INTERVIEW WITH DESIGNER & GAMES PRODUCER TRISTAN HALL
[A few months ago I was unfortunately away on holiday when Tristan Hall came to my local games store (Wargames, Southport) on its club night to demo his latest game design, Tears For Many Mothers. More recently his own family commitments meant that the hoped for opportunity to meet and game with him at a local twice yearly gaming event went out the window. So, thankfully there is at least the good "old" internet which gave me this opportunity at least to pose some of the questions that I'd hoped to ask face to face.]
What were some of the other influences and reasons that led you to design and produce your first game, Gloom of Kilforth?
Among your many decisions as the designer, why fantasy for your theme and why purely a card-based game?
Is there a particular group of gamers or games club that have helped you with playtesting?
The gaming community on boardgamegeek has been immensely helpful over the years. For example, I tinkered with some scenarios for the D&D Adventure System games and built some adventures for the Lord of The Rings: The Card Game LCG that had tens of thousands of downloads and loads of positive feedback, which really helped me believe I could create something of my own from the ground up. When I mentioned that that's what I was doing gamers from all over the world started asking if they could play-test it and their feedback and support has helped shape Gloom of Kilforth into what it is today. [Yes, I think this benefit of comment from so many outside sources comes out clearly, as sometimes in-house products can suffer from the fact that a group of play-testers are so familiar with the product en route.] The same thing happened with my current, second game, 1066, Tears to Many Mothers, which went down really well with the community and has started to pick up award nominations even before it has even been published. Also, the Playtest UK guys at UK games Expo were very helpful too.
Personally, I discovered and was drawn to seek out Gloom of Kilforth after being hooked by the Kickstarter for your current design, Tears to Many Mothers. Here you've turned directly to history and the almost legendary, but little gamed, Battle of Hastings. What took you in this direction for your second design and why the title you chose for it?
Whilst a sequel to Gloom of Kilforth would have been the path of least resistance, I was determined to prove that I'm not a one-trick pony, so I wanted to make a completely different design and a 1-2 player head to head card game seemed like a great fit for an historical battle game. The Battle of Hastings has always fascinated me- and no doubt thousands of other British school kids - since we were taught about it at school. The events leading up to the battle were momentous and the outcome obviously had its impact on English history for hundreds of years afterwards. Both sides were so perfectly matched on the battlefield that it could have gone either way at any given moment. The tragic story of King Harold, one of England's potentially most powerful kings, living out one of the shortest reigns and falling in brutal battle is utterly compelling too. Capturing that narrative via the medium of a card game was too tempting an opportunity to resist.
I also considered how cool it would be if, instead of memorising the statistics of a Pikachu or a Shivan Dragon when playing card games, what if they took away a little bit of history with them after playing too? So, every single card represented in the game is based on a person, story or event from the time of the Battle of Hastings, even down to pulling character names from the Domesday Book.
And that very unusual title. What's the story behind that?
Ah well, the title comes from a strange quotation I came across. In April of 1066 Hailey's comet was in its perihelion orbit and writers at the time said it was four times the size of Venus and shining with a light equal to a quarter of that of the Moon. Many thought it was an evil omen - including the aged monk, Eilmer, of Malmesbury Abbey, who wrote of the event:
"You've come, have you? - You've come, you source of tears to many mothers. It is long since I saw you, but as I see you now you are much more terrible, for I see you brandishing the downfall of my country."
Which is where we get the title of the game.
In giving us some details of this game, other than the change from fantasy to history, what would you say are the major differences in your two designs?
They are very different - but, in a nutshell: Gloom of Kilforth is an epic, sprawling, fantasy adventure game for 1-4 players with dice and hundreds of cards and tokens that can be played solo, competitively or cooperatively and takes about 50 minutes per player. It delivers an immersive role-playing experience, whereas 1066, Tears to Many Mothers is a 1-2 player competitive card game that dynamically re-imagines the historical Battle of Hastings and can be played on your lunch break.
And, inevitably, my final question has to be what next when once we have 1066, Tears to Many Mothers in our hands?
- Lifeform - alien terror in space with superstar designer Mark Chaplin
- Sublime Dark - horror card game with campaign play
- Touch of Death: A Fantasy Quest Game - the stand-alone expansion-sequel to Gloom of Kilforth
- 1565, St. Elmo's Pay - the stand-alone expansion-sequel to 1066, TtMM
Thanks, Tristan, for taking the time to answer all my questions in such depth and detail. AWNT obviously wishes you continued success with all your projects and I hope that it won't be too long before I have the chance to meet up for some real ftf gaming.
To whet you're appetite further, I shall be reviewing Gloom of Kilforth in the coming weeks and showing you something of the superb art work mentioned here.
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