Tuesday, 31 March 2026

Mouse Guarding

Mouse Guard is, unsurprisingly, set in the world of David Petersen's delightful Mouse Guard comic book series. What follows is, at best, something of an early review, or at least, some random thoughts.


Let's start with a gripe, because while there is one, it should be said that I am enjoying this game and looking forward to learning it more. I want to finish on a positive note, so let's get this out there now.

My gripe with Mouse Guard is how the rules are presented. At times I felt like I was trying to piece the rules together like a puzzle: You think you are reading the rules for how skill tests work, but wait a hundred pages and there's another layer or three, and actually the rules for how this leads to advancement are to be found in another elsewhere, don't ask me to be specific about where... Yes, this is where we define the thing, but the rules about the thing are in a different chapter, or maybe you've read them already, or have you (mysterious wink)? 

The index is not entirely useful in dealing with this issue, mostly because the rules are spread out like seasoning on a hot chip from the middle of the bag. Trying to find something specific feels like trying to single out the squeak of a mouse in the midst of an enthusiastic orchestra.

All that said, the rules are interesting, and I think once we have a better grasp of how everything stitches together, it will run smoothly. The core of the game system asks the players to roll a number of D6, counting successes to meet or beat either a difficulty level, or an opposing roll. From this stand point the system is relatively simple and easy to implement. Combat (or other forms of confrontation) is particularly interesting, with participating players rolling for their collective 'health', choosing an approach they want to take (attack, defend, feint, maneuver), and then trying to wear down the opposition before they themselves are worn down. We haven't played enough to give a fair analysis, but I like it, and I want to keep playing to learn how the semi-rock-paper-scissors choice to approaches can be leveraged by clever play.

The element I am most keen to come to grips with is the way in which the game tries to mechanise a lot of narrative elements. Mouse Guard asks the players to lean into doing things like using their traits against themselves, pitting their goals against their beliefs and so on. It feels like there are multiple levers here a player can manipulate to gain benefits and develop their characters, at the same time as creating a layered story. I really like how these narrative elements are sewn into the fabric of the rules, and setting comes through strongly in how goals, beliefs, instincts, and traits can be used and set against each other or the actions of the character. They can be a great benefit, but they can hinder the character, and when that happens growth occurs. 

I enjoy narrative style games, and this game, like the more recently published Blades in the Dark, seeks to bring this to the fore by creating a scaffold of rules and sub-systems that enable and encourage the story of the characters' internal struggles, victories, and growth. I really do enjoy reading and playing systems where the designers have been deliberate and purposeful in the mechanisms they create to help engender a style of play or reflect a setting or theme through their game. In many RPGs narrative elements, tropes, or themes rise as a sort of emergent property of the play group; an expected natural consequence of the setting or genre. In Mouse Guard these elements are there for the players to lean into mechanically, and can be of great benefit, or if set against the character's intentions, can lead to growth. I like that.

Lastly, and by no means less significantly, is the setting. David Petersen's Mouse Guard is a stunningly illustrated comic book series. Loyalty, duty, honour, betrayal, and sacrifice are all strong themes in the comics, and are lifted into the Mouse Guard role playing game by the clever implementation of the Burning Wheel system. Small heroes struggling in a world where danger is bigger than they are, is one of the things I love about anthropomorphic stories like Mouse Guard, and the comic books capture this well. 

Did I mention the art is amazing, and beautiful, and amazing, I think I did, but it deserves to be said again!





Sunday, 8 March 2026

Half Way to Bretonnia...

I'm half way through painting my Bretonnian Blood Bowl team, and while that's not a huge landmark by the standards of many painters, given the slow progress I've been making it feels like one to me.


So here's a post to celebrate! Behold, (half) my Bretonnian team! *Apologies for the quality of the photos, I'm not very good at taking these yet...



Knight Thrower


Squire Line(wo)man



Grail Knight Blitzer



Squire Lineman



Knight Catcher




Knight Thrower


All (half) of the team so far...

Various gubbins...


Well, that's the team so far. I'm pretty happy with how they are coming together. After much heartache over the colour scheme, I'm pleased with the choice I made. Half down, and half to go... At my current pace the next update featuring the full roster is likely to drop in another two months.





Saturday, 31 January 2026

Blood Bowl Tokens

I was looking forward to Season 3 of Blood Bowl for some time. To be clear, this was one Games Workshop game I had never played back in the day (the late 90s for those curious), but I have been enjoying Mordheim and Necromunda lately, and seeing Blood Bowl was getting a new starter set caught my attention. Here was a chance to get in on the ground floor, as it were, and pick up two teams in the process. Given the luxurious large hardcover rule book, the tokens, templates, and minis, the cheat sheets, and the board, the whole set was actually pretty good value for money I think - not something I thought I'd ever say of GW, but here we are.


Of the two teams in the starter set, the Bretonnians were the ones who caught my eye. I've been dallying over the colour scheme I wanted to use for some time: green and yellow, red and green, red and blue... I couldn't quite decide. In order to delay the choice, I decided to start work on the tokens. These tokens are used to signify various in game effects, and come about a million to a sprue. They are thick, solid, and good quality casts. I had originally considered painting them on the sprues and cutting them out, but every token had 5 or 6 connection points to the sprue frame, and beveled edges, and I felt after cutting them off and filing them down, I'd essentially be repainting them anyway, so I clipped them off, and painted them that way.


Cutting them off the sprues and cleaning them up actually took a bit of time. Each token had 5-6 connection points, and with the angled edge of the token, the cuts always left flashing which had to be cut and filed back.


The Stunned and Prone tokens, if you follow the colour guide in the rules book, are the only ones which have one colour one side, and another colour the other side.


No prizes for guessing where I was holding them...

The most annoying to paint, but not that difficult really. I started with the yellow, then the red, then cleaned up.


I decided to use Tamiya Panel Liner to fill the letters and symbols. I wish I hadn't. The size of the recesses for the letters and symbols really isn't suited to panel liner in my view - it took an enormous amount, and was messy to use. I should have varnished them before using the panel liner, so I could use a rubbing alcohol to clean them up, but again, I didn't. In the end I wish I had simply used a dark wash. Cest la vie. 


With the 'messier than I wanted' results, I decided to fork out on some new dry brushes I had been eying off. These are really nice, but... they are so soft, and with the large round heads it's sometimes tough to feel when they are actually connecting with the model. This meant some of the early ones were a much heavier dry brush than I intended, and I had to take a step back in the process.

This is the tokens roughly finished. I always wanted them a little dirty, but not quite this much. Still, on the whole they look ok, and are certainly serviceable. I fixed a few up after taking this shot, and the photo itself is in poor light, but they are done!

Crap, I still hadn't decided on the colour scheme for the Bretonnians... 

What would I do differently if I had my time again? 

I could have gone through the same process, using a dark wash instead of panel liner. I think the dry-brush afterwards would have felt more naturally layered, and it would have been a lot quicker.

I've also seen good results on TikTok and YouTube with people spraying them black, and then using paint markers or Sharpies to lay the colour on top. From what I've seen this works quite well. I'd want to experiment with something first, but I could see this working if you wanted a more vibrant set of tokens.


Next, the balls and team token things! Which means I have to make a decision...


Friday, 2 January 2026

2026 in Miniature

 Having already written out some RPG related goals for 2026, it's time to turn my eye to miniatures games. 


Moving in something of a full circle in my gaming habits, I had moved away from miniatures games for about 7 years. Partly this was due to spending a disproportionate amount of time freelancing in the RPG industry, then publishing my own RPGs. Partly this was because Covid put a stop to face to face gaming for a good while. And partly this was due to burn out I experienced after working with Spartan Games on Dystopian Legions, Planetfall, Firestorm, Dystopian Wars and Halo. Halo particularly was a huge amount of time and work, and combining this with a real life full time job, and a family, left me running on empty.


Time heals all wounds as the old saying goes, and in 2025 I finally broke out the paint brushes which had been sitting silent and gathering dust. I painted a Necromunda gang, some ships for Oak and Iron, and a Gallic army for DBA, not too shabby.


So, 2026 goals, without further preamble... 



Blood Bowl is my first goal. I never really played much of it when I was playing GW games in the late 90s, but I recently got the third season box, and intend to paint and play this one. I already have the Bretonnian team assembled and undercoated, and I'm trying to decide on what paint scheme I use for the team. In the meantime I'm painting the tokens and markers (more on this in another post). 

For the Bretonnians I am thinking of doing a more setting traditional red and blue mix, but I have been tossing up doing green and yellow, or blue and yellow. I'm not entirely sold on which combination of main colours to use just yet, so I'm working my way through the bits that don't require as much thought.

I enjoyed my forays back into Necromunda in 2025, and I am looking forward to painting and playing Blood Bowl this year. 



I didn't spend all that time painting a Gallic army for DBA without intending to play it, so DBA is on the list. I'm waiting for a friend to assemble and paint his Roman army, but if he doesn't manage to get that done, I'll get and paint another army myself just so I can get this to the table. I quite like painting 15mm figures.



More Necromunda please. I realise this game is particularly enjoyable as a part of a campaign, but I find it difficult to commit the time to actually playing a campaign, especially during competition season (I'm a gymnastics coach by trade). So maybe just some one-off games here and there would scratch the itch.

Speaking of GW games, my friends tried to talk me into 40K recently, admittedly on my instigation and with my help, but on deeper reflection I don't think I want to go down that path. There's a good argument to make, that one should collect and play the games that other people play, and it's true there is a thriving 40K community around where I live, but no. I think Necromunda and Blood Bowl are enough GW for me.



Some of my friends are trying to draw me back into playing Dystopian Wars, and I'll be honest: I'm showing signs of cracking. The game is now under the auspices of Warcradle Studios, and if I do decide to rejoin the ranks of Dystopian Wars players, I'll have to get hold of a new fleet. Not sure which yet, I quite like the Egyptians, Prussians, and English, but I am also one of those people that likes to collect a fleet no-one else in the group is running, so we'll see where that lands me as the year rolls on and the cracks develop further.



Lastly Infinity... this one is a bit of a long shot. I have a heap of Yu Jing miniatures sitting in a box in my shed, all of which are assembled but unpainted. 2026 could be the year I break these out? Corvus Belli make lovely miniatures, and I would like to get some paint on them. Perhaps this could be the game that has me testing out some speed paints (which I have otherwise shied away from). No doubt I'll tell myself that I'll only do a simple and neat job on these, and then like every other time I'll end up picking out more and more detail until the 'speedy' job I was going to do ends up taking just as much time as my usual plodding method.


Fin


That's a wrap, and those are goals, for now at least. I am too often distracted by odd little miniatures games that no-one else plays that I'll probably end up wandering off and wanting to play something else entirely. I mean, I still have an unpainted English army for Sharpe Practice that could get a run, I have multiple lovely little anthropomorphic dinosaurs for Chronicles of Anyaral, and a collection of modified Hot Wheels cars for Gaslands. I have Silent Death space ships that I've been wanting to paint for years, and the itch to break out Full Thrust, a rules set I haven't played in more than 20 years. 

But I have to stop thinking about all of those, because I am far too easily distracted. 

Focus! 

Blood Bowl first, then we'll see what comes next...



Tuesday, 23 December 2025

RPG Goals for 2026

Earlier this month I wrote about the RPGs I ran or played over the course of 2025. This post I am listing some of the games I am keen to run or play for 2026. As always, the list is longer than what is likely possible, and is presented in no particular order.

When I write about these games I'll add whether I want to play them as a one-shot, a short campaign (maybe 5-6 sessions), and medium campaign (10-15 sessions), or longer. Of course, these things may change in the course of play, if a game lands or doesn't land, or if a story/characters are particularly engaging.



Ryuutama is a game I've had for a while, and has intrigued me for longer. I had heard many good words spoken about this game, and particularly it's novel mechanics for travel. I haven't read it, but I am certainly interested to see how the game works. I'd be keen to run this for a medium campaign I think.


As a fan of prehistory, this is a game that has piqued my interest. The artwork is stunning, and while I have read that the system is quite simple, it's a unique setting that I think could be a lot of fun to play in. I think I'd only want to run this for a a one-shot or a short campaign.


I owned and played RuneQuest many many years ago, but don't really remember much of the system aside from it being percentile based. I love the idea of the Glorantha setting, bronze age fantasy is something that I think makes a great break from more traditional high fantasy. I have the core book and the starter set, and would be keen to run through the starter set at least, and see how we go with the setting and system. I started reading it a while back, and found the rules a little convoluted on the first pass, but perhaps 2026 is the year I bite the bullet and run this game.


I ran this for maybe 8-10 sessions last year, and came away with the impression that the many stunts were perhaps too many, and the game could be quite railroady. I think the sense of it being a bit of a rail road came from the campaign I ran, in which the characters were passengers on other ships (willingly and unwillingly) and therefore had limited agency. It's not like they could just leave if things weren't going in the direction they wanted. I think running this set mainly on stations, and with the characters having access to a ship, would make for a better experience. We'll see. I'd be keen to run this for a one-shot or a short campaign.


Quite likely to be the game that fills the newly created gap in our schedule (we just finished with Candela Obscura). I've had this game for years, and would love to play in a campaign. The artwork by David Petersen is absolutely gorgeous, and I've heard good things about the system. I would be a player in this game.


Sad space cowboys? I think this could be a lot of fun. I quite like westerns, and I like science fiction, so this seems like a solid pairing in my book. The system seems novel, and the book is well laid out. I think I'd like to run this for a short campaign.


Anthropomorphic animals in a post-apocalyptic future, yes please. I love the setting and art for this game, and the way the book is presented it's like the game system is intended to run through the campaign presented in the book - so if I run it, that's exactly what we would do.



Fate and Fate Accelerated is a game system that both intrigues me, and which I find a little intimidating. From what I've read it sounds exactly like the sort of thing I would enjoy, but I worry about messing up the aspects side of things. Masters of Umdaar is a setting for Fate Accelerated, and reminds me very strongly of 80s cartoons like DinoRiders. I think it could be a lot of fun if played in the right spirit. I'd run this for a short campaign.



Another Fate game, but this time leaning more toward hard sci-fi. I really like the sound of the star system building mechanics in this book, and would love to play something Traveller-esque. I really love the themes behind this one, and would run it for a short campaign with a door open to something longer if it stuck.


Speaking of Traveller-esque (minus the esque); this is the only game on the list I don't own, and coincidently, also the game I have been slowly talking myself into buying for the last month and a half. Traveller is an old game, but holds a revered place in the pantheon of role playing games. I love the idea of the life-path system, and the sci-fi setting is something that draws me in. Perhaps 2026 is the year I will cave-in and order myself a copy of this... Like Diaspora this is one I think I'd like to run for a short campaign with an eye to something longer if it was going well.


Fin


Well that's the list, as it stands right now in any case. Undoubtedly things will change, something new and shiny will come along, or the lustre will wear on something I am attached to at the moment. It's more games than I am likely to be able to run through 2026, even if the list stays the same. Hopefully at the end of the year I'll get an opportunity to look back and see what I have and haven't played, and what my thoughts are on those I have...




Saturday, 20 December 2025

4th Rate Painting

 Am I referring to the quality of my paint job in the title, the miniature itself, or perhaps both...?


I finally finished the paint job for my 4th Rate ship for Oak and Iron. This was a nice model to paint, with a solid amount of detail. I held off for a while on painting this, partly to get my DBA Gauls finished (which I may have started to put off doing the 4th Rate), and partly because I was umming and ahhing over whether to go with a yellow 'gold' style decoration for the circular gun ports on this model. In the end I decided to just do it, painting the hull and surrounding details first, then the ports in white, and then finishing them in yellow, with highlights.


Overall I'm very happy with how the ship came out. In in previous post I commented that these models sort of sit between high quality board game pieces and table top miniatures. On reflection I think the ships have a solid level of detail, and given the scale, once painted, look really good on the table.


I'm sure there are better techniques out there, but I have quite liked the effect of doing the sails in a bleached bone tone, giving them a soft wash with a light brown tint, and then giving them a heavy dry brushing in vertical and horizontal strokes with bleached bone, then switching to a good sized stiff bristled flat brush, and more lightly dry brushing them with bleached bone, and then even lighter with white. Letting the second layer of bleached bone thicken and almost dry before applying it gives a good texture, and the white gives enough contrast to have what I think is a nice effect at a table level quality.






With the 4th Rate painted, that completes the base box, and the Men of War box, for 9 ships painted in total. I still have the Ships of the Line box, and Blackbeard's Revenge, but to be honest, I'm not sure I want to play games of a scale that can include Ships of the Line (at least yet), they look very difficult to handle without fielding ships of the same scale. It feels like the game might be best suited to a bunch of smaller ships and one or two men of war, but that is likely my inexperience with the game speaking.


I'm very pleased to have finally painted these, and have thoroughly enjoyed the few games I have played so far. I'm looking forward to getting a few more games of Oak and Iron under the belt.