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Tabletop Miniature Hobby Podcast

Author: Bedroom Battlefields

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Did you grow up collecting and painting Citadel miniatures, and playing games like Warhammer, Warhammer 40k, HeroQuest, Battlemasters, and Space Hulk? Did you gradually grow out of the hobby only to find yourself plunging back in many years later, discovering great new games like Frostgrave, Rogue Planet, and Kings of War?


The Bedroom Battlefields Tabletop Miniature Hobby Podcast brings you conversations about collecting, gaming, painting, terrain, and much more - often with a nostalgic twist.


We also dive into topics such as productivity, balancing hobby time with other aspects of life, and the overall psychology behind playing with toy soldiers. 

160 Episodes
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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.
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 darker side of heroismMany of Pirinen’s settings feel unusually grounded compared to typical fantasy wargames. That comes from his reading habits.“I read a lot of history,” he says. “Academic history, historical novels, everything.”What interests him most are turning points where events suddenly shift direction. The fall of Constantinople. The later stages of the Hundred Years War when artillery changed siege warfare. Moments where a seemingly unstoppable trend suddenly breaks.Those moments also shape the tone of his games.“My sympathies are usually with the ordinary people,” he says. “Men and women fighting for their homes even though they had nothing to do with causing the war.”That perspective helps explain the bleak worlds found in both Mordheim and Trench Crusade. The darker the circumstances, the brighter the heroism appears.“If the situation isn’t grim and challenging, you lessen the heroism,” he says.The moment that matteredFor all the discussion of rules and systems, Pirinen insists the most powerful moments in gaming rarely come from mechanics.He recalls one roleplaying campaign where the players were pursued by an enemy far beyond their ability to defeat. A beloved companion stayed behind to hold them off while the party escaped.“My players were in tears,” he says simply.No rulebook can guarantee that kind of experience.“That’s something between human beings,” Pirinen explains. “It takes time for players to trust each other enough to open up like that.”A campaign worth the journeySo how long should a campaign last?Pirinen often recommends around six games. It feels like a journey without becoming overwhelming.For groups with more time, a monthly game over a year can feel truly epic. Roleplaying campaigns may stretch even longer. One of his own lasted six years.The key ingredient is not complexity or balance but investment.“You get more out if you put more of yourself into it,” he says.In the end, that philosophy runs through everything Pirinen designs. Rules matter, but they exist to support something larger.A good world. A group of friends. And the unpredictable stories that emerge when the dice hit the table.Or as he puts it, borrowing an old gaming phrase:“Let the dice tell the story.”Also MentionedDoctor Spork's TerrainThe MiniGamer Newsletter
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 MentionedDoctor Spork's TerrainThe MiniGamer Newsletter
The monthly hobby update of the Bedroom Battlefields community. Submit a clip for next month's episodeJoin the DiscordThe MiniGamer hobby newsletter
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.
We all love listening to conversations in the hobby, and we shouldn't lock them in a walled garden.
What's the Point in Points?

What's the Point in Points?

2026-02-1701:08:08

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.
Hobgoblin is a really fun fantasy mass battle game. What makes it even more fun is pretending it's 1994 and you're making a battle report for White Dwarf. On this episode, we do just that! Hobgoblin in 15mmDoctor Spork's TerrainOwen's Time Between TimesDIY doom markers for Hobgoblin
The monthly hobby update of the Bedroom Battlefields community. Submit a clip for next month's episodeJoin the DiscordHuman Blood Bowl teamThundercats MiniaturesThe Midlife Hobby Renaissance surveyAmazing Tales RPG bookDr Spork's Terrain
Padre talks us through his 13+ year Tilea's Troubles narrative campaign, built around Might Empires and the occasional game of Warhammer Fantasy Battles. If you'd like to hear more about his hobby origins, then be sure to check out this episode of the Crown of Command podcast. Returning hobbyist? I'd love to hear about your experience.
I’m sure Gav Thorpe needs no introduction to any listener of this podcast, and he was kind enough to join me for a chat back in July 2023. The topics we covered were very much evergreen and as relevant today as they were a couple of years ago. I thoroughly enjoyed listening back to it, and I'm sure you will too!
White Dwarf readers of a certain vintage will undoubtedly remember Fred Reed’s iconic Howling Griffons space marine army. Then-Games Workshop store worker Fred showcased the stunning force in issue 179 (November 94), and it had a runout in the mag’s battle report a month later.Fred’s army was a source of inspiration to many young hobbyists in the mid-90s and is still talked about more than 30 years later. One man who’s gone above and beyond in his nostalgia, however, is Jonny Watson of the Jonny Watson Gaming YouTube channel. Jonny did the ultimate homage to Fred’s Howling Griffons by assembling and painting his own tribute act.I had the pleasure of chatting to Jonny about this project and the opportunities it brought him, from interviewing Fred Reed himself to being featured on the hallowed pages of White Dwarf. We covered his origin story, returning after the inevitable deep freeze, and how running a YouTube channel can supplement and enhance your hobby when you’re not playing the algorithm game.
The monthly hobby update of the Bedroom Battlefields community. Submit a clip for next month's episodeJoin the DiscordPhotos from our game of HobgoblinLatest YouTube vids
Narrative wargaming is often framed as a niche revival or a reaction against competitive play. Rick Priestley rejects that outright. Narrative play is not a rebellion. It is the foundation modern wargames were built on.Before points values and mirrored tables, games were shaped by scenario and judgment. Sieges were unfair. Last stands were desperate. Balance was not calculated. It was agreed.Early British designers such as Featherstone, Grant, and Young did not rely on points systems. They assumed good faith, shared imagination, and players who wanted the game to be interesting rather than optimal.So what changed?When Balance Became an IdeologyPoints values began as a convenience. They helped players build collections and find games quickly. Over time, that convenience hardened into expectation.Modern balance culture assumes that a properly designed game should resolve to a near-perfect 50/50 outcome between equally skilled players. The result is list optimisation, meta-chasing, and games whose outcome is often decided before the first dice roll.Priestley does not condemn this approach. He simply questions what it produces. Efficiency, perhaps. Predictability, certainly. But not always joy.The Games Master We LostOne of the clearest casualties of this shift is the Games Master.In the episode, Jason describes running vast multiplayer games overseen by a GM who introduces events, resolves disputes, and keeps the story moving. Priestley immediately recognises the model. This was early Warhammer. Early roleplaying games. Early wargaming.The GM was never a workaround. They were the engine.Attempts to replace that role with campaign books and flowcharts were understandable, but limited. You cannot automate trust or improvisation. A referee works because everyone agrees they are there to make the game better.As Priestley puts it, the only rule is that the Games Master is always right. Not because they wield authority, but because the group has given them responsibility.Rules as ToolsAnother striking thread in the conversation is how casually the group ignores rules.Forgotten mechanics are handwaved. Unclear outcomes are resolved with a roll and a decision. Priestley admits that even with systems he helped write, momentum matters more than correctness.This is not carelessness. It is confidence.Narrative players are not anti-rules. They simply refuse to let rules dominate the experience. Systems are scaffolding. If something blocks the flow of the game, it is removed.In a hobby obsessed with precision and FAQs, this mindset feels quietly subversive.Not a Rejection, a ReminderPriestley is not calling for the end of competitive play. He is arguing for memory.Narrative gaming never died. It was crowded out of the conversation. What groups like Jason’s are doing is not inventing something new. They are remembering how the hobby once worked and choosing to make space for it again.The most radical idea in modern wargaming is not breaking the rules.It is remembering they were never the point.
We've seen some large-scale narrative games take place within the Bedroom Battlefields community these past couple of years. But is this approach often overlooked in favour of "balanced" points-based pitched battles? Jason and Mark from the Bedroom Battlefields community sit down with legendary game designer Rick Priestley to talk about the roots and future of narrative wargaming.They explore how tabletop wargames were played before points lists and tournament balance took over, and why story-led, games master driven play still matters today. The conversation ranges from early Warhammer and historical wargaming to massive multiplayer battles, campaign play, and the creative freedom that comes from trusting the people around the table.This is part one of a longer discussion, focusing on the shift from narrative play to competitive formats, and what was gained and lost along the way.Topics include:How wargames were played in the 1970s and early Warhammer eraWhy Rick Priestley avoids points-based systems in his own gamesThe role of the games master in creating memorable experiencesThe shared DNA between early wargaming and role-playing gamesHow commercial pressures reshaped WarhammerWhy narrative campaigns struggled to survive despite strong ideasThe result is a thoughtful, funny, and occasionally provocative conversation about play, creativity, and why wargames do not need to be hyper-competitive to be meaningful.Part two continues in the next episode of the Tabletop Miniature Hobby Podcast.Join the conversation: If narrative gaming, story-led battles, or games with a games master resonate with you, you are welcome to join the Bedroom Battlefields Discord at bedroombattlefields.com/discord
The monthly hobby update of the Bedroom Battlefields community. Submit your own clip for December right here. Oh, and here's a few pics of my 15mm Hobgoblin setup.
Space Weirdos is a cult classic miniature agnostic game, and you can hear an interview with its creator, Casey, on a recent episode of the Tabletop Miniature Hobby Podcast. Today, I'm joined by Ed, who is an active Bedroom Battlefields community member and Space Weirdos evangelist. Ed has recently facilitated a fan expansion, Weird Millennium, and we chat about the why and how. If you want more of Ed waxing lyrical about Space Weirdos, check out his chat with Dan on this episode of Paint All The Minis.
Doctor Spork and I play out The Rivalry of Rot mini campaign using the Song of Blades & Heroes rules and my various Nurgle miniatures. Support the show by leaving a tip
Hobby updates from the Bedroom Battlefields community. Submit your November update here and be part of the next one!
Award-winning game designer Brent Spivey joins me for a chat about two of his cult games, Mayhem and Rogue Planet. You can keep up with future updates from Brent by visiting his website Bombshell Games.
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