We've seen some large-scale narrative games take place within the Bedroom Battlefields community these past couple of years. But is this approach often overlooked in favour of "balanced" points-based pitched battles?
Jason and Mark from the Bedroom Battlefields community sit down with legendary game designer Rick Priestley to talk about the roots and future of narrative wargaming.
They explore how tabletop wargames were played before points lists and tournament balance took over, and why story-led, games master driven play still matters today. The conversation ranges from early Warhammer and historical wargaming to massive multiplayer battles, campaign play, and the creative freedom that comes from trusting the people around the table.
This is part one of a longer discussion, focusing on the shift from narrative play to competitive formats, and what was gained and lost along the way.
Topics include:
- How wargames were played in the 1970s and early Warhammer era
- Why Rick Priestley avoids points-based systems in his own games
- The role of the games master in creating memorable experiences
- The shared DNA between early wargaming and role-playing games
- How commercial pressures reshaped Warhammer
- Why narrative campaigns struggled to survive despite strong ideas
The result is a thoughtful, funny, and occasionally provocative conversation about play, creativity, and why wargames do not need to be hyper-competitive to be meaningful.
Part two continues in the next episode of the Tabletop Miniature Hobby Podcast.
Join the conversation:
If narrative gaming, story-led battles, or games with a games master resonate with you, you are welcome to join the Bedroom Battlefields Discord at bedroombattlefields.com/discord