Donate to the Lead Adventure Forum to keep it alive!
I have no problem holding to a specific game-verse aesthetic. I want a consistent look and feel to my games. (I also insist on painted miniatures and terrain) Then again, I'm always delighted when someone achieves that visual consistency and tone using a variety of seemingly disparate models. Or scratch-builds "unofficial", but compatible terrain. I recall someone modding Frostgrave to an Arabian-style desert setting. I thought that was fantastic. It captured my attention way more than the 'Frozen City' backdrop. Then there was the HoTT army (DBA maybe?) made entirely out of rocks with painted faces.
Regarding 'Special Faction-Specific Rules': It's only a matter of time before Power Creep sets in, right? To keep the factions competitive and sell more and more of an ever expanding miniature range, eventually every army either gets a unit/leader/monster with a parallel ability, or some counter-feat that negates the opponent's special ability. This arms race grows exponentially until the first edition rules break under the weight of exceptions and the company forces a reboot with cool new 2nd edition. Oh and some snazzy new models/factions/leaders to go along with it. Lather - Rinse - Repeat.
I agree no one with access to a rule set would deliberately handicap themselves - in a competitive setting. But that's not the only kind of game, and even then players accept restrictions that are consistent with their models/faction. You choose Dwarves/Forge Fathers, a reasonable player expects they'll all be slow. That's more like flavoring than a hindrance.
To be fair, noting balance weaknesses in some open rules sets - while true- doesn't negate the points jetengine raises.
First of all, you're making me willing to give HotT a second chance, that's not good: I already have too many projects running
Regarding the Farrow-Orcs debate, sure they're similar, but Immoren (Warmachine setting) doesn't have orcs, so they will break the magic. As fantasy orcs in Flintloque would break the quasi-napoleonic setting, with chainmail and weapons built out of bones. It's not a wysiwyg issue (pretending savage orcs are armed with rifles would make things worse, of course), it's a matter of wanting to play in a given setting. Would you like to have the goofy AoS orcs in a LotR game? Or would you consider to play against an army of greek hoplites equipped with roman shields?
Regarding the "why do matching styles of figure matter in Infinity but not in SBH?" question, I never said it doesn't. Infinity has, along its rules, a defined look that I like and I would like it is kept in my games, in SBH we can choose whatever models we like, but I'd like there will be some consistency among them. I don't see me playing a realistic proportioined warband against a "chibi" one anytime soon.
Regarding the Emperor's New Clothes part... I don't see the point. I mean I agree with you. I myself use models across different games, and change not only equipment: what in a game is a rat-ogre, in another could be a huge wasteland mutant. Regarding the differences between MDRG and Infinity, Infinity has more "granularity". More different kind of weapons for example, and each one has a different and well defined look (as for bolters, shuriken pistols or plasma weapons in 40K). So using official models make easier to tell at a glance what a model is armed with.
Putting more efforts in balancing and revising your game is a feature. And "closed" games usually are on a better spot in this aspect.
I feel kinda of harsh tone of your post (but can't be sure because post on the internet and non native speaker) so will reply pretending you're interested into a discussion: the point is that publishers of "closed" games usually take into account that (some) players would try to maximize their army lists and put an effort in keeping their games balanced (yes, even GW), with various degrees of success. Most of "generic" rulesets don't have this kind of care, some don't even try, trusting that their players would not try to stretch the army building system and "break" the game.That a player "should not" or that you play gentlemen only is not relevant. Putting more efforts in balancing and revising your game is a feature. And "closed" games usually are on a better spot in this aspect.
Most of "generic" rulesets don't have this kind of care, some don't even try, trusting that their players would not try to stretch the army building system and "break" the game.That a player "should not" or that you play gentlemen only is not relevant. Putting more efforts in balancing and revising your game is a feature. And "closed" games usually are on a better spot in this aspect.
Except they dont. Matt Ward himself admitted GW asked him to make Grey Knights broken (obviously for sales reasons). Generic rulesets dont do that because they dont have a figure range to support so dont manipulate rules and stats for sales.
I think the variable I think is missing more than anything else in this discussion is the intent of the game. 'Balancing' only really matters if you are wanting 'competitive' games rather than narrative driven games.
Balance is not achieved by the system, but by the players. Any rules system is susceptible of being broken. It is only a matter of how hard powergamers try to break it.