Thursday, 14 March 2013

Kicking that ailing horse...

Rants

I lack a picture of a horse being kicked...

I know I know, I said I wouldn't say anything more in criticism of GW for a while... But after reading this I couldn't help but share it. This comes courtesy of Classic 40,000 (A wonderful blog from a fellow lover of models older than many of you).
Anyways, here we are. Be prepared: It's long and all transcribed [sic] including Ork of Legend's comment..

Here is something from deep in my archives. From what I can see this is not currently posted anywhere else on the internet, so I will post it here to stop it being lost to the community. It is a reply that Jervis Johnson made on a mailing list some time in 1995. He was replying to the accusations that Warhammer 40,000 had been dumbed down in the change from 1st to 2nd edition.

I have left the spelling and grammar alone in the posts and reproduced them unchanged. Note: the second section of Jervis’ post is about using house rules, only the first and third sections are to do with the edition change.

Firstly, here is the original post that prompted Jervis to reply:

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 I recently got my hands on (albeit temporarily) on the Rogue Trader and the Compilation 40K first edition books. I was amazed at their quality and level of detail.

 1st ed 40K seemed almost like a role-playing game with scenarios, monsters and rules for creating just about any vehicle in existance. I especially liked the robot and dreadnought creation rules. In addition, the modeling articles were quite excellent, in particular the ones which showed you how to construct vehicles from deodorant cases and ZOIDS toys.

 I am trying to figure out what happened to the 40K game universe since those memorable 1st ed games. If you were to try to bring in a custom vehicle or robot to the table these days most people (with the exception of your established group perhaps) wont play against you since its "unofficial."

 Did the spirit of player innovation die with the second edition? Maybe its just me having to play with "official" rules policemen, but do most people out there play with all the nifty fan-created custom vehicles, characters and races? Or do people read the Dark Library and posts here, say "thats nice!" and then go back to playing the fully "Chapter Approved" 40K game?

 I am just wondering why the designers (AC and JJ if you are out there) made the second edition so much more simplistic than the 1st edition. Why were all the cool rules for monsters and special terrais taken out? What about robots and custom vehicles?

Ed Etkin

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And here is the (very long) reply that Jervis made:

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 The following post is from me (Jervis) only, and therefore, even more so than most of the other things we post, it represents a personal view. It's been put together late at night at home, and so may get a bit incoherent at times, but hopefully the gist of what I'm saying will be clear.

1st & 2nd Edition WH40K

 Recently Ed Etkin commented on some of things he liked about 1st edition Warhammer 40,000 compared to the 'simplified' 2nd edition, especially with regard to 1st edition's greater emphasis on making up your own scenarios, scratch-building models, and a 'darker' tone to the background.

 Although it may surprise some people, we actually agree with almost all of the points Ed made, and in fact had identified the same problems ourselves some time ago. That's why we brought out the Citadel Journal, with its articles on scratch-building models, new scenarios and advanced rules, and also why we tried to use the battle reports in WD to illustrate alternative ways of playing. Now that the Codexs are almost finished we'll soon have time to concentrate on other projects of a similar nature. For example, we're planning to bring out a range of scenario packs in 1997 that will show different ways of playing other than strict 'head-to-head' competition, while the extra 40 pages in the new style WD have been added almost exclusively to allow us to address topics that will appeal to more experienced players, such as different painting techniques, scenarios and so on (oh, and Q&A of course!) Finally there's Necromunda, which we very much see as a Warhammer 40,000 variant that illustrates an alternative way of using the rules and background to create an entirely new game.

 As to the darker and more brooding aspects of the background, suffice to say I've done my best to make sure that Angels of Death lets people know that not all Space Marines are 'white than white goody two-shoes'. As to those players that want to write things like "die! die! die!" on their Space Marines helmets (which in our experience is what people are *really* talking about when they say the 1st edition background was 'darker'), don't despair, because if we get our way a lot of this style of iconography will be included in the Chaos Codex...

House Rules When GW Play

In digest 200 John Phelps raises a number of interesting points about us using house rules, if this is a problem, and more specifically about letting players know about them.

 The first point that I'd make is that it's our job to use house rules - we're rule writers after all and as such we're constantly trying out different ideas and rules. Some of the new rules stick, and when this happens we try to let people know about them, either through WD magazine in battle reports and (now) the Q&A page, or in the Citadel Journal, or (now) on the net. However we don't really want people to see these house rules as being anything other than highly recommended optional rules that should only be used in a game with both players consent. In the past we've been very wary of publishing house rules and even Q&A because we're worried about the confusion that might result, but we're starting to be a bit more free and easy about the whole process. In fact we hope to include a section on the Q&A page called something like "Jerv and Andy's House Rules" where we can deal with stuff like the unmodifiable save ruling we've tried out on the net, starting in WD193.

 Secondly, if you're worried about whether you're playing exactly the same game as us (since we may be using house rules you don't know about), especially in tournament conditions, please don't be! I know I've said it before, but it's difficult to understate the case when I say that what we present is a starting point. As long as you're happy with the version of the game you're playing that's fine by us! The same applies to tournaments, except that here it's up to the tournament organisers to decide if there are going to be any variations to the standard rules. Again, as long as the tournament organiser's happy, well it's the same for all the players taking part, and they don't have to play if they don't want to!

 On the same subject, in digest 204 Pat Marstall made a number of sensible comments in reply to John's original post, especially with regard to the fact that the house rules we use don't in any way invalidate the original rules in the game. In most cases it's pretty much a toss-up as to which version works best anyway, so you should simply go with the version you prefer. The same applies if you prefer the old 1st edition rules (use them, we won't mind), or Warzone for that matter (OK, we'll mind a bit in this case, but Bill King's our mate so we won't get to upset). Of course the the rules gives them a certain gravitas, and especially when playing against new opponents this means that you'll probably have to use a vanilla version of the rules (or a vanilla version with our recommended house rules). But what can we say, other than that life is very rarely perfect!

Simplified for Kiddies

 Finally, I would like to take issue with one thing Pat said, which is roughly that the published rules are deliberately simplified for 12 year olds and that we use complicated house rules because we're 'grown-ups'. Leaving aside the 'classic-car' syndrome of this argument (they don't make 'em like they used to you know!), what people need to understand is that we (the designers) change the rules for ourselves and nobody else (this ain't no democracy ya know!). In fact we're constantly fiddling and tweaking the rules and background in order to try and improve them, the we in question being mainly Rick, Andy C, Alan Merrit, John Blanche, Jez Goodwin and myself. Obviously others contribute to, but generally when stuff gets changed it's our fault!

 So you see, the stuff we publish is quite simply the way _we_ like to do things, it really is. The truth is that we've tended to simplify rules and stuff more with recent editions of our games because, as we get older and wiser, we find that in gaming, as in art, 'less is usually more'. Speaking for myself, as I have matured as a game designer I have come to believe more and more strongly that it is usually what is left out that's important, rather than what is put in - in other words sometimes rules and clever background stuff can simply get in the way of having good game, without adding anything in terms of flavour, tactics or fun!

 Therefore you should look on 1st edition Warhammer 40,000 rulebook as an evolution of the 1st (grey box) & 2nd (red box) edition _Warhammer_ rules. In their turn the 1st edition WH40K rules heavily influenced the way the 3rd edition (orange book) Warhammer Fantasy Battle rulebook was written. By the time we came to do the current editions of both Warhammer and Warhammer 40,000 (4th and 2nd editions respectively) we had decided that we'd made the hardback books too wordy and over-complicated, and that we actually far preferred the way things had been done way back with the 1st and 2nd edition Warhammer rules. Therefore what you see now is a return to the way we originally did things, because we liked it better that way, rather than anything especially new.

 But evolution never stops, and now looking back we can see that although we're happy with the current level of complexity in the rules themselves (except that I'd like simplify the vehicle rules!), we miss the stuff in the hardback books talking about things like designing your own scenarios, or making terrain, and that kind of thing. That's why, as noted above, we agree with a lot of Ed's comments on 1st & 2nd edition WH40K.

 Which is where I started, so that's quite enough of my rambling thoughts and comments for the time bein at least. It's going to be interesting to see what you guys make of them. Have fun...

-Jervis


Anyways, It's definitely food for thought and sheds a tiny bit of light about the VAST changes between editions, especially 5th to 6th (despite being short 80% of the people listed by name). Lemme know you're thoughts in the comments (and over at Classic 40,000, He works hard and deserves some more views!).

Until next time,
Punch, kick, it's all in the mind.
Bean out~

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