Episodios

  • Your Hobby Updates: March 2026
    Apr 2 2026

    The monthly hobby update of the Bedroom Battlefields community.

    • Submit a clip for next month's episode
    • Join the Discord
    • The MiniGamer hobby newsletter
    Más Menos
    39 m
  • Mantic's Ronnie Renton on 'Now Games', Problem Solving, & Signing Jervis Johnson
    Mar 26 2026
    Mantic are currently Kickstarting DreadBall All Stars™: The Sci-Fi Sports GameSpend five minutes talking to Ronnie Renton, and one thing becomes clear. He is still, by his own admission, “mentally… only 12 years old.”That enthusiasm has carried him from the earliest days of Warhammer through to founding Mantic Games, and into a modern hobby that looks very different to the one he started in.“I had a pre-order for the very first edition,” he says. “So I’ve been on that journey from day one.”Now, decades later, he is designing for players who have taken that same journey and no longer have the time they once did.Making games that fit real livesA recurring theme in Renton’s thinking is simple. People still love the hobby, but their lives have changed.“I don’t have time to spend ages finessing loads of things if I just want to play on a Tuesday night,” he explains.That shift has shaped Mantic’s recent output. Where once the answer to everything was a large-scale game like Kings of War, the company now builds across a wider spread. Smaller, faster experiences sit alongside the traditional long-form hobby projects.Renton describes it as two types of game.“I think there’s the Forever Game and then there’s the now game,” he says.The former is the classic army-building commitment. The latter is something you can pick up, play for a few months, then move on from without guilt.Most players, he suggests, now live somewhere between the two.Bringing in a legendThat shift in thinking is also reflected in who Mantic chooses to work with. One of the more notable recent moves has been bringing in Jervis Johnson, a designer whose influence stretches back decades.For Renton, the decision was straightforward once the idea took hold.“Why don’t we go and get the guy that invented the genre to write it?” he says.The opportunity came while rethinking DreadBall. Rather than revisiting the existing game, the aim was to relaunch it in a way that felt fresh, faster, and easier to pick up.“It had to pay homage to what came before, but it mustn’t be a rehash,” Renton explains.Johnson’s approach reflects that brief. The focus is on clarity and pace, with rules that quickly become second nature.“Once you know it, everything you need is on the card,” Renton says.For Mantic, it is part of a broader direction. Bring in experienced designers, give them room to work, and build games that players can return to easily.“He just knows how to do it from beginning to end,” Renton adds.The danger of listening too muchFor all the talk of community engagement, Renton is wary of letting players design the game.“If you give the keys to the asylum to the loonies, they’ll make the game that they think they want,” he says.The problem is not bad intent. It's focus. Players tend to fixate on edge cases and small frustrations, often at the expense of what makes a game welcoming in the first place.“You must stay true to it, but you must clean it up and make it welcoming to new players,” he explains.Fail to do that, and even a well-loved system slowly fades.Solving the real problemsRenton now starts design from a different place than he once did.“What problem am I going to solve?”Sometimes that problem is practical. Terrain that looks good but is also clear to play on. Games that can be set up quickly and packed away without taking over the house.Other times, it's social. Making it easier for players to actually get games in.“I want to come together, have fun, roll dice, and not have to spend all night remembering rules,” he says.That thinking runs through everything from quick-play sports games to simplified army formats.Not instead of, but alongsideOne of Renton’s more telling observations is that new games are rarely replacements.“It’s an as well as game, not an instead of game,” he says.Players are not abandoning their main systems. They are adding to them. A fast, one-hour game sits alongside a larger project rather than competing with it.That shift has consequences. It means games need to be easier to revisit, easier to teach, and easier to enjoy without long preparation.Keeping the hobby aliveFor all the changes, Renton does not think players themselves have become harder to please. The challenge is different.“There’s more choice,” he says.That makes it harder to reach critical mass. A great game still fails if no one nearby is playing it.Which brings him back to the same core idea. Remove friction. Help players get from buying a game to actually playing it.Because in the end, nothing else matters if the miniatures never reach the table.And for someone who has been there since the very beginning, that still seems like a goal worth chasing.
    Más Menos
    43 m
  • Trench Crusade's Tuomas Pirinen on Narrative Gaming, Storytelling, & Running Campaigns
    Mar 19 2026
    Few designers have influenced narrative miniature gaming as much as Tuomas Pirinen. From Mordheim in the late 1990s to the recent breakout success of Trench Crusade, his games have always leaned heavily toward story, character and campaign play.What surprises him most is that the latest one worked as well as it did.“We were totally prepared to lose our shirts and be happy about it,” Pirinen says of launching Trench Crusade. “But it didn’t go that way.”The project was essentially a gamble between friends. Pirinen and collaborator Mike Franchina funded sculpting and development themselves, assuming the Kickstarter would be a passion project rather than a runaway hit.Part of the reason was the concept itself.“On the surface, it’s very counterintuitive,” Pirinen explains. “You go into a space where there is a totally dominant player. Then you narrow your audience because the game is clearly aimed at a mature audience. And the theme is religion and its role in war, which no major games company would touch with a barge pole.”By the logic of spreadsheets and market analysis, it should not have worked.“But creative work doesn’t always follow the Excel sheet,” he says. “The Excel doesn’t always determine the fate of creative endeavour.”From Mordheim to Trench CrusadeFor many hobbyists, Pirinen’s name is still inseparable from Mordheim. Released in 1999, the skirmish game focused on small warbands exploring the ruins of a cursed city, gaining injuries, experience and grudges along the way.“Mordheim was very narrative driven,” Pirinen says. “It wasn’t about perfectly balanced competitive play. It was about creating a story with your friends as the campaign unfolds.”That philosophy has never really left his design work. Trench Crusade follows the same broad idea, although updated for modern players.“In many ways it takes that high level idea and brings it forward,” he says. “Mordheim came out in 1999, so a lot of water has flowed in the river since then.”Interestingly, Pirinen himself used to approach games very differently.“When I was younger, I was very competitive,” he admits. “Winning mattered a lot to me. These days I’m much more focused on the narrative side.”That competitive background still informs his design work. Even narrative games need solid rules.“If the rules don’t work, you just end up arguing every two minutes. In a miniature game there’s no dungeon master to smooth things over.”Why campaigns fall apartDespite their popularity, narrative campaigns often struggle to survive beyond the first few games. Pirinen believes the reason is mostly practical.Campaign play demands commitment. Players need to keep turning up, track experience and equipment, and maintain armies that grow over time.“It’s simply more work,” he says.There is also a more subtle problem. Campaigns can collapse if one player falls too far behind early on.“A very common reason campaigns fall apart is that one player gets beaten badly in the first few games,” Pirinen explains. “They feel like nothing they do matters anymore, so they stop playing. Then the campaign falls apart.”The solution is something designers call catch-up mechanics. These systems help struggling players remain competitive without removing the reward for winning.It is a delicate balance. Too much help and victory feels meaningless. Too little and the narrative ends early.The balance paradoxBalance is often treated as the holy grail of wargame design. Pirinen is more sceptical.“Perfect balance is possible,” he says. “But it probably isn’t that much fun.”The reason is simple. True balance usually means forces become increasingly similar. Yet variety and asymmetry are where the excitement lies.“A huge part of the fun is encountering something new,” he says. “A new warband, a new character, some new piece of equipment. Those things create interesting situations.”They also create imbalance.Rather than chasing perfection, Pirinen relies on extensive playtesting and data. If factions win roughly equal numbers of games over time, the design is probably healthy even if players argue otherwise.“You shouldn’t always listen to what people say,” he notes. “Look at the results.”Designing the ending firstOne of Pirinen’s most practical design tricks is starting from the end of a campaign rather than the beginning.“If you know the final battle, you can work backwards,” he says.That approach helps identify problems early. If a key character dying in game three would break the narrative climax, the designer can adjust the scenario before the campaign ever reaches the table.It is a method Pirinen uses not only for tabletop design but also for roleplaying campaigns and video games.“At the end of the day, it usually comes down to the final battle,” he says. “If everyone arrives there feeling they still have a chance, you’ve probably done well.”History and the ...
    Más Menos
    1 h y 15 m
  • Orlygg's RealmOfChaos80s Blog: Oldhammer & the Ansell Years
    Mar 12 2026

    My first encounter with Oldhammer came via the incredible Realm of Chaos 80s blog. Since 2012, the site's owner, Orlygg, has documented his hobby, shared pictures of beautiful old lead models, and interviewed legendary creators.

    Bryan Ansell, Mike McVey, Tony Ackland, Rick Priestley, and Bill King are just a few of the hobby heavyweights you'll find conversations with over there. It really is a treasure trove for anyone interested in Games Workshop during that uniquely special Ansell era.

    On this episode of the Tabletop Miniature Hobby Podcast, Orlygg gets to sit in the guest chair for once. I thoroughly enjoyed this conversation, and I've no doubt that you will, too!

    Also Mentioned

    • Doctor Spork's Terrain
    • The MiniGamer Newsletter
    Más Menos
    1 h y 19 m
  • Your Hobby Updates: February 2026
    Mar 6 2026

    The monthly hobby update of the Bedroom Battlefields community.

    • Submit a clip for next month's episode
    • Join the Discord
    • The MiniGamer hobby newsletter
    Más Menos
    51 m
  • Why I Love Hobgoblin: Mike Hutchinson's Miniature-Agnostic Mass Fantasy Battle Game
    Feb 27 2026

    Hobgoblin by Mike Hutchinson is a fast and brutal miniature-agnostic mass fantasy battle game, enabling you to use anything you have and giving you the tools to stat your army up in any way you like. This is a co-hosted episode with Dan of Paint All The Minis and part of his "Why I Love..." series.

    Más Menos
    53 m
  • The YouTube Trap for Hobby Creators
    Feb 20 2026

    We all love listening to conversations in the hobby, and we shouldn't lock them in a walled garden.

    Más Menos
    7 m
  • What's the Point in Points?
    Feb 17 2026

    Off the back of his epic two-part chat with Rick Priestley, Jason continues the narrative gaming thread with Gerry of OnTableTop/Beasts of War fame.

    Más Menos
    1 h y 7 m