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“A beginning is the time for taking the
most delicate care that the balances
are correct.”
‐ Frank Herbert, Dune
It was the Year 1998...
‐ The world was gripped by Y2K paranoia
• All over the world, people were convinced the
apocalypse was NOW
• At GW, we decided to make it happen!
• We’d been looking for a fantasy Skirmish setting
for a long time
The Rules
‐ How to innovate and pay homage at the same time
• Had tie into Warhammer 5th edition rules
• Important not to deter Necromunda players
• Blend dice and storytelling
Philosophy
‐ We went back to grimdark, low fantasy
• Mainly human warbands
• Magic is rare and dangerous
• Even supernatural elements are almost
believable (ie. the Undead have Zombies,
not Skeletons)
• Develop with the community
Warbands
‐ Being thematically correct was everything
• Low magic, high grit
• Each faction had a reason
to be in Mordheim
• Armour and blackpowder
weapons are expensive!
Innovation
‐ Innovation within skirmish game space
• Risk/reward gameplay: Diving charges, jumps
• Knocked down/stunned rules tied to miniatures
(think Little Wars!)
• Vertical gameplay
• Fast post-battle sequence
Easter Eggs
‐ The team had a mission to fill the game with surprises
• Spider-man, Highlander and many others
• Tons of inside jokes from the Studio
• Put fish everywhere
Playtesting
‐ First GW game where external playtesting was official
• Playtesting group grew out of the
newsgroup community
• International playtesting via miracle of
Internet
MORDHEIM ART
The Mordheim factor
‐ The final hurrah of the artisan illustrator
• Everything was hand-made
• Mordheim had a plan as a whole, rather than lots of individual
illustrations
• Distinctive look that has stood the test of time
• Only project where John Blanche was given a free hand
The Final Art
Inspiration
The Production
‐ Production got gripped by Mordheim bug
• Human mercenaries sprue is one of the
longest-serving plastic kits of all time
• Cheaper box price (40 pounds vs 50)
• Plan to make the game as high value for
money as possible
Legacy and Influence
‐ Mordheim has lived on for 20 years and flourished
• Mordheim was always a community-first game (Town
Cryer, Fanatic, Compendiums)
• The fanbase has kept the game alive and flourishing.
• Mordheim created a new game genre, the ruined city
fantasy skirmish (Frostgrave is the best-known homage
game)
Inspiring people
Inspiring people
20 Years Later
‐ The game is going stronger than ever!
• PC game with well over 400 000 copies sold
• Mobile game with 500 000 downloads
• Thriving communities online with tens of
thousands of enthusiasts
• Reddit, Facebook, forums, Youtube
Finally...
And the final secret is...
‐ There were TWO creatures who came with the comet
• Shadowlord, the Avatar of Chaos
• Child of Light, the Avatar of Sigmar
• So the Sisters were in the right, after all!
Mordheim 20 years later

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Mordheim 20 years later

  • 1.
  • 2. “A beginning is the time for taking the most delicate care that the balances are correct.” ‐ Frank Herbert, Dune
  • 3. It was the Year 1998... ‐ The world was gripped by Y2K paranoia • All over the world, people were convinced the apocalypse was NOW • At GW, we decided to make it happen! • We’d been looking for a fantasy Skirmish setting for a long time
  • 4. The Rules ‐ How to innovate and pay homage at the same time • Had tie into Warhammer 5th edition rules • Important not to deter Necromunda players • Blend dice and storytelling
  • 5. Philosophy ‐ We went back to grimdark, low fantasy • Mainly human warbands • Magic is rare and dangerous • Even supernatural elements are almost believable (ie. the Undead have Zombies, not Skeletons) • Develop with the community
  • 6.
  • 7. Warbands ‐ Being thematically correct was everything • Low magic, high grit • Each faction had a reason to be in Mordheim • Armour and blackpowder weapons are expensive!
  • 8. Innovation ‐ Innovation within skirmish game space • Risk/reward gameplay: Diving charges, jumps • Knocked down/stunned rules tied to miniatures (think Little Wars!) • Vertical gameplay • Fast post-battle sequence
  • 9. Easter Eggs ‐ The team had a mission to fill the game with surprises • Spider-man, Highlander and many others • Tons of inside jokes from the Studio • Put fish everywhere
  • 10. Playtesting ‐ First GW game where external playtesting was official • Playtesting group grew out of the newsgroup community • International playtesting via miracle of Internet
  • 12. The Mordheim factor ‐ The final hurrah of the artisan illustrator • Everything was hand-made • Mordheim had a plan as a whole, rather than lots of individual illustrations • Distinctive look that has stood the test of time • Only project where John Blanche was given a free hand
  • 15. The Production ‐ Production got gripped by Mordheim bug • Human mercenaries sprue is one of the longest-serving plastic kits of all time • Cheaper box price (40 pounds vs 50) • Plan to make the game as high value for money as possible
  • 16. Legacy and Influence ‐ Mordheim has lived on for 20 years and flourished • Mordheim was always a community-first game (Town Cryer, Fanatic, Compendiums) • The fanbase has kept the game alive and flourishing. • Mordheim created a new game genre, the ruined city fantasy skirmish (Frostgrave is the best-known homage game)
  • 19.
  • 20. 20 Years Later ‐ The game is going stronger than ever! • PC game with well over 400 000 copies sold • Mobile game with 500 000 downloads • Thriving communities online with tens of thousands of enthusiasts • Reddit, Facebook, forums, Youtube
  • 22. And the final secret is... ‐ There were TWO creatures who came with the comet • Shadowlord, the Avatar of Chaos • Child of Light, the Avatar of Sigmar • So the Sisters were in the right, after all!