InterviewWD 438 · pp. 10–13
Phil Kelly explains the exchange between writers, sculptors, artists and rules designers that turns new miniatures into inhabitants of established settings. Short vignettes offer accessible glimpses of those worlds rather than a single exhaustive account. He uses the planned sequence of Malign Portents stories and the expanding Vigilus narrative to show how small perspectives build a larger history.
Age of SigmarWarhammer 40,000
InterviewWD 438 · pp. 20–23
Jervis Johnson distinguishes clarification from changing a rule: designers’ commentaries explain existing text, while errata correct or rebalance it. Movement over terrain illustrates why spelling out every possible question would make concise rules unwieldy. He outlines a practical sequence of rereading the rule, checking related rules and official answers, then resolving any remaining uncertainty so play can continue.
Age of Sigmar
RulesWD 438 · pp. 24–27
John Bracken updates Age of Sigmar Skirmish for the second-edition core rules. Warriors act individually, renown derives from unit points, and champions or restricted equipment cost extra. Grand Alliance abilities, modified warband battleshock and a leader’s traits and artefacts keep the small force distinct, while restrictions on summoning and realm magic prevent ordinary army mechanisms overwhelming the game.
Age of Sigmar