I think everyone, including GW would love to see more armies, but this ties with boring stuff like marketingand shelf-space.The bottom line is this: there is only so much shelf-space in games shops, and GW cannot simply add new armiesindefinitely.
StS: Not all people like GW's current view of Bretonnia. Some people prefer the old WFB3 version inwhich the land is a dark and corrupt palce. How do you think about Bretonnia?TP:
For me personally, Bretonnia will always be a glittering kingdom of knighthood in the surface, but if youscrape at it underneath there is bigotry, xenophobia, poverty, religious intolerance, corruption, and chauvinism,not to mention Chaos worship, undead and murder.As a professional games designer however, I think Nigel Stillman did a right thing when he turned them into thisArthurian legend. I held a quick poll in one of the larger games conventions where I was a Guest of Honour. Vastmajority of the gamers preferred knights in shining armour. Before the changes, no-one played Bretonnians.
StS: Many people would like to see again a Fimir army for WFB. Do you know the reason why GW doesn'tlike a rerelease of the Fimir?TP:
Simple! No one ever bought the models, or played with them. It was an unsuccessful product. Maybe one dayGW will re-vamp it and turn it into something gamers actually like.
StS: Are you still playing WFB or Mordheim?TP:
I pick up a game of Mordheim now and then, especially when I attend gaming conventions.
StS: Mordheim is one of the best (if not the best) Games GW ever released. It has this Dark FantasyFlavour which WFB lacks. Many of the Skills were taken from Warhammer Fantasy Roleplay.
How strong was the WFRP-influence when creating the game?
Very strong. Back in Finland I ran a WHFRP campaign for five years, which influenced me hugely. Alsoremember that I worked very closely with Rick Priestley (director of product development at GW), creator of WHFRP, and he has been a major influence in my professional career.
StS: What did you envision Mordheim to be and how successful do you think you were in your effort?TP:
If anything, it turned out to be better than I imagined. Game has been very successful, and gamers havereally adopted it for their own. I would have liked to have spent more time on the rules side of things, doing a bitmore generic skirmish rules to accommodate stuff like fighting amongst trees, underground etc. But overall I amwell satisfied.Especially the visually and in terms of atmosphere the game really shines, thanks to the artists led by the mightyJohn Blanche.
StS: What were you planning on doing in the long term with the entity known as the Shadow Lord?TP:
Ah, the Shadowlord... I'd like to return to that idea someday. I will not reveal details, but I did write his gamerules for my own use, and if you look at the full-page picture of the Sister of Sigmar in Mordheim Rulebook, you'llnotice a chained demonic form behind them. Coincidence? No it is not. And I am not saying anything more.
StS: This seems to be an important question for many Mordheim players: why is the number of models ina Witch Hunter warband limited to twelve?TP:
The character of the Witch Hunter warband is a compact, very well armed and equipped group of religiousknights. It is the character of warband, and their special rules and equipment reflect this.I actually would have liked to tinker with their rules just a little bit more(to allow them summon a few more zealotsbefore a fight and allow them to ignore rout tests caused by dogs/rabble), but I was very wary of trying to makeany warnband stronger than others. I felt that Witch Hunters with no drawbacks would have been too goodcompared to Mercenaries.