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JReynolds last won the day on August 5

JReynolds had the most liked content!

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  1. JReynolds

    The Rumour Thread

    It is, in the sense that it's a continuation of the plot - the overall plot-line and character development moves forward with this one, it's not a side-story, like "The Tainted Axe". But it's also not, in the sense that only two of the characters show up, and it's fairly self-contained. Due to my schedule, I won't be able to write the second novel until late next year at earliest, unless I manage to juggle some stuff around. But, rather than let the series lie fallow, the current plan is to fill the gap - and move the plot forward, if only in small, incremental ways - with short stories and audios, like this one. Basically, it's the MCU Avengers plan - a few stories with individuals, or duos, then everybody together for one big adventure, then some more individual stories, then another big story, repeat as necessary. This is partly due to the fact that we're not sure yet whether the series is finite (i.e. three books and done), with potential spin-offs, or whether it's going to be an ongoing (i.e. Gaunt's Ghosts). A lot of that is down to sales, but some of it just depends on scheduling.
  2. JReynolds

    Is AoS cluttered?

    Personally, I have the same problem you do, with regards to keeping track of what does which. I played smaller games to start with, because it means less to keep track of - a leader, 3 or 4 units (maybe a 1000 points, if you're using points?), and a simple scenario. Once I'd played a few, and gotten used to certain mechanics (destiny dice - you have no idea how many times I forgot about those...), I started playing larger games. So that's what I'd suggest. Start small, get used to the synergies between a few units, and then expand as and when you feel comfortable. Maybe add 1 or 2 new units, and see how they work, or a new hero. Most folks I've played with don't mind smaller games, because they tend to be fairly quick, even with someone like me, who forgets how charging works on a regular basis.
  3. JReynolds

    Malign Portents

    Ha! She might pop up later, if I can find the right story for her.
  4. JReynolds

    Malign Portents

    There's a free excerpt in last month's White Dwarf. You can also download the same (I think) excerpt from the BL site. Read it (it's about...5,000 words, maybe?) and see if you bounce off, without having to worry about buyer's remorse. Also, fair warning, I am...several leagues below Philip Pullman in terms of ability. I like to think I'm good to decent, but I am not that level, yet.
  5. JReynolds

    Ghosts of Demesnus

    Usually anywhere between 5,000 and 10,000 words. So, a short story of between fifteen and thirty pages, generally. Sometimes they're shorter (say 2,500 - 3,000 words), but only rarely. This one is around 13,000 words, if I remember correctly. According to Amazon, that adds up to 38 pages.
  6. JReynolds

    Fluff Problems

    One of the first and hardest lessons a professional author learns is that public reception/perception often does not fully align with cold, hard sales data.
  7. JReynolds

    Fluff Problems

    Possibly a bit unfair, but understandable. I also think many of those complaints - at least those regarding people doing people things - were mostly hyperbolic. Symbolic of what folks saw as a weakness in the setting. No one really cares about the unseen farmers - they care about not being able to visualise them tilling their fields, between battles. We need that sort of thing, because it adds colour to the setting. But it's also the sort of thing that gets cut out of novels, because it's often an unnecessary aside, or may take the reader out of the story.
  8. JReynolds

    Fluff Problems

    Not cynical so much as realistic. I think people like to have the background for a game all in one place, or easy to hand - we've been trained to look for that, in a game. Big fat core books go a long way to scratching that itch, as do wikis (which have the added benefit of being free). Novels require a greater expenditure of effort, both in time and money. Too, tie-in novels often have a symbiotic relationship with the background - they work best together, to reinforce the little details in a way that helps the reader immerse themselves in the setting more fully. On top of that, many people mistrust tie-in novels or see them as simply hack work, for a variety of reasons - some good, some bad - so they won't trust background that comes solely from that source, as most of AOS' background did, up until recently. Also, as a side note, that quote from your friend is telling - what they likely wanted was a Warhammer Fantasy novel. What they got was an Age of Sigmar novel. Few to none of the familiar tropes or touchstones that a reader might be looking for, which leads to dissatisfaction. They wanted a familiar experience, and got something close, but ultimately different. Which is pretty much AOS in a nutshell. tldr; people want background for their games, and they want it quick, (relatively) cheap and plentiful. If it's not easily available, they may decide that it's not there at all. It is what it is, neither a good thing nor bad.
  9. JReynolds

    Fluff Problems

    Mostly, I suspect that had to do with WHF's pseudo-historical grounding, as far as the human factions were concerned. If it *looked* like the Holy Roman Empire or Medieval France, then it was easy to assume it functioned the same way. Too, details accrue over time - even if the WFRP elements were largely stripped out over successive editions, people (some people) *remembered* them, which added to their understanding of the setting as a whole. And they shared that understanding with others, which led to details being disseminated across generations of players. That led, I think, to WHF having a 'lived in' feel. And what I think many people wanted was for AOS to have that same feeling of accrued detail - and it couldn't. Still can't, really. That kind of thing takes time and care to build - it takes multiple editions, tie-in novels, RPGs and player discussion. Too, it was intended - initially, at least - that the bulk of that kind of world-building would be done in the initial wave of BL books (or so it was explained to me by my editor at the time). So if you didn't read the BL books, you weren't getting any real basic details - the place names, the landmarks, etc. - that we were trying to thread into the stories. Which unfortunately meant that AOS seemed fairly empty as a setting. That's actually the reason I started linking all of my AOS stuff together...it was the quickest way to build that sense of detail on my end.
  10. JReynolds

    The Rumour Thread

    Thanks! I'm a follower of the Larry Hama school of tie-in writing...you know you're doing your job right if people are buying the toys. Or miniatures, in this case.
  11. JReynolds

    Mercenary Stormcast?

    Or the Sacrosanct Chamber. Or both. And that is the question, isn't it? Remember, the Six Smiths aren't human demi-gods...they're duardin. Which means they might not have the same perspective on things as Sigmar does.
  12. JReynolds

    Stormcast Eternals lore question

    I meant physical healing, but that's actually an interesting question. I've never thought about it that way, but in some cases, the Reforging might simply reinforce the strongest elements of a Stormcast's personality, if they were particularly strong-willed. Making them more themselves, so to speak. That'd be an interesting twist on the usual pattern...
  13. JReynolds

    Mercenary Stormcast?

    Another possibility is that it's part of a disconnect between Sigmar and those who oversee the Reforging process. There's a flaw, and Sigmar wants it fixed, but some among his servants might not see it as an entirely bad thing and so take advantage of it to...prune what they view as undesirable traits from the reforged warriors. All in the interest of better serving Sigmar, obviously.
  14. JReynolds

    Stormcast Eternals lore question

    I mean, you're not wrong. But technically, that's what rule of cool is, as far as AOS goes. The realms are basically big bags of untamed magic, and someone with a strong enough will or belief can sort of...nudge the bag a bit. Make things happen. Gordrakk wants the helmet because it's a cool trophy, so he keeps it, whatever the enchantment on it says, because he's Gordrakk and he's possibly a shard of Gork. By the same token, a Blood Warrior trying to claim a Stormcast's skull might be eternally frustrated, because he's just not focused enough - or strong enough - to circumvent the Azyrite enchantments.
  15. JReynolds

    Stormcast Eternals lore question

    See, that's an interesting question there...I'd imagine that it would have to do with the trauma associated with the wound. If it was just one wound among many, it might well be healed up. But if that missing eye was a part of their identity - a badge of honour, a mark of courage, the mark of a traumatic injury, or what have you, it might well remain. Imagine that...having that scar be a sort of touchstone for the Stormcast's personality, fading (healing) a bit each time they're reforged, symbolising the erasure of their personality, until finally, it fades entirely. All distinctiveness is gone, leaving a perfect automaton of war, rather than an honourable warrior. That's some good narrative thread there. Somebody should write that up into a story and submit it to the next BL open submission window.