Trench Crusade’s Tuomas Pirinen on Narrative Gaming, Storytelling, & Running Campaigns

Few designers have influenced narrative miniature gaming as much as Tuomas Pirinen. From Mordheim in the late 1990s to the recent breakout success of Trench Crusade, his games have always leaned heavily toward story, character and campaign play.

What surprises him most is that the latest one worked as well as it did.

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“We were totally prepared to lose our shirts and be happy about it,” Pirinen says of launching Trench Crusade. “But it didn’t go that way.”

The project was essentially a gamble between friends. Pirinen and collaborator Mike Franchina funded sculpting and development themselves, assuming the Kickstarter would be a passion project rather than a runaway hit.

Part of the reason was the concept itself.

“On the surface, it’s very counterintuitive,” Pirinen explains. “You go into a space where there is a totally dominant player. Then you narrow your audience because the game is clearly aimed at a mature audience. And the theme is religion and its role in war, which no major games company would touch with a barge pole.”

By the logic of spreadsheets and market analysis, it should not have worked.

“But creative work doesn’t always follow the Excel sheet,” he says. “The Excel doesn’t always determine the fate of creative endeavour.”

From Mordheim to Trench Crusade

For many hobbyists, Pirinen’s name is still inseparable from Mordheim. Released in 1999, the skirmish game focused on small warbands exploring the ruins of a cursed city, gaining injuries, experience and grudges along the way.

“Mordheim was very narrative driven,” Pirinen says. “It wasn’t about perfectly balanced competitive play. It was about creating a story with your friends as the campaign unfolds.”

That philosophy has never really left his design work. Trench Crusade follows the same broad idea, although updated for modern players.

“In many ways, it takes that high-level idea and brings it forward,” he says. “Mordheim came out in 1999, so a lot of water has flowed in the river since then.”

Interestingly, Pirinen himself used to approach games very differently.

“When I was younger, I was very competitive,” he admits. “Winning mattered a lot to me. These days I’m much more focused on the narrative side.”

That competitive background still informs his design work. Even narrative games need solid rules.

“If the rules don’t work, you just end up arguing every two minutes. In a miniature game, there’s no dungeon master to smooth things over.”

Why campaigns fall apart

Despite their popularity, narrative campaigns often struggle to survive beyond the first few games. Pirinen believes the reason is mostly practical.

Campaign play demands commitment. Players need to keep turning up, track experience and equipment, and maintain armies that grow over time.

“It’s simply more work,” he says.

There is also a more subtle problem. Campaigns can collapse if one player falls too far behind early on.

“A very common reason campaigns fall apart is that one player gets beaten badly in the first few games,” Pirinen explains. “They feel like nothing they do matters anymore, so they stop playing. Then the campaign falls apart.”

The solution is something designers call catch-up mechanics. These systems help struggling players remain competitive without removing the reward for winning.

It is a delicate balance. Too much help, and victory feels meaningless. Too little and the narrative ends early.

The balance paradox

Balance is often treated as the holy grail of wargame design. Pirinen is more sceptical.

“Perfect balance is possible,” he says. “But it probably isn’t that much fun.”

The reason is simple. True balance usually means forces become increasingly similar. Yet variety and asymmetry are where the excitement lies.

“A huge part of the fun is encountering something new,” he says. “A new warband, a new character, some new piece of equipment. Those things create interesting situations.”

They also create imbalance.

Rather than chasing perfection, Pirinen relies on extensive playtesting and data. If factions win roughly equal numbers of games over time, the design is probably healthy even if players argue otherwise.

“You shouldn’t always listen to what people say,” he notes. “Look at the results.”

Designing the ending first

One of Pirinen’s most practical design tricks is starting from the end of a campaign rather than the beginning.

“If you know the final battle, you can work backwards,” he says.

That approach helps identify problems early. If a key character dying in game three would break the narrative climax, the designer can adjust the scenario before the campaign ever reaches the table.

It is a method Pirinen uses not only for tabletop design but also for roleplaying campaigns and video games.

“At the end of the day, it usually comes down to the final battle,” he says. “If everyone arrives there feeling they still have a chance, you’ve probably done well.”

History and the darker side of heroism

Many of Pirinen’s settings feel unusually grounded compared to typical fantasy wargames. That comes from his reading habits.

“I read a lot of history,” he says. “Academic history, historical novels, everything.”

What interests him most are turning points where events suddenly shift direction. The fall of Constantinople. The later stages of the Hundred Years War, when artillery changed siege warfare. Moments where a seemingly unstoppable trend suddenly breaks.

Those moments also shape the tone of his games.

“My sympathies are usually with the ordinary people,” he says. “Men and women fighting for their homes even though they had nothing to do with causing the war.”

That perspective helps explain the bleak worlds found in both Mordheim and Trench Crusade. The darker the circumstances, the brighter the heroism appears.

“If the situation isn’t grim and challenging, you lessen the heroism,” he says.

The moment that mattered

For all the discussion of rules and systems, Pirinen insists the most powerful moments in gaming rarely come from mechanics.

He recalls one roleplaying campaign where the players were pursued by an enemy far beyond their ability to defeat. A beloved companion stayed behind to hold them off while the party escaped.

“My players were in tears,” he says simply.

No rulebook can guarantee that kind of experience.

“That’s something between human beings,” Pirinen explains. “It takes time for players to trust each other enough to open up like that.”

A campaign worth the journey

So how long should a campaign last?

Pirinen often recommends around six games. It feels like a journey without becoming overwhelming.

For groups with more time, a monthly game over a year can feel truly epic. Roleplaying campaigns may stretch even longer. One of his own lasted six years.

The key ingredient is not complexity or balance but investment.

“You get more out if you put more of yourself into it,” he says.

In the end, that philosophy runs through everything Pirinen designs. Rules matter, but they exist to support something larger.

A good world. A group of friends. And the unpredictable stories that emerge when the dice hit the table.

Or as he puts it, borrowing an old gaming phrase:

“Let the dice tell the story.”

Orlygg’s RealmOfChaos80s Blog: Oldhammer & the Ansell Years

My first encounter with Oldhammer came via the incredible Realm of Chaos 80s blog. Since 2012, the site’s owner, Orlygg, has documented his hobby, shared pictures of beautiful old lead models, and interviewed legendary creators.

Bryan Ansell, Mike McVey, Tony Ackland, Rick Priestley, and Bill King are just a few of the hobby heavyweights you’ll find conversations with over there. It really is a treasure trove for anyone interested in Games Workshop during that uniquely special Ansell era.

On this episode of the Tabletop Miniature Hobby Podcast, Orlygg gets to sit in the guest chair for once. I thoroughly enjoyed this conversation, and I’ve no doubt that you will, too!

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The MiniGamer: A Weekly Hobby Newsletter

The MiniGamer is a brand new weekly newsletter for tabletop miniature hobbyists. Subscribe for free and get the next edition delivered straight to your inbox.

Here, I share five things that caught my eye in the hobby this past week. The aim is to offer thoughtful curation away from the hype firehose of the average social media feed.

I’m especially interested in highlighting companies and creators who don’t always get the attention they deserve, the ones making characterful products that speak to narrative gamers.

The next edition will go out on Tuesday – don’t miss it!

15mm Wizards & Magic Users

In the lead-up to introducing some magic into our Hobgoblin battles, I’ve added some magic users and bodyguards.

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All came from Ral Partha. Here’s witch elf sorcerer May Hem. Ably backed up by a characterful Kev Adams daemon, she’ll be blasting out spells for Baron Gibb’s Chaos warhost.

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Then there’s Jeff’s dad, a human wizard who’ll join The Order of the Morning Glory alongside his valiant bodyguard, Sir Loin.

What’s the Point in Points?

There was a time when you did not “build a list”. You turned up, someone at the head of the table set the scene, and the battle unfolded.

Halfway through the day, a storm rolled in. Cannon lost effectiveness. Cavalry bogged down. Infantry slogged through mud. You adapted.

No points. No balance patch. Just judgment.

Early historical games and the first wave of fantasy crossovers assumed something many players now struggle with: an umpire and a scenario. You declared intent rather than measuring movement to the millimetre. You tried things. Sometimes they worked. Sometimes they went wrong in spectacular fashion.

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Off the back of his epic two-part chat with Rick Priestley, Jason continues the narrative gaming thread with Gerry of OnTableTop/Beasts of War fame.


Warlord Games attempted to recapture that spirit with the first edition of Black Powder. No points values, just command rules and scenario play. Over time, points filtered back in because players demanded them. Many now find it difficult to play without a number telling them the game is fair before it begins.

That obsession with balance has reshaped the hobby. Tournament culture rewards predictability. Net lists circulate online. Optimised builds become standard. Players arrive already knowing what the “correct” army looks like. Surprise becomes an inconvenience rather than a thrill.

Historical gaming has not escaped it either. Systems such as the DBX family formalised army structures decades ago. Twelve elements a side. Prescribed ratios. Terrain determined in a controlled way. It creates parity, but it also flattens the unpredictability that defined the periods being represented. No one told the Mongols to rein it in for fairness.

Commercial reality plays its part. Games Workshop moved from broad hobby coverage to a tightly controlled ecosystem of its own products. Points systems standardise play and support organised events. They also make purchasing decisions clearer and repeatable. It is effective business. It narrows the lens through which many people first encounter the hobby.

The counter movement is not new. It is a rediscovery. Joe McCullough with Frostgrave and Oathmark leans heavily into narrative. Your warband grows. Your kingdom develops from the land you claim. Identity flows from story rather than a faction badge.

Moonstone goes further. Small model counts. Named characters. Rules freely available. The emphasis sits squarely on personality and evolving lore rather than efficiency.

The common thread is not the rule set. It’s attitude.

A good umpire or GM treats the table like a director treats a cast. Set the situation. Let the players act. Adapt when they go off script. Campaign play magnifies this. Commit too much force and lose it, and it stays lost. Your next game is shaped by that decision. Consequences generate tension far more effectively than a perfectly balanced 2,000-point reset.

Even historical refights benefit from this approach. Add character quirks drawn from film or memoir. Give officers a once-per-game ability tied to their personality. Let cavalry ignore the neat retreat clause if blood is up and history suggests they would. A little looseness often produces far more memorable moments than strict adherence.

Somewhere along the line, hobby time became serious time. Cost debates. Meta-analysis. Optimisation. Yet we are still pushing toy soldiers around a table. The value lies in the enjoyment and the stories that emerge, not the precision of the spreadsheet.

If you want to feel that older energy again, try removing the safety net. Run a scenario without points. Use an umpire. Allow imbalance. Accept uncertainty.

You may find the game breathes more easily without the numbers dictating every decision.

Thundercats Miniatures Are Loose

I got a set of Crooked Dice’s definitely-not-Thundercat miniatures for my Christmas and have really enjoyed painting them up.

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My four-year-old daughter is obsessed with the series right now. I have a DVD boxed set of the original 1980s series, and she loves it. It was my favourite show back in the mists of time, too, so I’ve tried to do a decent job with these guys.

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And it wouldn’t be the Thundercats without this guy.

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Yup, it’s Mister “Next Time” himself, Mumm-Ra the Ever-Living.

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And (somewhat grudgingly) backing him up are the Mutants from the planet Plun-Darr – Jackalman, Vultureman, Slithe, and Monkian.

If you fancy painting your own way over Third-Earth, here’s where you can pick them up.

Next up, the Thundertank. Stay tuned for more updates!

Blood Bowl 3rd Edition Human Team: The Mordheim Double Glazing Company

I’ve just finished painting up my 3rd edition Blood Bowl human team, The Mordheim Double Glazing Company.

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They’ll provide some solid opposition from my other teams, AFC Wimblegnome and Real MovChaos.

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These are mainly original models from my 3rd edition set back in the 90s with the exception of a couple of star players.

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‘Wullie’ is a converted Wargames Foundry pict, and the big tanky lad whom I’ve named ‘The Gaffer’ is from an even earlier edition of Blood Bowl. Big thanks to Ed in our Discord community for very kindly sending him to me.

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I’ve been playing a mini-league with the good lady, and these guys have been dominant so far. They beat Real MovChaos 3-0, then followed it up with a 2-1 victory over Wimblegnome.

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Wullie scored four of the touchdowns so far, and he’s certainly catching the eye of fans and opposition players alike.

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Thrower Chuck (the other is called Chuck’s brother) and catcher Hans (the other is called Hans’ brother) have been integral in these matches, too. The lads will get a rest and a few beers now, as the next game is between Real MovChaos and AFC Wimblegnome.

Recreating Fred Reed’s Iconic Howling Griffons Army: With Jonny Watson Gaming

White Dwarf readers of a certain vintage will undoubtedly remember Fred Reed’s iconic Howling Griffons space marine army. Then-Games Workshop store worker Fred showcased the stunning force in issue 179 (November 94), and it had a runout in the mag’s battle report a month later.

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Fred’s army was a source of inspiration to many young hobbyists in the mid-90s and is still talked about more than 30 years later. One man who’s gone above and beyond in his nostalgia, however, is Jonny Watson of the Jonny Watson Gaming YouTube channel. Jonny did the ultimate homage to Fred’s Howling Griffons by assembling and painting his own tribute act:

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Jonny Watson’s Howling Griffons

I had the pleasure of chatting to Jonny about this project and the opportunities it brought him, from interviewing Fred Reed himself to being featured on the hallowed pages of White Dwarf. We covered his origin story, returning after the inevitable deep freeze, and how running a YouTube channel can supplement and enhance your hobby when you’re not playing the algorithm game.

Two armies, 30 years apart

As ever, be sure to subscribe or follow the Tabletop Miniature Hobby Podcast wherever you listen. And we’d love to hear from you in the Bedroom Battlefields Discord community while you’re at it!

Narrative Wargaming Never Died. We Just Forgot How to Talk About It

When Rick Priestley casually says, “What you’re doing sounds entirely normal to me,” it becomes clear how strange modern wargaming culture has become.

On a recent two-part episode of the Tabletop Miniature Hobby Podcast, Priestley, co-creator of Warhammer and Warhammer 40,000, listens as Jason and Mark describe big tables, no points, Games Masters, imbalance by design, and campaigns driven by story rather than symmetry.

To him, none of this sounds radical. It sounds familiar.

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The Myth of the Lost Style

Narrative wargaming is often framed as a niche revival or a reaction against competitive play. Priestley rejects that outright. Narrative play is not a rebellion. It is the foundation modern wargames were built on.

Before points values and mirrored tables, games were shaped by scenario and judgment. Sieges were unfair. Last stands were desperate. Balance was not calculated. It was agreed.

Early British designers such as Featherstone, Grant, and Young did not rely on points systems. They assumed good faith, shared imagination, and players who wanted the game to be interesting rather than optimal.

So what changed?

When Balance Became an Ideology

Points values began as a convenience. They helped players build collections and find games quickly. Over time, that convenience hardened into expectation.

Modern balance culture assumes that a properly designed game should resolve to a near-perfect 50/50 outcome between equally skilled players. The result is list optimisation, meta-chasing, and games whose outcome is often decided before the first dice roll.

Priestley does not condemn this approach. He simply questions what it produces. Efficiency, perhaps. Predictability, certainly. But not always joy.

The Games Master We Lost

One of the clearest casualties of this shift is the Games Master.

In the episode, Jason describes running vast multiplayer games overseen by a GM who introduces events, resolves disputes, and keeps the story moving. Priestley immediately recognises the model. This was early Warhammer. Early roleplaying games. Early wargaming.

The GM was never a workaround. They were the engine.

Attempts to replace that role with campaign books and flowcharts were understandable, but limited. You cannot automate trust or improvisation. A referee works because everyone agrees they are there to make the game better.

As Priestley puts it, the only rule is that the Games Master is always right. Not because they wield authority, but because the group has given them responsibility.

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Rules as Tools

Another striking thread in the conversation is how casually the group ignores rules.

Forgotten mechanics are handwaved. Unclear outcomes are resolved with a roll and a decision. Priestley admits that even with systems he helped write, momentum matters more than correctness.

This is not carelessness. It is confidence.

Narrative players are not anti-rules. They simply refuse to let rules dominate the experience. Systems are scaffolding. If something blocks the flow of the game, it is removed.

In a hobby obsessed with precision and FAQs, this mindset feels quietly subversive.

Not a Rejection, a Reminder

Priestley is not calling for the end of competitive play. He is arguing for memory.

Narrative gaming never died. It was crowded out of the conversation. What groups like Jason’s are doing is not inventing something new. They are remembering how the hobby once worked and choosing to make space for it again.

The most radical idea in modern wargaming is not breaking the rules.

It is remembering they were never the point.

NARRATIVE FANTASY WARGAMING DAY 
Saturday 10 January 2026
What You Need To Know – Guide
VENUE

Great Shefford Village Hall
Station Road, Great Shefford
West Berkshire, RG17 7DR

Plenty of car parking on-site!

2 miles north of J14 on M4

TIMINGS

Arrive from 9am for a 10am start.

The game can continue into the evening
but people are more than welcome to leave
when they need to. No pressure either way.

FOOD & DRINK

Water & tea & coffee making facilities
are available and snacks (biscuits, crisps)
will be provided.

There will be an option to send out for
take-away food (nip to the shop), or
people are welcome to bring packed lunch.

There is plenty of time to eat & drink
throughout the day.

GAMING

We are using Warhammer 6th edition rules
with 4th edition magic.

There is no need to know the rules!

MINIATURES

There are plenty already provided models
to go around
but we would encourage people
to bring their painted miniatures.

Join the Bedroom Battlefields Discord

A New 15mm Chaos Army Takes to the Field

I’ve just finished setting up a game of Hobgoblin, which sees the debut of my recently completed 15mm Chaos army. They’ll be allying with Grabbum’s greenskin horde to lay siege to the small but mighty forces of Lord Marshall Longfellow.

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Evil warlord Baron Gibb leads the chaos host on Wyther Spune the manticore.

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The baddies are a very Battlemasters-esque alliance.

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I launched my 15mm collection with a bunch of monopose units, which I have great nostalgia for. But I added this dynamic mob of shieldmaidens recently. They were a lot of fun to paint, and I’m chuffed with the outcome.

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Likewise these beastmen. A very characterful unit.

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Their allies, Grabbum’s greenskin horde.

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And the vastly outnumbered Order of the Morning Glory. Can they possibly survive this sweeping tide of Chaos? We’ll soon find out!

See the full album.