Help support TMP


"What the Hobby Needs?" Topic


15 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

For more information, see the TMP FAQ.


Back to the Wargaming in General Message Board


Areas of Interest

General

Featured Hobby News Article


Featured Link


Featured Showcase Article

Modular Buildings from ESLO

ESLO Terrain explains about their range of modular buildings.


Featured Profile Article

Is This Useful? Craft Scraper

Need to clean, scrape or spread?


Current Poll


Featured Book Review


455 hits since 18 Mar 2026
©1994-2026 Bill Armintrout
Comments or corrections?

Personal logo Editor in Chief Bill The Editor of TMP Fezian18 Mar 2026 11:12 p.m. PST

I asked AI for suggestions about new rules for miniature wargaming, and here are the suggestions:


Designing a new miniature wargame is about finding that "sweet spot" between a compelling setting and a unique mechanical hook. Here are 15 fresh concepts for rulebooks, ranging from hard sci-fi to whimsical horror.

Sci-Fi & Cyberpunk

Neon Velocity: A high-speed combat game where movement is mandatory. Units generate "Heat" based on speed; too slow and you're a sitting duck, too fast and your systems melt.

Void-Lock: Set entirely on the exterior of a crumbling space station. Gravity shifts every turn, changing which surfaces are "floors" and throwing unanchored models into the abyss.

The Last Signal: A stealth-focused game where you control a drone swarm. Players don't have line-of-sight; they must "ping" the map to reveal enemy positions, but pinging reveals their own location.

Bio-Engineers of Eris: Instead of buying units, you spend points on DNA strands. You "grow" your army mid-game, evolving units with wings, armor, or toxic spit to counter your opponent's builds.

Fantasy & Supernatural

Grave-Shift: You play as the "Night Watch" in a haunted necropolis. The twist? The terrain (tombstones and crypts) literally rises and moves as the "undead" environment reacts to your presence.

Alchemists' Duel: Combat is based on a "mixing" mechanic. Your units carry base elements (Salt, Mercury, Sulfur). When they move adjacent to each other, they trigger explosive area-of-effect reactions.

Fable-Bound: A "storybook" skirmish game where every objective is a narrative trope. To win, you must fulfill a prophecy (e.g., "The Peasant must strike the killing blow") rather than just wiping out the enemy.

Roots of Yggdrasil: A vertical wargame played on a 3D tree structure. Units climb, jump, and fall, with combat effectiveness determined by your height relative to the "Roots" or the "Canopy."

Historical with a Twist

Trench-Ghost: A WWI horror game. Standard historical combat is interrupted by "The Fog," a neutral third party of eldritch monsters that hunts whichever player is making the most noise (firing the most shots).

Bronze & Behemoth: Bronze Age warfare (Sumerian/Egyptian) where gods are literal units on the table. However, gods are fickle—if you don't sacrifice your own units to them, they might switch sides mid-battle.

Age of Da Vinci: A "Clockpunk" Renaissance game featuring wooden tanks, glider-infantry, and spring-loaded knights based on Leonardo's actual sketches.

Experimental & Niche

Micro-Colony: A 1:1 scale game played with "insect-sized" miniatures. The battlefield is a literal kitchen table or backyard garden, where a discarded soda can is an impenetrable fortress.

The Floor is Magma: A high-lethality platforming wargame. The "ground" is removed piece by piece every round. Units must parkour across shrinking terrain while fighting for the few remaining safe zones.

Ink-Stained: A solo or co-op "map-drawing" wargame. As you move your minis, you physically draw the map and its features on a dry-erase surface, creating the lore of the world as you play.

Dream-Scape: Units represent abstract emotions (Rage, Melancholy, Hope). Combat isn't about physical damage, but "influence." You win by converting the enemy's units to your own emotional state.

Personal logo ochoin Supporting Member of TMP19 Mar 2026 1:59 a.m. PST

Interesting list. But at the risk of being a grinch, they're idea-rich but play-poor.

A lot of them seem figures etc are nearly redundant & I want miniatures + terrain + a few markers, not admin, record keeping or pure imagination.

Yes, I realise they're concepts but most seem to be a "Cool idea" but not promising substance.

Though as I said, interesting.

Louis XIV Supporting Member of TMP19 Mar 2026 4:33 a.m. PST

It's fascinating how many of these have existed in some way. That's not unexpected for AI which can't be original.

Bio-Engineers of Eris: There's a board game called Evolution

trench-ghost: 1490 Doom meets Trench Crusade

micro-colony: Remember Fairy Meat?

Personal logo etotheipi Sponsoring Member of TMP19 Mar 2026 4:43 a.m. PST

"I asked AI" is not the best basis to evalute the suggestions.

You probably mean a commercial LLM. But it wouldn't have to be.

The specific model and version are important as well, but mostly in terms of the corpora (the body of encoded information used to generate an answer).

Exactly what and how you asked is extremely important in how it provides an answer. Part of that is whether or not the model keeps a "profile" of you as a user – a collection of top-level filtering data on your past activity. If that exists, it makes a huge difference.

To me, this looks like "what are people on some set of Internet sites with wargming focus saying they really, really want?" Which would lead to Ochoin's response.

This is ChatGPT 5.3, free account. So present, but limited user customization on an account used to evaluate user experience.

-----
what are the top three things wargaming needs?

It depends a bit on whether you mean the hobby, the industry, or the games themselves—but the interesting answer is where all three overlap. The "top three" aren't really about mechanics; they're structural.

**1) Frictionless onboarding (without dumbing things down)**
Wargaming still has a *translation problem*. Not rules complexity—people can handle complexity—but *entry friction*: scattered rules, unclear first purchases, mismatched expectations between lore, models, and gameplay.

Games like Warhammer 40,000 or Infinity aren't actually hard—they're *layered*. But new players experience them as opaque because:

* "What do I buy first?" isn't obvious
* Core rules vs. faction rules vs. errata is fragmented
* The first game often isn't representative of the real game

What's needed isn't simplification—it's **curated first contact**. Think: guided scenarios, constrained decision spaces, and a *clear path to competence*. Basically, onboarding that respects intelligence but removes ambiguity.

---

**2) Social infrastructure (not just communities)**
Wargaming is not a solo hobby—it's a coordination problem disguised as a game.

The biggest hidden barrier isn't cost or rules—it's:

> "Can I reliably get a good game with someone I want to play?"

Local scenes often hinge on a few organizers. When they burn out, the ecosystem collapses. That's fragile.

What's missing:

* Better matchmaking (skill, tone, expectations)
* Norms that reduce "gotcha" play and rules lawyering
* Structures that survive individual personalities

Compare how Dungeons & Dragons solved this socially (session zero, shared expectations) versus how many wargames still rely on implicit norms.

Wargaming needs **repeatable social contracts**, not just rulebooks.

---

**3) Convergence between narrative, mechanics, and models**
Right now, many systems are three semi-detached products:

* The *lore fantasy*
* The *rules engine*
* The *miniatures line*

When they align, the hobby sings. When they don't, you get dissonance:

* Units that look powerful but play weak (or vice versa)
* Narrative that suggests one style of play, but rules reward another
* Beautiful models that never hit the table

Bolt Action works because its mechanics reinforce its theme (friction, uncertainty, command limits).
Age of Sigmar has steadily improved here by tightening the loop between faction identity and gameplay feel.

What's needed is tighter **design coherence**—where what you *see*, *read*, and *do* all point in the same direction.

---

### The underlying pattern

All three come back to one thing: **reducing unnecessary entropy**.

* Onboarding reduces *cognitive entropy*
* Social infrastructure reduces *coordination entropy*
* Design coherence reduces *experiential entropy*

Wargaming doesn't need to become simpler. It needs to become **legible**—to new players, to opponents, and even to itself.

---

If you want to push it further, there's a fourth "almost-top-three" item: **time compression**—getting meaningful games into smaller, more predictable time blocks without losing depth. That's where a lot of modern design energy is quietly going.

Curious which layer you were aiming at—design, community, or business?
-----

Swampking19 Mar 2026 5:19 a.m. PST

Hate to be a grouch but do we seriously need new rules?? WW2 and Napoleonics must have over 100 rulesets for each of these periods.

What we need is a time machine to go back to a time when it was about the game and camraderie and NOT about the rules.

Personal logo John the OFM Supporting Member of TMP19 Mar 2026 6:03 a.m. PST

As soon as I read "I asked AI…" I zoned right out. Then I came down here to comment.

JLA10519 Mar 2026 6:12 a.m. PST

Less AI slop.

Oberlindes Sol LIC Supporting Member of TMP19 Mar 2026 11:11 a.m. PST

John the OFM for the win.

Personal logo Flashman14 Supporting Member of TMP19 Mar 2026 11:37 a.m. PST

Trench Ghost! I'd play that. Silver Bayonet could work for it.

Zephyr119 Mar 2026 3:14 p.m. PST

" A WWI horror game. Standard historical combat is interrupted by "The Fog," a neutral third party of eldritch monsters (…)"

There was a movie with that theme, but I can't remember the title…

GildasFacit Sponsoring Member of TMP19 Mar 2026 3:49 p.m. PST

What AI 'thinks' is wargaming isn't what I think is wargaming.

Stop obsessing about something you clearly don't understand.

BrockLanders19 Mar 2026 3:52 p.m. PST

I could see "The Age of Da Vinci" being popular with the right minis and a good set of rules

Personal logo miniMo Supporting Member of TMP19 Mar 2026 3:54 p.m. PST

Large Language Model (LLM) computing has no actual intelligence involved. It creates statistical models that create words based on what appears to be an answer. There's no actual thinking, and they don't even know what the words they're assembling mean. They just use probability to assemble a word salad that statistically should resemble a real answer. At best they are parroting some existing combination of documents; but just downright hallucinating is always a possibility.

Giles the Zog20 Mar 2026 2:27 a.m. PST

" A WWI horror game. Standard historical combat is interrupted by "The Fog," a neutral third party of eldritch monsters (…)"

There was a movie with that theme, but I can't remember the title…

Deathwatch.

9 Brits stranded in a German? trench…from 2002

Personal logo StoneMtnMinis Supporting Member of TMP20 Mar 2026 7:30 a.m. PST

Need more Napoleonic rules because the number of DH's from the Napoleonic discussion boards have dropped to zero.

Sorry - only verified members can post on the forums.