Rick Priestley is the world's most successful and best known
wargame designer. He has created many professional wargames
including Warhammer and Warhammer 40K, which together have outsold
all other wargames by a huge margin. He is also the author of
successful sets of historical wargame rules for several periods,
including Black Powder and Hail Caesar.
Dr John Lambshead designed the award-winning computer game,
Frederick Forsythe's Fourth Protocol, which was the first icon
driven game, was editor of Games & Puzzles and Wargames News, and
has written a number of wargaming for Games Workshop. He is now a
novelist writing SF&F and is published by Bane Books. He is now
working on the officially licensed Dr Who gaming rules. Dr John
Lambshead designed the award-winning computer game, Frederick
Forsythe's Fourth Protocol, which was the first icon-driven game,
was editor of Games & Puzzles and Wargames News, and has written a
number of wargaming rules supplements for Games Workshop. He also
wrote the officially licensed Dr Who gaming rules for Warlord
Games. He was co-author, with Rick Priestley, of Tabletop Wargames,
A Designer and Writers Handbook (Pen & Sword Books, 2016). When not
designing games he is a novelist writing SF&F for Bane Books.
He lives in Rainham, Kent.
"In summary, the whole is extremely informative and the first place
to discover a little-known face of the game of history with
figurines. On reflection, the interest of this book far exceeds the
strict framework of designers and, if you like the game of history
with figurines, do not hesitate to discover this "atypical" but
exciting work."-- "VaeVictis"
"Tabletop Wargames lays out issues that designers must resolve, and
offer examples of different mechanisms. The book begins with a
discussion on the line between a simulation and a game, then covers
gaming scales, probabilities, turn sequences, combat resolution,
presentation, how skirmish games differ from larger scale games,
point values, campaigns and scenarios. There is even a section with
advice on how to keep the gaming language neat and tidy so that the
rules lawyers do not have a field day. The tone of Tabletop
Wargames is conversational, and the book is laden with exemplars
from rules sets that most gamers will recognize. It is a quick
read, but has enough material to make it worth going back to for
reconsideration when making critical decisions about your rules
set."-- "MiniatureWargaming.Com"
"This paperback is profusely illustrated with color photographs of
wargames in progress and offers an extensive list of reference
works. This handy book should enable wargamers to create their own
richly rewarding experiences."-- "Toy Solder & Model Figure"
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