Warhammer Transmedial Ludology
Warhammer Transmedial Ludology
Robert Baumgartner
    »In the Grim Darkness of the Far Future there is only
    War«. WARHAMMER 40,000, Transmedial Ludology,
    and the Issues of Change and Stasis in Transmedial
    Storyworlds
    2015
    https://doi.org/10.25969/mediarep/16489
Abstract
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          more, it sheds light on the franchise’s attempts to advance its storyline with
          the collective help of fans and players of the original tabletop war game
          ›mother ship‹, in the process revealing a conflict between the conception of
          the transmedial storyworld as (mostly) static setting, on the one hand, and as
          dynamic storyline, on the other.
                   It is the 41st Millennium. For more than a hundred centuries the Emperor of Mankind
                   has sat immobile on the Golden Throne of Earth. He is the master of mankind by the
                   will of the gods and master of a million worlds by the might of his inexhaustible armies.
                   He is a rotting carcass writhing invisibly with power from the Dark Age of Technology.
                   He is the Carrion Lord of the vast Imperium of Man for whom a thousand souls are sac-
                   rificed every day so that he may never truly die. Yet even in his deathless state, the Em-
                   peror continues his eternal vigilance. Mighty battlefleets cross the daemon-infested mi-
                   asma of the Warp, the only route between distant stars, their way lit by the Astronomi-
                   can, the psychic manifestation of the Emperor's will. Vast armies give battle in His name
                   on uncounted worlds […]. But for all their multitudes, they are barely enough to hold off
                   the ever-present threat to humanity from aliens, heretics, mutants—and far, far worse.
                   To be a man in such times is to be one amongst untold billions. It is to live in the cruel-
                   est and most bloody regime imaginable. These are the tales of those times. Forget the
                   power of technology and science, for so much has been forgotten, never to be re-
                   learned. Forget the promise of progress and understanding, for in the grim dark future
                   there is only war. There is no peace amongst the stars, only an eternity of carnage and
                   slaughter, and the laughter of thirsting gods. (FANTASY FLIGHT GAMES 2009: 12)
          This quote, taken from the rulebook of the pen-and-paper role-playing game
          Warhammer 40,000. Rogue Trader (2009), serves as a concise introduction to
          one of the most extensive—and yet most underexplored—transmedial story-
          worlds around: since its inception in 1987 as a tabletop war game, the War-
          hammer 40,000 (shortened Warhammer 40k or WH40K) franchise has not
          only become one of the most successful tabletop brands but also gave birth
          to numerous ›satellites‹ (cf. JENKINS 2009) in the form of interdependent nov-
          els, pen-and-paper role-playing games, comics, best-selling video games, 1
          and a massive community of fan fiction writers and artists. 2 The tabletop
          ›mother ship‹ (cf. JENKINS 2009) and its complex medial hybridity between
          ludic rule-based gameplay (termed ›crunch‹ by players) and narrative ›fluff‹ is
          of great interest to both scholars of game studies and narratologists, whereas
          each of the transmedial branch products would be worthy of investigation in
          its own right. However, the little existing research that is concerned with
          Warhammer 40,000 mostly focuses on design aspects of the original war
          game: the works of Clim J. de Boer and Maarten H. Lamers (cf. DE BOER/
          LAMERS 2004) or Steve Hinske and Marc Langheinrich (cf. HINSKE/LANGHEINRICH
          2009) use Warhammer 40,000 as a more or less interchangeable example of a
          tabletop war game system; their interest lies in the possible augmentation of
          1
           Cf. Warhammer Dawn of War (I, 2004/II, 2009), Warhammer 40,000. Space Marine (2011).
          2
           The most popular online repository for fan fiction, fanfiction.net, holds more than 3,200 War-
          hammer 40,000 fan stories. Cf. https://www.fanfiction.net/game/Warhammer/ [accessed March 30,
          2015].
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Robert Baumgartner: »In the Grim Darkness of the Far Future there is only War«
          non-digital tabletop games with digital tools and thus implicitly excludes
          most narrative aspects of the game—including the potential conveyance of
          meaning by iconic or indexical means. However, as the works of Saskia Bak-
          ker and colleagues (cf. BAKKER et al. 2007) demonstrated, even a small change
          in the design of miniatures from abstract to more iconic forms can signifi-
          cantly alter the ways in which players contextualize the relation of these min-
          iatures to each other and understand the game (cf. BAKKER et al. 2007: 163f.).
          The works of Markus Carter, Martin Gibbs, and Mitchell Harrop (cf.
          CARTER/GIBBS/HARROP 2013; 2014) acknowledge this fact: their analysis of the
          possible enjoyment of the tabletop game is not limited to the basic game
          rules and play pieces, but also examines the possible enjoyment gained from
          the visual design of miniatures and (tabletop) battlefields, as well as the elab-
          orate narratives about the fictional characters, armies, and locations that are
          represented by the painted plastic and metal objects.
                   However, these inquisitive ludological investigations have not been
          accompanied by narratological approaches—despite the variety of narrative
          styles, genres, and tropes employed not just in the tabletop war game itself,
          but in the creation of a complex transmedial universe whose specific ethos
          has inspired the widely used online neologism ›grimdark‹ (referring to ex-
          tremely bleak, dark, and nihilistic fictional settings and situations). 3 It is my
          hypothesis that this hesitation can be explained by two central factors: first,
          the fact that the narrative of Warhammer 40,000 is deeply rooted in genre
          literature, primarily ›soft‹ science fiction and heroic fantasy—genres that are
          still strongly associated with triviality and cannot offer an institutional sup-
          port network for interested scholars in the humanities. Second, the fact that a
          large proportion of the narrative content of the transmedial ›storyworld‹ of
          Warhammer 40,000 is closely linked to various games (tabletop war games,
          pen-and-paper role-playing games, video games of various genres). The main
          way of fully ›unlocking‹ this content is by playing and analyzing these
          games—an undertaking that not only takes a lot of time but also requires
          individuals to be competent gamers as well as trained game studies scholars.
          However, these harsh requirements are offset by the richness of a transmedi-
          al franchise that is not only extremely complicated but also strongly based on
          a ludic component, both in its ›mother ship‹ and its transmedial extensions:
          as players experience the world by simulative means, they gain a unique
          ›empirical‹ approach to the facts of the world, which will influence their fur-
          ther dealings with other elements of the storyworld, be it a game, a novel, or
          a comic. For this reason, the present article is not just intended as an intro-
          duction to the transmedial franchise and its unexplored narrative aspects but
          also as a case study for the productive combination of narratological and
          ludological approaches in the study of transmedial research objects.
          3
              Cf. http://knowyourmeme.com/memes/grimdark [accessed March 30, 2015].
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          The setting depicts the society of the 41st Millennium (i.e., 39.000 years in the
          future) as a totalitarian empire that is teetering on the brink of collapse: from
          the outside, it is challenged by numerous powerful alien species, like the de-
          monic forces of Chaos, planet-eating swarms of insectoid monsters called
          Tyranids, or the Necrons, ancient mechanoids that have risen from their eon-
          spanning slumber to reclaim their lost empire. From within, the regressive
          Imperium is threatened by bureaucratic incompetence, superstition, rebellion,
          mutation, and subversive Chaos cults. Life is cheap: soldiers die by the bil-
          lions, whole worlds are swallowed by cosmic storms or ripped apart by de-
          monic forces, and imperial citizens spend their short lives toiling away for the
          glory of the comatose Emperor—who, before being mortally wounded by his
          traitorous son in a galactic civil war, attempted to unify mankind in a techno-
          logically as well as socially progressive secular civilization. Now, his corpse-
          like body is venerated as a god by a giant church apparatus (the Ecclesiarchy)
          and presides over an empire that only survived the ten millennia of his ab-
          sence as a calcified husk strife with cruelty, ignorance, and religious fervor.
          However, the game also suggests that a more open and permissive empire
          might long have fallen to the numerous enemies of mankind: when even so-
          phisticated AIs are easily corrupted by powerful Chaos Gods created and sus-
          tained by the collective subconscious, a society tends to get more distrustful
          of technology.
                  With most of the conflicts in the setting being fought by irreconcilable
          factions and ideologies, peace negotiations are unusual events and mostly
          only temporal breaks that allow the negotiating sides to attack a third faction.
          The origin of this bleak and nihilistic future, where futuristic technology
          clashes with archaic beliefs, where »there is only war« (the mantra and
          ›ethos‹ of Warhammer 40,000, cf. FANTASY FLIGHT GAMES 2009: 12) can be
          traced back to the rulebook of a niche game called Rogue Trader (1987). A
          hybrid of different tabletop game genres, Rogue Trader provided both com-
          plex rules for small- and medium-scale war games fought with small (28mm
          scale) plastic/lead miniatures and a rich futuristic setting that established the
          narrative background for the various involved factions. The British develop-
          ing company Games Workshop originally envisioned Rogue Trader/War-
          hammer 40,000 as a less expensive4 and more humoristic science fiction ver-
          sion of their established fantasy war game Warhammer (cf. HOARE 2011), but
          the demand of players for a game that could be played at larger tournaments
          as well as the positive feedback to the darker elements of the settings led to
          the development of the Warhammer 40,000 that we know today.
                  Players of the tabletop game choose one of the numerous factions—
          either due to its mechanical characteristics, its narrative background, its visu-
          4
            The game was designed for the use of ›proxies‹, i.e., improvised miniatures that did not have an
          iconic relation to the referred fictional character, such as sugar cubes as stand-ins for fearsome
          super soldiers.
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          5
            http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Chaos_Space_Marines%287E%29#Elites
          [accessed March 30, 2015].
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          need to know why their Space Marine army is fighting the mysterious Eldar
          on an icy moon, but the studies of Carter and colleagues among tournament
          players indicate that the coherent integration of tabletop matches in the nar-
          rative framework of the storyworld can function as another source of enjoy-
          ment offered by the pastime (cf. CARTER/GIBBS/HARROP 2014: 139).
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          Today, the company’s publishing branch Black Library provides more than
          120 Warhammer 40,000 novels and novellas, all of which are considered
          ›canon‹ (i.e., authentic contributions to the storyworld). Events of novellas are
          referenced in the rulebooks and popular characters from the novels have
          been offered as miniatures for the tabletop war game. 7
                  At the same time, Games Workshop authorized the creation of nu-
          merous Warhammer 40,000 comics and graphic novels, which were pub-
          lished in various British comic magazines and, from 1998 to 2004, in War-
          hammer Monthly, a monthly comic anthology. These comics and graphic
          novels use their medial potential to enrich the storyworld, by either expand-
          ing on the dark gothic imagery of the rulebook illustrations or by experiment-
          ing with visual styles adapted from other genres (e.g., the anarchic British
          2000 A.D. comic anthology [1977– ] known for the character Judge Dredd,
          1990s super hero comics, Japanese manga) or romanticist painting.
                  The cinematic adaptation of Warhammer 40,000 seemed to be the
          next step in the transmedial handbook, but despite numerous attempts (such
          as the mediocre CGI DVD release Ultramarines. A Warhammer 40,000 Movie
          [2010]8), a successful globally-released film with the Warhammer 40,000 li-
          cense seems to remain far out of reach.
          6
            An individual with psychic abilities.
          7
            Cf. http://www.solegends.com/citblack/ [last accessed March 30, 2015].
          8
            With a 38% rating on rottentomatoes.com (cf. http://www.rottentomatoes.com/m/ultramarines_
          a_warhammer_40000_movie/ [accessed March 30, 2015]).
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          9
            The core rulebook of Rogue Trader spends more than 200 of its 400 pages on narrative descrip-
          tions of the universe, its mechanics, and the places and people in a specific new sector of space
          designed for the game (cf. FANTASY FLIGHT GAMES 2009).
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          10
            For details about the canonical ending, cf. http://warhammer40k.wikia.com/wiki/Dawn_of_War_-
          _Dark_Crusade [accessed March 30, 2015].
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                   I will elaborate this thesis by taking a look at the ludic structure of the
          various Warhammer 40,000 games: the original Warhammer 40,000 tabletop
          war game as well as the various Warhammer 40,000 video games can be
          described as ›ludic‹ games (cf. CAILLOIS 2001: 13)—i.e., structured play activi-
          ties that are based on strict rules, which might be as simple as (virtual) gravi-
          ty and as complex as the social etiquette of alien nobility. These rules govern
          every possible action within the »magic circle« (HUIZINGA 1955: 10) of the
          game—be it the 6" by 4" area of a table or the virtual representations of fic-
          tional worlds or galaxies on the screen—and, thus, provide objects and char-
          acters with specific features that can be identified by repeated exposition:
          some objects might have more mass than others, some characters might be
          faster or harder to vanquish. The original tabletop war game makes this ex-
          plicit in the ›stats blocks‹ and point values of units: players know with empiri-
          cal certainty that a Khorne Berserker will almost always defeat an Imperial
          Guardsman in single combat—because they know the rules that govern the
          world and can ascertain their validity every time they play the game. This
          way of establishing empirical world rules is particularly interesting because it
          might influence the way individuals discover a transmedial universe: it is like-
          ly that individuals who start out as players of the tabletop war game will uti-
          lize the empirical ›facts‹—i.e., the relative strength and strictly-defined charac-
          teristics of units from the game—as the basis for their expectation of all other
          media products that represent the same transmedial universe. This is espe-
          cially relevant when such individuals are confronted with other ›satellite‹
          games of the universe, such as the real-time strategy series Dawn of War or
          the first-person shooter Fire Warrior: they will judge such satellites not only
          by their narrative fidelity to the »mythos«, »topos«, and »ethos«
          (KLASTRUP/TOSCA 2004: n.pag.) of the universe as established by the Warham-
          mer 40,000 rulebooks but also by their adherence to the empirical facts and
          balances of the gameplay itself. From this perspective, Dawn of War was pos-
          itively received by many players of the tabletop war game, because, despite
          slight alterations due to a different scale of battles, it mostly maintained the
          balance of power of the original game: the units of the Eldar faction were still
          mobile and fragile, Orks were still based on a concept of overwhelming me-
          lee charges—and an Imperial Guardsman was still helpless against a charg-
          ing Khorne Berserker.
                   In contrast, Fire Warrior was heavily criticized for the mechanical infi-
          delity to its ludic ›mother ship‹: featuring a Tau Fire Warrior (i.e., the standard
          infantry unit of the Tau faction with just slightly better stats than an Imperial
          Guardsman) as its protagonist, it tasked the player and, as such, the humble
          infantryman with taking on Imperial Guardsmen, insane cultists, and eventu-
          ally even Chaos Space Marines—corrupted super soldiers with centuries of
          combat experience and unholy weapons at their disposal—and had him kill
          dozens if not hundreds of those elite soldiers without (too) much trouble.
          While the game did not explicitly infringe on the topos, mythos, or ethos of
          the Warhammer universe, then, it still disappointed players by breaking with
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          facts that they had—to some degree—experienced firsthand while playing the
          ›mother ship‹.11
                    And while many players were easily able to tell if a game was diverg-
          ing from the simulative facts of the universe, they had more significant prob-
          lems with properly verbalizing this divergence—for many, something simply
          ›felt‹ strange or wrong. This fall-back on emotional expressions should not be
          understood as a failing of players, but as a hint at phenomena that are hard
          to articulate, despite being virtually omnipresent in the activity of structured
          play—and the key to understanding the distinct contribution of games for
          transmedial franchises.
                    Scholars unacquainted with the discipline of game studies might face
          serious challenges when asked to explain the aforementioned linguistic
          vagueness, not to mention the task of exploring the specific ludic structures
          that ›create‹ the emotional quality of various games. However, the discipline
          of game studies can offer assistance: the fall-back to emotional responses in
          conversations about gameplay experiences can be attributed to the specific
          way in which simulative facts are acquired. Players are faced with a seeming-
          ly interactive environment that demands their attention in similar ways to the
          real world: judging distances, direction, and speed of numerous objects, rec-
          ognizing patterns, and adapting their own reactions, they are involved in a
          psychomotoric feedback loop that circumvents the more sophisticated cogni-
          tive activities that are associated with narrative interpretations in favor of fast
          motoric (re)actions (cf. THON 2008: 27f). The second point, i.e., the search for
          the specific ludic structures involved in creating the emotional quality of vari-
          ous games is an ongoing project in the field of game studies and has not yet
          produced a comprehensive, uncontested theory, which is why I use an im-
          provised list of ludic structures broadly based on the ideas of Roger Caillois
          (cf. CAILLOIS 2001).
                    Looking at the breathtaking extent of the various game genres and in-
          volved media in the Warhammer 40,000 ›gameworld‹ (a term meant to refer
          to the ludic analogue of a primarily narrative storyworld), the search for
          shared mechanical characteristics between games that feature duels between
          individuals, platoon-sized battles, and fleet-scaled space combat may seem
          rather likely to prove futile. Excluding the narrative aspects, at first sight, the
          only commonalities appear to be certain visual characteristics (gothic and
          cyberpunk imagery with a plethora of skulls) and the paramedial Warhammer
          40,000 brand on the packaging. However, on closer inspection, one can find
          several structural-mechanical similarities, as well:
          11
            A discussion thread on the Warhammer 40,000 fan forum Dakkadakka lists more mechanical
          problems such as different weapon characteristics or tactical behavior patterns of enemies. Cf.
          http://www.dakkadakka.com/dakkaforum/posts/list/587577.page [accessed March 30, 2015].
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          sectors. And, although many stories usually end with a relatively balanced
          outcome (for example, an old artifact that empowered a Chaos invasion army
          is destroyed in a brutal battle that nullifies its prior ›imbalancing‹ effects), this
          process still leaves scars—on the intradiegetic characters and locations as
          well as on the narrative canon itself. Due to the integration of most events
          into canon, the individually small changes and consequences of small-scale
          conflicts eventually add up to the picture of an empire that is no longer able
          to reliably generate the necessary resources and troops to maintain its army.
          An example: The repeated and exact documentation of the limited size of
          every Space Marine Chapter (1000 marines per chapter, 1000 chapters in all)
          was not a problem—until almost every novel featured the demise of whole
          platoons or companies of these super soldiers for reasons of plot develop-
          ment. The same happens with the constant raiding or even destruction of
          planets and whole sectors: many important parts of the fictional universe
          have been devastated without a chance for short- or medium-term restora-
          tion, bringing the Imperium ever closer to its doom.
                  This problem was intensified by another specific feature of Warham-
          mer 40,000: the war game gained popularity for its irregularly scheduled
          global campaigns, which saw thousands of players participating in special
          matches, battling for the control of fictional fronts in the Warhammer 40,000
          universe. The results of registered matches between individual opponents
          were added together and were used to determine the campaign’s outcome—
          and with it the face of the storyworld in future editions. This opportunity for
          fans to directly affect the future position of their preferred faction in the fic-
          tional universe turned out to be very attractive and global campaigns were
          eagerly anticipated by players all around the world. Global campaigns
          launched before 2003 were focused on small segments of the fictional uni-
          verse (i.e., the struggle for an individual planet) and heavily predetermined by
          the event rules, so their possible consequences would be limited. This
          changed with the most recent great global campaign, called the 13th Black
          Crusade: its battlefield was the region around the so-called Eye of Terror, a
          giant portal to the malicious dimension of the ›Warp‹. As the gateway for a
          potentially endless invasion force from another dimension, this region is not
          only a central node for various narrations (almost everybody who enters and
          leaves the Warp does so through the Eye of Terror), but also of central im-
          portance for the balance of power in the Warhammer 40,000 universe: as
          long as the forces of the Imperium still control the fortress world of Cadia and
          its surroundings, the demonic forces of Chaos are held at bay.
                  During the next eight weeks, more than 40,000 players (separated into
          two teams) submitted more than a quarter of a million game results on the
          campaign website, each and every battle minimally influencing the overall
          result. The campaign’s outcome was a massive blow for the Imperium—and
          for the writers of Games Workshop: due to unexpected global collaboration
          and success of Chaos players, many sectors and planets around the Eye were
          lost, only Cadia, the sectors’ main fortress world, stayed under Imperial con-
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          trol. This led to a problem: the massive loss of men, territory, and resources
          dealt a brutal blow to the Imperium and made it more and more difficult to
          maintain the fictional balance of power. The extensive documentation of all
          armies, resources, and events—usually a strength of the setting—now acted
          as a massive obstacle to maintain the status quo: if the ›factual‹ 13th Black
          Crusade was to be implemented, many established regiments were to be
          wiped out, resulting in an avalanche of further changes.
                  With the results published on the campaign website and the pressure
          to integrate them in the Warhammer 40,000 canon mounting, Games Work-
          shop was in an unfortunate predicament. For the time being, the designers
          decided to postpone the implementation: the apocalyptic events and system-
          threatening consequences of the 13th Black Crusade were not integrated into
          the history of the 41st millennium—yet. But even without them, the threats to
          the status quo had become too large to ignore. During the past 10 years, the
          new rulebooks have subtly hinted that the transmedial universe of Warham-
          mer 40,000 is facing a prophesied ›Time of Ending‹. With the mysterious
          Necrons waking from their million-years-sleep on their tomb-worlds, the life-
          sustaining ›Golden Throne‹ of the Emperor finally failing, and a giant extra-
          galactic Tyranid invasion fleet approaching, the 13th Black Crusade becomes
          just one apocalyptic rider among many.
                  It is now increasingly likely that the storyworld of Warhammer 40,000
          will sooner or later follow the example set by its co-existing ›cousin‹ War-
          hammer Fantasy, which, in its 8th edition, officially entered an apocalyptic
          age. A global campaign similar to the 13th Black Crusade was supposed to
          usher in a new balance of power in favor of Chaos—but the designers’ plans
          were disrupted because Chaos players were utterly defeated. Still, Games
          Workshop continued with the realization of an apocalyptic age that saw the
          death of almost all known characters, the destruction of several factions, and
          the unexpected fusion of others—until a chaos rift destroyed the whole planet
          and killed every one that had survived the plagues, the impact of magical
          asteroids, and gods fighting openly in the mortal world. However, transmedi-
          al worlds have a certain immortality of their own—the last book ended with a
          mysterious figure floating in the void starting the creation of a new world.
                  Thus, the apocalypse of Warhammer Fantasy paved the way for the
          reboot of a storyworld that had become overly complicated and unwelcom-
          ing to newcomers—a description that could very well be applied to War-
          hammer 40,000, as well. Further observation of the background information
          contained in rulebooks—which, in the 7th edition (2015), also continue to
          point in the direction of galactic doom—might provide a fascinating case
          study of the narrative strategies that designers employ to prepare the reboot
          of a transmedial franchise.
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