Wednesday, August 26, 2015

AoS reactions Part II


i propose a "what if?" situation. i want anyone who bothers reading this to imagine what WHF would be like if they had decided on doing it right -- releasing AoS in such a way that it grew its gravitas, connected with its roots, and added to the experience of its fans. imagine for a moment that they were a little more up-front with their community, and that they created the best possible environment in which to debut and grow their new product. incidentally, the "appropriate time" for something, or the creation of such a situation in which the appropriate time comes to be, is what the rhetorical term "Kairos" means. for those Tzeentch fans.

imagine, for a moment, that they extended the End Times throughout another year, but explained that it was going to be exactly as it says on the tin -- the end of the world as you knew it, to be replaced and not rebooted once the ET campaign was over. now also imagine that they supported ET as a full campaign. then, once it came to a close, imagine that they did not release the final story... they announced the victors, and anyone who had bought one of their books could use a code inside to set up an account that would allow them to access a website that was filled with all those questions that you always wanted to know the answers to, as well as the final explanation of the end.

now imagine that they gave a definite release date for the new product.

imagine that rather than being lazy and using the same bulletproof plot-armor characters, they used the goings-on to kill off some of them, building both new characters and the feeling that there were many other worthy people you just hadn't heard of. in other words, escape the warmahordes problem of boiling international conflicts down to the goings-on of a class president election. they could use some for their fluff purposes, but as the game finds its footing they should all be phased out gradually in favor of a new generation (or many) of characters that will change as the game grows.

now imagine that, since 40k is largely caught up to 7th ed, they then devoted monthly product releases large or small to AoS, in order to bring that game up to speed.

imagine, for a second, that the release had gone something like this:

month 1: fiction piece, novella length, from the point of view of someone who had become a Stormcast, about rising to battle and being redeemed, filling in many of the blanks at the end of the End Times books. also, this could introduce the idea behind the new shift in such a way that did not have players scratching their heads at release, and even would drum up interest in what the models would look like.

month 2: starter set announced with stormcast vs khorne (now that people know what a stormcast is), with a steady slow stream of leaks about what the game will be... including a definite announcement that WHF9 will not be a thing (the sooner your diehards get their anger out, the better), had it not been made clear even sooner. this month could feature a 40k release, and then the actual starter could have come out to an expectant crowd instead of an annoyed one.

month 3: fiction piece, novella length, about the eternal wars of chaos from the point of view of a Nurgle warrior, seeing the rise and primacy of Khorne... and the capture and blunting of Slaanesh (but with care to note that the daemons are still around, setting the stage for an all-chaos campaign or game or the like for later), ending with the resolution to be patient (for eventually everything rots away). release the new starter a week later, having also added new excitement to Khorne's side of the new game.

month 4: hardcover book like an atlas -- detailing how the worlds interact, who is where, what is happening, why players should care, and how their games make sense in the new format... with a section at the end with rules for campaigns, and a teaser at the end announcing a forthcoming larger campaign.... this way, it both encourages play in a variety of ways, and the new cosmos and maps of various places and worlds and their interactions could actually make sense. 90% fluff and information and 10% relevant game resource would mean that it wouldn't be a must-buy for everyone, but it would definitely add dept and weight to the surroundings.

month 5: AFTER all allegiances and factions and worlds etc are detailed (in month 4), release of warscrolls for each old model, so that players can get a feel for how it will all come together, and can accurately feel out how their army will play and fit into the greater puzzle, instead of attempting to force the old system to make sense with the new rules. be clear that (a) there will be a later expansion to army-sized conflict, and (b) the old models are not necessarily going to have anything to do with the new game.

month 6: release of three new starter sets and a small campaign for them, so that they (and the two already-released) were completely up-to-date... maybe focus on Nurgle, Humans, and whatever the Orcs/goblins become. take care to fit it into the atlas. 

also unify the online element of the game -- including the creation of an online record-system for campaigns (maybe a once-a-year $10 subscription that you can use to make army lists, upload pics of your units, share lists with other registered users in preparation for games, buy from the webstore, access your datascrolls/warscrolls/etc, and set up long-term campaign structures). debut it with the 5-army campaign, but have the ability for the other factions to use it as well, as helpers to one of the existing sides.

month 7: full-sized novel. fluff piece from the point of view of the former generals of Slaanesh, competing with each other and the skaven and others for supremacy... including some hints at shamylanesque twists. pave the way for the rumormill, invest in creating the background, and show chaos in various forms by depicting more information as to what it really is or what it wants. if the new game wants to use a varied interpretation for of what Chaos is, use this novel to describe and depict it.

month 8. another 3-faction release, with starter sets for each, new generals (named or not), and a campaign focused around the three. maybe the old-world lizardmen, and the undead, as well as tzeentch. create a campaign around them in order to drum up interest. given the lizardmen's ties to the creators of the former world, and the legends of Nagash that were so integral to the old fluff, the three primary factions could be competing for a number of different causes. map and track based on the month 6 program, and use that later.

month 9: rules expansion: how to use more complicated magic, additional rules for supporting units, and additional rules for groups of models that act and operate as one.

month 10: novel-length fluff piece from the point of view of a human in the new world-construct, rising through the ranks and pondering the past as well as the future, and some seeds of chaos beginning to take root. show the effects of the month 8 campaign, and use the novel to broaden information about exactly how the worlds are organized and implemented.

month 11: another major release: Slaanesh, dwarves, skaven, and Elves, with a campaign that focuses on some dramatic upheaval. during the expansion, it would start laying out everything people want to know about Slaanesh and its place in the new setting, and the idea that nothing is set in stone in the new expanding and developing plot.

month 12: release rules for integrating old Bretonnians into humans, giving varied elves specific flavor, and reincorporating Beasts into chaos... think like dataslates (or the new DA codex) providing new detachments that fit a specific theme, as well as giving benefits and flaws (only actually add flaws as a balancing tactic instead of just giving away the rhino farm). 

also, expanding off of the month 6 online tools, debut a chess-style/fencing-style ranking system for players of a competitive mind. it'd allow for finding matchups at appropriate skill levels, as well as reincorporating a tournament/competitive nature to the game. it could be simple or complex, could be expanded later to be useable via apps or xbox live or the like, could be used to unlock special achievements via campaigns that would perhaps give their characters further options or ranks or the like in later applications/expansions, and set up a system that would translate into tournaments. 

reinstitute prize support if it goes well. 

have the standings of the various factions influence (a) faq-balancing of warscrolls, (b) benefits/perks in the next campaign, (c) elevation of certain generalities to named heroes, including the ability for campaign/tournament winners once a year to create new named characters for inclusion into the fluff and perhaps the game.

and, most notable, be up-front and clear at the debut of this new plan that this is the direction they want to go in, and why. 

month 13: major campaign: The Return of Slaanesh, with plot and historical/current battles, and using the above-mentioned tracking system for determining the next phase of the world-building. have it span many months, incorporate many phases, and show how the development of the new world is going, even as new events and personnel changes alter the game.

month 14: release apocalypse-style rules for larger battles, including the use of larger flying beasts and war-constructs. have it play into the Slaanesh campaign.

month 15: release small-scale skirmish rules for the creation of mordheim-style warbands for use in a specific setting, including specs for treasure-carrying, possessions, equipment, and stealth. include in the campaign the reasons for warband action, and lead it to a finale partially based upon the effects of the players.

month 16: release a new expansion. no new armies, but a new world/realm/area to play in. a fragment from the past that somehow broke through time, with potential treasures. set up a campaign that would require smaller skirmish games, stealth, and trickery (perhaps using space hulk blip rules) in order to raid the wealth of the new plane... individual maps and mods would come out every week for a couple months to play different scenarios. it would also require standard play, and allow larger play. if successful, make it a once-a-year big release and add warscrolls specific to the new arena (next year could be sea combat, or flying, or jungle, etc etc.

in the future... two releases per year. one would detail a new method of play and/or add new locations to the atlas. the other would be a campaign. each would have in it new models for various factions (1-2 specialized kinds for each faction that fit the new playstyle or events), each would further the plot, each would expand the world. occasionally, a named character might die and no longer be playable. new ones would come along. maybe best-scoring players as per month 12 could be allowed to help design new characters.

if these were once-a-month releases, with the occasional step aside for 40k, you'd have a completely new game, less old player loss, reasons for new models, events that would get players active, reestablishment of tournaments and the competitive end, a feel for the new world, and a fanbase that would feel actively involved in their hobby. in a year and a half or so, it would become as established as the old WHF was, and begin to feel as complete by way of feeling like it is developing and living instead of just existing.

rather than making it obvious that GW was trying to shed the dead weight of WHF, as they had begun to consider it, they could have (and still could) build something new and aspire to the same scale of what they used to have. instead of a new game that is not really for old models, and the distinct feeling of shame at having believed in WHF9, that so many of us have acting as a roadblock to actually enjoying AoS for what it is and what it could be.

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