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Designer’s notes – Mike
The starting point of Sedition Wars was the
miniatures, and however far we go on the journey we’ve started in this
universe, it will always come back to the miniatures in the end. Our aim when
starting Studio McVey, was to provide the best miniatures possible for
painters, collectors and gamers - and I’d like to think we have done exactly
that in the last three years. I’ll happily put our miniatures along side any in
the industry. I’m intensely proud of the miniatures we have created with the
help of some of the most talented concept artists and miniature sculptors in
the industry.
We launched Studio McVey with the Limited Edition
resin line, and while that allowed us to let our imaginations run wild –
producing miniatures for any genre and style, we always had plans to be a
little more focused. Sedition Wars is our opportunity to do just that – a
chance to create an exciting and evocative universe to set the miniatures in.
The genesis of the Sedition Wars line was one of the
Limited Edition miniatures - Lieutenant Kara Black. Right from the initial
concept by Sam Wood, she seemed to have a life of her own, and we wanted to
find out more about who she was. Little did we think back then – this game is
where she would lead us.
We always wanted Sedition Wars to be Kara’s story (I
know, it sounds like a terrible Lifetime movie), and we would follow her, much
as you would the main protagonist in a video game. Initially the story was her
fight against the Firebrand rebellion, and the ways that conflict altered and
drove her. Then the Strain arrived.
I can’t remember exactly how The Strain was born –
they were the product of the many creative meeting between Rob Baxter and
myself. Once they had arrived, there was no ignoring them – and they
quickly spread and infected our thoughts and plans. We really had no choice!
That quickly led to the birth of Battle for Alabaster – the first game set in
the Sedition Wars universe, and the product for which we have launched the
KickStarter campaign.
Once we’d decided to create Battle for Alabaster, we
had to fix on what sort of game it was going to be – we soon came to the
conclusion we didn’t want it to be a table-top skirmish game. The preferred
option was for something fast and easy to play – but that still offered a lot
of tactical flexibility, and most importantly – re-playability. We think Battle
for Alabaster fits that brief very well – there is a claustrophobic urgency to
the games, and they are certainly fast and bloody!
Rob started working on the rules late in 2010, and I took an early version to the following GenCon to see what people thought.
The universe has grown and changed since it was first
created – in fact it’s almost got a life and momentum of its own. Little ideas
mentioned in passing suddenly became central parts of the story, and plot lines
developed of their own accord. I think that’s the way it should be – if we were
still rigidly adhering to the original ideas we had, Sedition Wars wouldn’t be
nearly as exciting and (hopefully!) compelling as it is now.
So Sedition Wars: Battle for Alabaster is the result
of over two years of effort – countless hours of work, but a fun and rewarding
journey. Our aim was always to tell a story – if we can immerse people in that
universe and keep them coming back to find out what is happening to the
characters – we’ll have done our jobs well. We hope you enjoy playing Sedition
Wars: Battle for Alabaster as much as we’ve enjoyed making it.
Mike McVey
Sheffield
2012
1 comment:
That's fantastic :)
One of the things that appeals to me most, as a guy who teaches Games design (for computer games..) Is this is yet another illustration of where these two areas crossover, and how very very similar they are.
I'm aiming to use tabletop mechanics and minis in my teaching next year, because of how the core concepts mate up.. but that concept art right there, is exactly what I teach my students to create for Computer Games characters.
I also love how this has evolved. it gets you liek that th3e creative process. and an idea that cant be ignored is a wonderful thing.
huge congratulations in getting that idea off the page and into a real, amazing, sucessful product. so many don't make it :)
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