Wednesday 30 July 2014

The Village of the.......

Well unless I decide I need more buildings this is the end of cottage building for me, breathes sigh of relief.
I feel as if I have had a burden looming over me, well now its over.

This is where we were some 2 months ago, an example of a village.

This where we are today:

I do think that I may need to work on three areas to be honest. Firstly I may make some of the smaller shacks to fill out the village. Secondly I will have to make some small feature pieces that I can add to the cottages to change them into a blacksmiths or shop etc. Thirdly I will need to make more smaller pieces to create the feel of a busy/untidy village or a bustling city area. But I think I will enjoy making crates and signs and barrels etc.

One important building I will have to make is some sort of church/worship type building and there is still another ruined building that needs a roof.

I am also in the middle of making a generic Inn, which I can use in a variety of settings, more posting on this in the future.

Now I have to sit down and decide how these are going to be used in our games of Quest. I can see a set of cards appearing linked to urban adventures, but that is for another time, will keep you posted.

Tuesday 29 July 2014

The Wharf and it's Denizens.

Following on from my introduction to how we play yesterday I thought I would continue with some of the key places and characters that the players interact with.

Most often The Windy Wharf is a great Location to pick up adventures or to rest after them. It is also where 2 of the most important characters seem to live most, if not all, of the time.

Daxiom Roth Chop is a retired wizard who spends most of his time in and around the the Wharf. Daxiom is a key NPC because it is he who retells the stories of our current adventurers. His name also appears as the title of this Blog, so he is somewhat integral.

So Daxiom has an important roll for all sorts of reasons, but mainly as the conduit for adventures and as chronicler of the groups ups and downs.

The second character is Grisby, the owner of the Windy Wharf in the City of Jaccio. On occasion when Daxiom is not about Grisby takes over his duties, although he is not as well equipped to chronicle anything,
his memory being rather poor. Many years of drinking very heavily and having his name shouted over and over again have dulled his senses.

Grisby, at the bar chatting with Crue.

What all this does is to locate our games in a place that has become familiar. So if something happened, like Grisby got himself kidnapped then the PC's would care and want to rescue him. Makes the games have a semblance of reality and sense, linking the games together, which makes them more fun to create and to play.

Monday 28 July 2014

How We play Warhammer Quest

Thought that I would discuss how we go about playing games of Quest. It's quite a different method to the norm because I try to make it as much like role playing as I possibly can. Quest is a very strange game because it is a hybrid of board game and role playing game, controlled by cards. If you can add in a bit of disassociated role play then mores the better.

I, like all our games, more recently, to be connected in some way or other. When we began playing it was just playing through the adventures in the book, they were not linked and that was fine.

It took about 10 games before one or two of the characters survived, and further games till we had a compliment of 4. At this point I started to link our games, three or so adventures at a time. So that there is a development of character, foe and environment. Obviously with only 2 of us playing at the moment I have to act impartial when plot lines fall into place and not allow my prior knowledge influence my actions.




At certain times I rely on my partner to decide what we should do, which works fine.
It allows me to sort of role play certain parts of the adventure and guide in others, but very importantly makes the adventures more connected and mean more to all concerned. So far it has worked really well.

Further to this I began to develop the idea of Arch Enemies, which I have set aside a page for. These enemies crop up in various games and have been fleshed out as full characters or NPC's, Non Player Characters. These take time to prepare and wouldn't want them dying off immediately, so they are subject to the Mordheim post game rules for downed models. This helps keep them going and even adds further character if they pick up injuries or abilities.

So here we have Hasak, Gabrad and Painfury. Now I had intended the Chaos Lord Gabrad to become Serefina's nemisis, but really he hasn't had a look in because the other two have taken over.
Both Hasak and Painfury have been despatched once each, but they have fled to fight another day.

Boig and her Goblin Guard have only made one appearance, but will be coming back in the near future. I like to leave these NPC's out of a few games so that they can return later with more impact.

In future posts I will try to give a few more insights and examples of how I try to bring more role play into our games of Quest.

Sunday 27 July 2014

Grand High Elf Army

The entire High Elf force, painted to date, although I do have a further 3 or 4 units to complete.
Some you have seen before in reports etc. Lots of hand made stuff, Dragons and Phoenix. Lots of converted models to save cash (All the Dragon Princes are silver Helms with added armour.)

Phoenix Guard and 2 units of Swordmasters.
Behind 2 units of Dragon Princes.

2 Hordes of Spearmen, 40 archers and 2 units of Seaguard.

Tiranoc Chariots and Silver Helms.

Frostheart Phoenix, Lord on Eagle.

Lord on Dragon.

More core shots.

3 Lion Chariots, only nearest finished.



Somewhere between 8,000 to 10,000 points roughly.