Monday, May 12, 2025

On The Painting Desk: First Light meets some Wandering Monks

 


Back to the Painting Desk after batch painting an army of Anglo-Saxons.  This time I wanted to tackle painting some individual models.  Thankfully, I had a few models sitting around.  This was the perfect time to get First Light supplement, a Reaper Storm Giant, and the Path of the Wandering Monk minis on the desk to paint up.  

However, before we get into the painting, let's talk a bit about the Path of the Wandering Monk supplement for Heroquest.   


For two miniatures and some cards, $15 is a lot of money.  At least I think it is.  However, I am old and out-of-touch on modern pricing.  I will say that Avalon Hill tried to go out of their way to package these up like they were worth $15.  The packaging is over-the-top!  

Once inside, there is a nice little promotional scroll that is tied up, a display box, and the cards to play with the two miniatures. The two miniatures are typical Heroquest quality, and they have a Male and Female version of the model.  I like that.  


The new rules are pretty straight forward.  The Monk has a card for each element, so 4 cards.  Of note, you can not use the Fire card unless all the other cards have been used previously.  In addition, the Monk can choose to refresh their cards at any point no monsters are on the table.  I think I will House Rule that where they have to use their turn to Meditate and refresh the cards i.e. No moving or searching.  That makes it a bit of a choice.  

The base stats for the Monk are not over the top.  However, they get additional attack dice for being unarmed, which can be useful in some scenarios.  The Monk looks like a good swap for the Dwarf or Elf from the basic party.  Good defense, some fun abilities, and good-enough in a fight.   

 

Pallette Cleanser

Before painting up my new Heroes, I needed to do a bit of a palette cleanser.  I had a Reaper Storm Giant that I was going to use in a variety of games or proxy in as Zeus; sitting on my desk.  He was primed and ready for paint.  Therefore, I took a couple hours to clear him from painting desk.  I used all Armypainter Speedpaints and Metallic Speedpaints on this guy.  He was a big boy.  

I used Sand Golem for the flash tone, to give it a more Olive-skinned complexion.  I know traditional Storm Giants have a greyish/Blue tone to their skin, but this was also a Zues stand-in.  That would not do!  The belts are Grim Black with the armor being Golden Armor, Brazen Bronze, or Hoplite Gold depending.  The loin cloth is Stormcloud Blue, which seemed appropriate.  The sword, hair, and base are all Runic Grey.  The strips on the loincloth are Leather Brown and Aztec Gold.  

With this guy done, I was ready to move onto First Light, the Wandering Monks, and the Mage in the Mirror Elf.  

HeroQuest Heroes (and 1 Dragon)

This time, I did not want to batch paint!  I was going to paint each miniature individually.  That is not how I normally paint miniatures at all, so this was a big change of pace for me.  I did spray undercoat them all with GW Grey Seer, then gave them a dark grey wash of cheap Acrylics, and then a drybrush of white.  This is my standard prep for Speedpaints and it works pretty well. 


For no particular reason, I got started on the Dwarf first.  Of note, I used different skin tones for the miniatures.  The Dwarf was Sand Golem, the Barbarian was Barbarian Flesh, the Wizard was Tanned Flesh, and everyone else was Elf Flesh.  This gave them a variety of skin tones.  

After the first night of painting, my first three Heroes were painted up!  These paint up surprisingly fast and are relatively crisp.  They have good detail and the Speedpaints generally go where they are supposed to go.  They finish off really well with a Light Tone brown based wash.  

Of note, I would paint the inset details on the swords, shields, staffs, and other weapons first before giving them a coat of their base color.  This allowed some of that detail to "pop" on the final model.  This also worked well for some of the scarring on the Monk and Barbarian. 


The First Light Barbarian and Dwarf are very different from the Core sets models.  There is no doubt that these are different heroes than the original models.  It could be fun to swap them out if some of the OG Heroes die while on the Quest.  

The next night, I moved onto my next set of heroes.  This would be Ms. Monk, the new Elf, and the First Light Elf.  These all had used the Elven Flesh for the skin tones.  These again took about 1-night to get all painted up and ready for their wash.  Once again, a Light Tone wash is a great finishing step.  

The Monks I used Zealot Yellow and Fiery Orange as key parts of their attire.  The Elves I used Pallid Flesh as a metallic color, which makes them unique from everyone else's metallic choices.  My Core Set elf uses a cloak made of leaves, so for this one I decided that those leaves were instead Raven feathers and went with Graveyard Grey for the cloak.  This makes her very distinct from my other Elf.  The Mage in the Mirror Elf I used a white cloak and made them blonde.  They also have a very distinct look from my other elves and will be easy to tell apart from the other Heroes.    


This left the Dragon and the Wizard.  The Wizard in First Light looks much older and more experienced than the one from the Core set.  That ones looks like a young man, while this one is much more mature and seasoned looking.  His clothes, facial hair, and haircut all look more world-weary than the Core set wizard.  Therefore, I went with a very different look for him as well.  Instead of the bright yellow and reds from the Core model, I chose a dark purple to contrast his moon symbols.  This gave him a much darker and malevolent look, I think this guy could fill in for the Fire Mage or other NPCs at different points.  


That left the big Dragon, which I did not take many pictures of as I painted him.  I decided to go with a Blue color scheme.  His armored chest was Runic Grey, his skin was Stormcloud Blue, and his scaly hide was Magic Blue.  I am not that happy with the dark blue undertone to his skin and wish I would have gone Runic Grey skin, Magic Blue chest, and Stormcloud scales, but oh well.  In addition, I gave this guy a Strong Tone wash which is a black based wash to dirty him up a bit.  That helped the final look a lot.  

This took me about 1 week to paint all the models.  From there, I had to finish basing them and sealing them.  For their bases I used a simple Runic Grey on the tops, and then an Armypainter black around the rims.  This really helps them stand-out in game.  The final step was to wait for a nice day and then give them a heavy protective coat of spray-on Matte Finish.  


 Final Thoughts

Well, after batch-painting 90 models over the course of a few weeks this was a well-earned break!  Each one looks like an individual and it was a nice change of pace to paint one at a time.  

I use one of those fidget popper toys as my palette.  There are about 28 little pockets for paint.  As I went along, I kept track of what color was in each pocket by setting up the paint bottles to mirror the palette lay-out.  That way, I could "re-use" the same pocket for any colors I re-used through-out the week.  That meant there was a lot less cleaning up as I went than usual.  A little tip?  I guess if you have a wet-palette you wouldn't need it.  

Finishing these allowed me to clear my desk and get ready for the next big project.  Right now, that is looking like the Mage in the Mirror boxed set.  

Until next time! 


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Monday, May 5, 2025

RPG Design: Glittering Void: A Role-Playing Game of Space Mecha Theatre

 

I first wrote this game at the same time I wrote Hostile Space.  In fact, as I was working on the wargame, I decided that it would be a fun setting to role-play in.  I originally wrote Hostile Space after watching tons of clips from various Mecha shows.  For some reason, they were just coming one after the other on my feed.  I enjoyed watching the Mecha buzz around and fight each other.  Therefore, it seemed like it could make a really fun dogfighting game. 

However, the heart of all good Mecha/Real-Robot stories was not about the dogfighting, it was about the characters and their stories.  Many of them had very spiritual plotlines and focused on romantic love triangles.  They were all about relationships.  The big robot battles were often just metaphors for the spiritual and emotional conflicts that characters were engaging in.  Hostile Space was not going to capture that aspect of Space Mecha.  Wargames were not a good venue for the melodrama and theatre, but it would be perfect fodder in a Role-playing game.

Hence, Glittering Void: A Role-Playing Game of Space Mecha Theatre was born.  


Space Mecha Theatre

What is Space Mecha Theatre?  Despite the trappings of Sci-fi, big robots, and warfare; the genre is not about the flying robots.  Those are just the genre tropes and setting.  The setting tropes should not be confused with what Space Mecha Theatre is about.  Space Mecha Theatre is ultimately about people and their stories.  Most of the drama, melodrama, and tragedy occurs outside of the Mecha.  

Space Mecha Theatre is about how individual people deal with the complexities around them like war, political scheming, and advanced technology while maintaining what quintessentially makes us human.  The common humanity of all the protagonists is the key focus of the story.  There is always "Big Things" going on around the characters like war, economics, and politics but it always comes down to how the individual deals with them and carries on.  The focus is on what makes us humans, and the commonality of emotions and experiences of the human condition.  That is the Theatre.   

Big Robots, spaceships, colonies, and political powers are all just setting conventions for the human theatre to take place in.  Space Mecha Theatre means that this is going to be set in a world where such machines are common.  The focus is human vs. human conflicts in a relatively "real" sci-fi universe within the Solar System.  Travel times are slow, communications are limited, and space is a hostile environment.        

This is not Space Opera.  This is not Hard Sci-Fi.  This is not Space Fantasy.  This is Space Mecha Theatre!               


Game Design Goals

This game took me about 5 years to complete.  It is the crunchiest Role-Playing Game that I have put together.  However, it had many of the same design goals as my other, simpler RPG-Lite games.  The key difference was how I wanted the game to be able to capture the varied and wonderful action that I had found in Space Mecha Theatre content.  

This game had the following design goals: 

  • Give players interesting and meaningful choices
  • Make character creation simple and easy
  • Simple, abstracted, attritional combat, NO HIT POINTS!
  • Hard to outright "fail"
  • Reward Role-play
The Core Unifying Mechanic
This game uses three basic concepts that layer together to create a relatively deep unifying mechanic to the rules.  
  1. The Rule of 4 
  2. Dice Shifting
  3. Level of Success
The Rule of 4 simply means that on any given dice, you want to score a 4 or more for a success.  

Dice-shifting means that all Modifiers are to the size of dice that you roll.  The dice used in this game are standard RPG dice so D4, D6, D8, D10, D12 and D20.    Difficulty changes the dice you roll, not the target number.  The target number is always 4+ per the Rule of 4. 

Level of Success simply means that the higher you roll above 4 on a test, the greater your potential level of success.  These levels of success are compared in opposed rolls to determine outcomes.  To determine a level of success, you simple roll a dice, and subtract 4.  You can then compare the level of success between opponents. 

That's it.  This simple unifying mechanic is the basis of all tests and rolls within Glittering VoidThese rules apply for characters negotiating a Peace Treaty between Great Powers, fights between Combat Suits, and Characters trying to bluff their way past guards.  


The New Age
Man has expanded into the Solar System with the help of the Fold Drives.  They have established themselves across the Solar System.  These colonies fragmented into new alignments and political blocs.  Now, there are four Great Powers that maintain a stable balance of power between themselves using an umbrella organization called the Concert of the Solar System.  Scattered between these Great Powers is a variety of Freeholds; independent colonies that shift their allegiances between Great Powers via proxy contracts and alliances.  The Great Game is the various Great Powers of the Solar System jockeying for spheres of influence with these independently minded Freeholds.  

Characters in Glittering Void can take on a wide variety of roles within the world of the New Age of Mankind.  The default setting is agents of the Concert of the Solar System as Peace Representatives, where their job is to act as roving troubleshooters to maintain the stability and integrity of the Solar System order and avoid an all-out war.  However, there is room for a variety of campaign styles and 1-off adventures such as Scouts, Couriers, Pirates, Businesspeople, and more.  The New Age is full of political intrigue, espionage, and off-book operations that are perfect for various types of games.   

The game has a brief and high-level background that is entirely optional for you to use.  It includes tools about common technologies such as Combat Suits, generators for quickly developing your own Freeholds and colonies, and even a starting adventure to give you a feel for the world of Glittering Void

What is in the Book?
The game book has what you need to get started to play right away including blank character sheets, index, table of contents, Quick Refence Guides, and Appendices with all the common technologies, skills, backgrounds, and gear for the game.  It has a core concepts section to get you started, followed by easy character creation.  There is also a section about how to run the game for the aspiring Comptroller (GM).  There is even a sample scenario to give you a good place to start off in the Glittering Void!  This rulebook is 165 pages long!    


Final Thoughts
I have played this game with people who have never played Role-Playing Games before, as well as veterans to RPGs.  It delivered a satisfying game experience for both groups of players.  The Character creation was easy enough for newbies to wrap their heads around and make strong characters.  The gameplay was crunchy enough for harden veterans to enjoy making tough tactical decisions.  The mechanics are simple but allow for a wide variety of in-game depth and complications.  This game was 5 years in the making!  

You can find it on my Blood and Spectacles website.  I am eager to hear what you think of it in comments, on my Messageboard, my Socials, or directly through the Contact Me page on the website.  

Art by _SpacePossum_

    
     


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You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

Check out the latest publications and contact me at our Blood and Spectacles website

Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!