Denizens of the Garden of Nurgle: a Dark Age of Sigmar project

About two years back (probably at a similar time to when I actually bothered to write something for Corehammer, funnily enough), some friends and I were talking.  We’d just been playing a game of Inquisimunda (also known as INQ28). Bit of background for those that don’t know what it is: it’s a narrative style of skirmish gaming at 28mm scale with an element of RPG, and typically revolves around inquisitors and their retinues investigating nefarious happenings in the grim darkness of the far future, with special emphasis on the “grimdark” element. Depending how you want to play, you can utilise a GM, which our little group does on a rotating basis. The system is community created and is largely based on the classic Necromunda rule set (although some people use the 54mm scale Inquisitor rules and perform some really specific technical calculations that make it sound overly cumbersome and doubtless dry as fuck – I mean could they not just divide by 2 and sacrifice a single millimetre?  Some people like to take their chosen level of dunce-nerdery to ludicrous extremes, I suppose) with character stats ported over from Warhammer 40k, adapting where necessary in order to ensure characters and weapons are not over or underpowered, for like “balance” purposes and shit.  You’ve seen Blanchitsu in White Dwarf, right? Well that’s basically the visual vibe atmosphere we’re talking. Continue reading

Masters Of The Pit – Frostgrave’s Joe McCullough

I originally conducted this interview with Frostgrave mastermind Joseph McCullough last year. We’d planned to release a a print copy fanzine to accompany the Dungeonpunx podcast. For one reason or another progress on that project slowed from a tectonic crawl to almost  sedentary in a matter of months. I recently recovered this chat with Joe whilst clearing out some old files. And whilst some of the information is somewhat out of date, I think it’s still a nice window into Joe’s personal background and the machinations of his creative process. I hope that this will be the first of a series of interviews with key creative figures in the table top games industry. Many thanks to Joe for his participation with the interview and check out his newest project The Oathmark coming soon from Osprey/Northstar Military!

Lets start at the beginning. You are originally from Greensboro, North Carolina. I am always curious about how ones childhood home and surrounding environment impacts a person’s imagination. What was it like growing up there?

I like to tell people that Greensboro is a beautiful place to live, but there is little reason to visit. Although it is a large city by British standards, it is so spread out that it rarely feels crowded. As the name implies, it is a very green city with lots of trees, lots of tall oaks. One of the city’s most notable features, and certainly one that had a large impact on me growing up, is that it was the site of the Battle of Guilford Courthouse during the Revolutionary War. It is an intensely interesting tactical battle, and I’m sure that was a major source of my lifelong interest in Military History. The city is also where Gen. Johnson surrendered his army at the end of the Civil War.

Also important, the city always a had a small, but very active science-fiction, fantasy, and gaming community based around the University of North Carolina, Greensboro. As a young teen, I went to their little gaming convention, Hexicon, every year, even though I was often the youngest person there.
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