Mordheim lends itself very well to storytelling in the tabletop, particularly due to the unpredictability of the dice rolls, the Serious Injuries, the random events, as well as the Exploration rolls. These are provided by the ruleset itself, and while they are quite good at spontaneously generating story elements for a warband and its warriors, they may start to lose steam as some results start to become repetitive, or not offering players enough choice (something essential in roleplay).
The other source of great storytelling elements emerges while playing the battle itself: the varied abilities that are given to warriors and how players use them, the way each warrior is modeled on the miniature (sometimes very humorously) but especially through of the tactical use of scenery. These are all under the control of players, and where a lot of the character of the warbands can be brought out. The latter example is especially evocative, where players move about, jump, hide or shoot from cover, in ways that remind us of Wild West movies, Pirates of the Caribbean or assassins in a thriller movie. Instant story out of thin air, before the players even realize what their actions are leading their warriors to do.
All of these can be successfully recreated during a game, but it all depends on the setup and a little bit of background to set the tone.
This is where narrative scenarios come in: the many scenarios for Mordheim that have been released, mainly through Town Cryer and Fanatic magazine/Online, but more recently through large-scale community projects, like the much acclaimed Border Town Burning and the "in-progress" Mutiny in Marienburg.
In the course of the "Empire Burning" (proper name pending) Mordheim Campaign I am organizing, we have gone through several popular scenarios for the game, released in the past. Many of them requires tweaks and fixes, in order for the rules to become clear and the game be fair, but still true to the story concept set by the scenario.
Below are a few golden moments that we managed to create so far. It should be known that, along with evocative scenarios rules and objectives, terrain and scenery are essential to create the right atmosphere.
Mule Train by Robert Walker, in Town Cryer no.14
River Watch by Nick Kyme, in Fanatic Magazine 09
The Lost Mines of Khrazi Drudd
by the Nemesis Crown Mordheim Development Team
The rules for ''The Lost Mines' included randomly determined wandering monsters, revealed whenever a model would approach one of many markers scattered throughout the table. This created great moments of tension, where players would be reluctant to approach a marker, afraid that a Troll could pop out from around the corner (which could just as well be a spider crawling up their legs). We did increase the number of markers in relation to the number of players, to make it more interesting. But because the objectives were otherwise "run around the mines and slaughter your opponents", we decided to spice it up a bit: we made use of Werekin's great "Subterranean events" table from the "Burrow Town Collapsing" scenario, with a few modifications. This was rolled whenever a model would enter a new room, and could add significantly more danger to the adventure, or (as illustrated above) lead the warband to a hidden stash of goods and treasure. Fittingly, this Bretonnian warband ended up finding a Holy Relic among the goods recovered, "a long-lost heirloom of Quenelles", they said. Which meant that now the warband benefit from its 'Protection of the Lady' rule automatically every battle (as they succeeded their first Leadesrhip save due to the Relic). Great stuff. |
I hope you can see how quickly this skirmish tabletop game becomes a great storytelling medium, especially when ran within a campaign like we are doing. Stories literally are created out of thin air while we are playing. The perfect blend of tabletop gaming and roleplay.
Because the way we generate the scenario restricts which warbands can take part and in which role (attacker/defender), this ensures that each warband always fits the part in any given scenario, seamlessly woven into the story of that scenario. Example: watchtower sentries must always be non-evil warbands, raiders of villages must always be non-good players, Merchant warbands gain extra Campaign points by playing 'Mule Train' type scenarios, and so on.
More playtesting and stories to come!
Feel free to leave comments if you have tried these scenarios.