• Since I spent most of the last post talking about why it’s difficult to get people into Freebooter’s Fate in the US, today, I’m going to explain why I think it’s a great game using an example that isn’t the first thing people will notice. Sure, I could talk about the rules, but this is my blog and so I can talk about ridiculous things here instead of actually posting pictures of stuff I’ve done. It also means I don’t need to figure out how to correct the issue with images displaying with a green filter, because I am trying to be cool with my blog design.

    Basing in Freebooter’s Fate is simple. Miniatures are based on 25mm squares if they are small or medium, a 25mm by 50mm base for some animals (which is pretty uncommon), or a 50mm by 50mm base if they’re a large model. Every model comes with an appropriately sized base, which is pretty standard for the industry. Mechanically, the square bases work well, as line of sight starts along the back edge in a 180 degree arc. Facing is easy to determine, and given that it can be helpful to mark which edge is the back, you can write the model’s name to make it even easier. So far, nothing particularly special.

    So what about the actual bases? I said that they’re 25mm squares, but that’s a bit of a simplification. Take a look at the base below:

    A picture of a 25 by 25 millimeter base for Freebooter's Fate.

    Take note of the lip around the base. Rather than generic square bases, these are specifically manufactured for Freebooter Miniatures. The recessed area in the base is 1.5mm deep, 19mm wide at the bottom, and 20mm wide at the top, creating a right-square frustum void in the base. Apart from teaching most people a new geometry term, this void is part of why the bases are so interesting: every miniature comes with a base insert that fits that void.

    The base insert – which is made of the same material as the miniature, meaning it’s normally metal – completely removes the need for pinning more dynamic sculpts to the base, gives it an even weight distribution for better balance, and ensures that every model has an appropriately thematic base. This is perhaps my favorite part of the intentionality of design here: all of these elements combine to combat the typical issues people have with metal models and reduce the work needed to make it seem finished. I know I often stall out around the basing part of a project, so having that taken care of from the start really helps everything seem unified.

    The point of all this musing about bases and design is to get people to think about how the small, seemingly inconsequential elements of a model’s design influence the overall experience. If models with thin limbs and small points of contact needed to be pinned, then the audience would be limited to the kind of people who pin everything. If they were unbalanced due to their combination of weight and pose, then it would be much harder to encourage terrain verticality and make use of the steady footing rule, which says that a model needs to be able to balance on a piece of terrain in order to be placed on it. If thematic basing wasn’t part of assembling the model, then the theme that this game relies on would put an additional burden on players to base everything in an appropriate fashion, which could lead to wildly different-looking crews.

    These bases are emblematic of why I love this game and part of why I’m surprised it’s not more popular.

    Hobby Progress

    The main hobby progress today is working on updating the English translations for the Compañero app: combing through files to ensure that things are translated consistently and reference the latest errata is a time-consuming process that I happen to greatly enjoy. I’ve mostly gone through the headings today, with the bulk of the rules references still waiting for review.

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  • This blog is an attempt to keep me on track as I steadily work on my plan to build a local community for Freebooter’s Fate, the fantasy pirate skirmish game by Freebooter Miniatures. While convincing people to play a game is always difficult, this game has some additional barriers to entry:

    • Availability: This is a game made in Germany, consisting mostly of hand-sculpted miniatures that are cast in metal. With the current instability around ordering to the United States from abroad and the apparent lack of a US distributor, getting releases is a bit complicated. With individual miniature prices at around €14,50 (currently $16.86 as of posting), this makes it a hard sell to a lot of people, even though you only need between 4-6 miniatures for a full-sized game. There’s also enough items that you need to play that are specific to the game and aren’t easily replicable – the Game cards (including hit location, fate cards, Loas, and equipment), Boat deck, Equipment & Loas deck, and Shadows deck are all needed to have all of the game’s mechanics available.
    • Theme: Pirates are cool, and fantasy pirates are cooler. Unfortunately, it is an incredibly narrow niche for a game, so trying to convince others to play requires them to buy-in to the conceit. There’s also some themes in the background of the game that I’ll end up writing about because I am incapable of not critically analyzing anything I enjoy.
    • Resources: English-language resources for Freebooter’s Fate are few and far between. The Compañero 2.0 is an excellent crew building resource, but the English version is still being updated and corrected. The books are available on Wargame Vault as PDFs, but print versions of the latest Tales of Longfall books don’t exist in English quite yet and – as someone who likes having books for table reference – is a bit of a bother. There’s even an untranslated book for Campaigns, which I haven’t quite managed to take a look at yet.
      • For anyone who doesn’t speak German: select Einstellungen (the sixth link on the landing page) and change Deine Sprache to English. I’m also helping to correct the English rules information, so updates to that will inevitably be posted here as part of the project.
    • Terrain: A good amount of terrain with verticality that fits the theme can be hard to come by. Amazons in particular require jungle terrain to really feel like they’re competitive or fun to play.
    • Out of Production Items: While this is something that happens to every game, there’s a few items that are out of production that I would like more of. The standout introductory scenario, Attack of the Zombie Octopuses, does not actually have any miniatures currently available. There’s also some tokens that I would love to have more of, including ammo counters and Numskull tokens.
    • Metric: As I am in the US, many of my gaming peers are somewhat skeptical of using centimeters. This is a small issue, but it’s a barrier that needs to be acknowledged when trying to get others to play.

    There are a ton of barriers in my way, so I plan to tackle them bit-by-bit. I’ve already primed and started painting my initial demo crews, I have access to a bunch of high-quality terrain at my local gaming shop (who will get a shoutout as soon as I feel okay to let people know I have a blog), and I am dedicated to getting through my backlog enough to attract interest to this game.

    Hobby Progress

    I started a blog. I also told people why this game is a hard sell, which is probably not a great way to get people interested, but I’m a natural pessimist so I may as well be honest.

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