a bit of a movement where we are.
Certainly there was a lot of people that were playing eight
and they've entirely moved across to the old world as you'd
expect given that it's kind of a sort of a natural successor to
that. What I understand being no
expert myself in in either of those two rule sets.
But like, I think something you mentioned in the foreword was
the fact that there seems to be no magic phase, which is
interesting because one thing I think there's always been until
now is a magic phase in, in, even in, even in 3rd edition
that would be very, very different to anything else.
But not yet apparently no magic phase.
And that's a bit disappointing maybe, I think, for a lot of
people. Well, that's still magic in
there and matters. Magic matters a lot.
You just cast the spells in the relevant phase.
So if you have a moment spell, you cast it in the moment phase
and so on. Back in 2017, when I was
contemplating, contemplating, yeah, considering to make my own
game from scratch and not just warm up, but an entirely new
game, I thought about magic should take place in the
relevant phase. So if it was something that
would enhance shooting, you should do it in the shooting
phase and stuff like that. And there were actually several
ideas that they put into one of the old world that I had
considered. And I thought, hey, this could
be good, but in the end I decided no, I want to play the
old game, I just want to make it to function.
Yeah, yeah. I mean there's a lot of sense in
that I suppose. I think the people that have
commented or criticised it sort of note the, you know, the magic
phase always typically had a sort of an element of, you know,
resource kind of management or, you know, the idea that you
would try and put all of your sort of power dice or cart into
one thing and or alternatively spread it around a bit.
And that kind of made for an interesting game within a game.
But I mean, I don't think it's the best thing about Warhammer.
So I certainly don't wouldn't be the reason I wouldn't play the
old world, but this one. But just an interesting
observation that it's it's changed a bit.
OK, So is it the case that we can now we can still only
download one Renaissance on Facebook?
Yeah, it's only available in in the Facebook group.
If someone wants to host the game, they're here.
Very welcome. Everyone can do that.
It's just just take it. That's, I know I have no
completion of interest in, in, in this and there's a huge
community there and I want to keep them, keep the community at
one place. So Facebook group is fine for
me. My only worry is that Facebook
seems to be slightly deteriorating.
It gets less and less relevant and someday we may not use
Facebook anymore. Then we we need another
platform, but it works for now. Sure.
Yeah, agreed. OK.
And then I think my final question really is what, how do
you see Warhammer Renaissance in the future?
I see very little chance Warhammer Renaissance is very
fixed and it's not going to expand because it just it's aim
is to revive the old stuff. So everything from the 80s,
everything from the 90s and a few odd stuff from later
editions. And I think we have it all
covered. And it's, it's a game for those
who want to play Warhammer as it should have been back then.
So I'm I'm not going to to change it and it's just going to
be around all forever. I think as, as I mentioned
earlier, perhaps a numeric items, perhaps something will be
priced different, perhaps some optional rules for army
selection or something like that if if you're into that.
But that that would be it. Clarifications is the main thing
and you can always make more clarifications.
And we're on to that, Nick, so. Yeah.
Well, no changes. I mean, I don't think it needs,
you know, any changes. It's nice that, you know, it's
nice that they come. But like, you know, we can, we
can play it as it is. So you know, and you know, it's,
it's, it's kind of done, but there's always things you can
tweet. So I'm happy, I'm happy as long
as you keep it available to download.
But it's going to be there, isn't it?
Be it on Facebook or some replacement to Facebook in the
future. All right, well, thank you very
much for your time today. For all of the listeners you
know, I recommend strongly that they download the rules on
Facebook for One Renaissance and give it a go.
It's a great game and join the group of people.
That play it, and I look forward to our continuous cooperation on
improving those rules and making them as clear as possible.
Yeah, definitely. All right.
Thanks very much. Bye.