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Live Magazine June Edition - Spider-Man!

Spider-Man: Homecoming is going to be big. We feature an interview with director Jon Watts plus we look at Wonder Woman, Board Games, Trading Cards, Video Games, Cosplay and so much more - it's an issue bursting with super fun!

Spider-Man: Homecoming is going to be big. We feature an interview with director Jon Watts plus we look at Wonder Woman, Board Games, Trading Cards, Video Games, Cosplay and so much more - it's an issue bursting with super fun!

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was dead-set on the campaign, and<br />

didn’t give my suggestions much<br />

play. These conversations went on<br />

over some time, without an end. At<br />

some point Sean just started building<br />

terrain.<br />

Sean: Perhaps strangely, I never<br />

totally shunned the idea of a few<br />

points match games. That section,<br />

hidden away in the back of the<br />

rules-manual, always struck me as<br />

a curiosity - however it just doesn’t<br />

“feel” like Mordheim. Mordheim, for<br />

me at least, was always a vessel for<br />

telling a story. A collection of narrative<br />

games, or a loose campaign,<br />

of which all added up to something<br />

greater than the sum of its parts.<br />

Needless to say, I was extremely<br />

impressed (and perhaps equally<br />

surprised) when Ben presented me<br />

with a narrative campaign he’d written<br />

as though he plucked it from<br />

The Pit.<br />

Ben: Not long afterward Sean began<br />

his terrain building and had assembled<br />

a whole bunch of buildings,<br />

I got inspired to put some campaign<br />

material together. Sean has an old<br />

Carnival of Chaos warband he’d<br />

done up for Armies on Parade, and<br />

won, so I think that was fresh in my<br />

mind and ultimately could be where<br />

the spark of inspiration came from.<br />

I thought about what happens when<br />

the carnival comes to town; how the<br />

people feel about it, what they’ve<br />

heard about from rumours, and how<br />

they react.<br />

I didn’t really tell him though, I just<br />

started quietly outlining a story.<br />

This was about the carnival coming<br />

to town, and the ‘good folk’ who’d<br />

heard the stories of horror rallying<br />

against it. On the other side would<br />

be those who were aligned with the<br />

chaos powers, and those who either<br />

didn’t care or enjoyed the anarchy,<br />

they’d be all for the carnival’s<br />

arrival. I liked the concept, and over<br />

the next couple of weeks I went<br />

through all the different scenarios<br />

gathered from various sources, and<br />

fitted them into a loose story. I also<br />

thought about small benefits that<br />

could be earned down the line for<br />

each win.<br />

A little while later I showed my<br />

working draft to Sean, and he was<br />

keen for it, so then I wrote it all up<br />

nicely in campaign document. We<br />

discussed and agreed on several<br />

key points:<br />

1. 100% painted. No half-measures<br />

here. Paint all your models, and<br />

all the terrain. Make every game<br />

gorgeous.<br />

2. All-new warbands. Nothing<br />

you’ve already painted.<br />

3. All-human warbands. We previously<br />

ran and enjoyed a Human-<br />

League for Bloodbowl and loved it.<br />

So we outlined a select list of Human<br />

warbands that we’d use for<br />

this campaign<br />

Sean: The main intention regarding<br />

the enforcement of human warbands<br />

was for the purpose of longevity.<br />

We’d invested so much time<br />

in building terrain and planning the<br />

campaign that we felt we needed<br />

to make it last more than a dozen<br />

games. I suggested that by limiting<br />

which warbands available for<br />

use we’d almost have ready-made<br />

ideas for the future (and hopefully<br />

be itching to convert/paint/run the<br />

warbands we REALLY wanted to do<br />

also!). Pirates warbands in Sartosa,<br />

Witch-hunters sent to investigate<br />

Slyvannian border-towns and competing<br />

Cults of Possessed are all<br />

plot-points which have been thrown<br />

around to ensure we get the most<br />

of hobby investment without Mordheim<br />

going stale... But before all<br />

that, it was time to get hyped up.<br />

The circus is coming to town...<br />

Ben: With our criteria sorted, we<br />

made a list of both available resources<br />

for the scenarios and resources<br />

to be made/painted, and<br />

then started to recruit additional<br />

players for our campaign. We still<br />

know plenty of gamers, and so the<br />

call went out. We started the campaign<br />

with four of us committing to<br />

regular gaming, and another few<br />

who would play occasionally. We<br />

added everyone to a Google Drive,<br />

and a Facebook Group so we could<br />

share resources, updates, pics and<br />

such. We then set a date... and<br />

that date passed. We revised, and<br />

missed, a second date. Eventually,<br />

nearly six months later, we had finished<br />

our warbands, enough terrain,<br />

and were able to get together for<br />

our first games! The point here, is<br />

never give up because it’s hard to<br />

coordinate dates. Keep throwing<br />

them at each other until something<br />

sticks.<br />

So join us over the next few issues<br />

as we share with you some of the<br />

warbands involved, the battles we<br />

fought, the scenery we’ve built,<br />

and the players behind the madness.<br />

Come follow us on Instagram<br />

@rad_heim and Tumblr:<br />

radheim.tumblr.com.

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