The GROGNARD Files – "Chaos in RPGs and Beyond"
Host: Dirk the Dice
Guest: Tomas Rawlings
Date: March 8, 2026
Episode Overview
This episode explores the role, meaning, and evolution of "chaos" within tabletop role-playing games (RPGs) and wargaming—especially in iconic games like Warhammer and RuneQuest. Host Dirk the Dice is joined by veteran game designer and Warhammer historian Tomas Rawlings for a wide-ranging conversation traversing gaming history, design influences, and the cultural resonance of chaos. The discussion moves from early library days and DIY gaming, through the growth and business acumen of Games Workshop, to modern interpretations of chaos as both cosmological and mechanical entity within gaming.
Key Discussion Points & Insights
1. What Does 'Chaos' Mean in Gaming?
- Personal and Physical Chaos:
The episode opens amid the literal, messy chaos of Dirk’s gaming room—boxes, Henry the vacuum with a knotted tube, displaced roleplaying paraphernalia. - Conceptual Chaos in RPGs:
Chaos in gaming conjures specific shared imagery: tentacles, spiky appendages, things going wrong—not just generic disorder, but a distinct, often monstrous aesthetic ([01:00]). - Cultural Roots:
Games Workshop’s and Warhammer’s depiction of chaos are traced, highlighting the link to British mythmaking and Michael Moorcock’s Law vs. Chaos cosmology.
2. Tomas Rawlings: Gaming Roots & Career
- Tomas’ introduction to gaming began with self-made rules for playing with Airfix tanks, evolving into discovery of Dungeons & Dragons at age 10 or 11, and a lifelong immersion in gaming culture.
- Memorable Quote:
"That revelation—‘I can't believe this exists.’ And that was it. From then on, I was hopelessly enmeshed in gaming and nerd culture." (07:19)
- Memorable Quote:
- His dual track in video and tabletop gaming highlights how these spheres interweave, sometimes converging, sometimes diverging, both as a player and professional.
- Long career in video game design, including founding Auroch Digital (makers of digital adaptations of classic tabletop games like Ogre and Achtung! Cthulhu Tactics) and recently VP at Sumo Digital ([08:57]).
3. The Warhammer/Chaos Connection: Design and Business
- Origins and Transition:
Warhammer began in the mid-1980s as a hybrid: a wargame influenced by D&D and RPG scenarios, with early versions featuring game masters and adventures (“modules”). - The Gravity of D&D:
D&D’s immense popularity acted as a design ‘gravity well’—Warhammer absorbed and then diverged from these influences, developing its own cosmology.- Quote:
“Dungeons & Dragons was the star around which they all orbited. Its gravity kind of warped everything around it …” (18:49)
- Quote:
- Chaos as Unique Value:
Warhammer sets itself apart via a distinctive chaos mythology, moving beyond Moorcock’s Law/Chaos balance to, as Tomas notes, "just have the destruction, you know, the chaos" ([23:54]). - Iterative Development:
Through multiple rulebooks and miniature lines, chaos becomes more detailed—eventually dwarfing ‘law’ as a cosmological force.
4. Business Drivers and Cultural Evolution
- The game's growth owes much to clever vertical/horizontal integration—magazines, stores, manufacturing—which allowed Games Workshop to shape not just the products, but the player community experience ([36:22]).
- Early miniatures were made for many game systems (D&D, Lord of the Rings, RuneQuest, Call of Cthulhu, etc.), but Warhammer’s and later Warhammer 40K’s success shifted the business to a proprietary, internally synergistic model.
5. The Changing Faces of Chaos: Inspirations and Parallels
- RuneQuest and Law vs. Chaos:
The panel discusses the depiction of chaos in RuneQuest (as existential menace) and traces how Gloranthan beastmen inspired similar kitschy-creepy monsters in Warhammer ([26:29]). - Kitbashing and DIY Spirit:
Early Warhammer business strategy was often pragmatic—re-using existing miniatures, creating factions to accommodate models players already owned ([27:44]). - The Britishness of Warhammer Chaos:
The panel notes a peculiarly British approach in eschewing the balance of law vs. chaos for "just the destruction" (23:54).
6. Chaos in Mechanics and Alignment
- Alignment Systems:
D&D’s evolution from basic three-point alignments (Lawful/Neutral/Chaotic) to nine-point (Law vs. Chaos & Good vs. Evil) is contrasted with RuneQuest and Warhammer.- Panel Reflection:
"In D&D, chaos can be good or bad—it’s just your approach to life. In RuneQuest, chaos means something else entirely: corruption, pestilence, a cosmic adversary." ([62:29]+)
- Panel Reflection:
- Fumbles, Tables, and the Joy/Frustration of Chaos Mechanics:
Randomness—‘chaotic’ mechanics like fumbles and exploding dice—are dissected for their value (entertainment via unpredictability) versus irritation (session-derailing consequences) ([86:00]). - Examples:
- DCC (Dungeon Crawl Classics): Embraces random magical mishaps and chaotic alignment as lifestyle rather than morality.
- Call of Cthulhu: Cosmic indifference is a form of chaos, but differs from classic alignment-based chaos.
7. Lore Avenues and On-Ramps
- Modern Lore:
Warhammer now has vast amounts of lore via Black Library novels, YouTubers, and community-created histories.- Recommendations:
"If you want to catch up, look at lore channels like Arbiter Ian, Snipe and Wib, and others." ([43:48])
- Recommendations:
- Roleplaying in Warhammer 40K:
Cubicle 7’s RPG line and Owlcat’s video game 'Rogue Trader' offer immersive ways to play in the Warhammer universe ([42:22]).
8. Cultural Impact, Adversaries, and the Resonance of Chaos
- Antagonists in Play:
RPGs thrive on adversaries. Chaos, in its monstrous or cosmic forms, is the perennial, versatile antagonist—perfect for crafting memorable challenges ([82:25]). - Chaos as Antagonist and Aesthetic:
The 'fun' of chaos is not just mechanical, but in the hybridized, imaginative adversaries—like scorpion men and beastmen—arising from ‘chaos’ as a literary and creative tool ([83:24]). - Modern Social Parallels:
Political metaphors arise—discussing "chaos" as a disruptive, even strategic principle in today’s world, and comparing the use of chaos in social narratives to its playful, unpredictable role in RPGs ([67:00]).
Notable Quotes & Memorable Moments
-
On the Culture and Genre-Blending of Warhammer:
"There are people who just like the lore, some who just make dioramas, and others who just want to play the war games ... That's one of the real strengths: pick the bit you're interested in and go with that."
— Tomas Rawlings ([15:00]) -
On Why Warhammer 40K Succeeded:
"It presents you something new but with something, you know. ... There was an easy way in as a fan."
— Tomas Rawlings ([33:14]) -
On the Shift from ‘Law’ to ‘Chaos’:
"They soon drop the law stuff and just focus on the chaos. A lot more skulls, a lot of horned monsters ... the identity is so chaos—it’s not balanced in the same way."
— Tomas Rawlings ([24:17]) -
On Creative Decisions Born from Business Needs:
"Slotta bases came out of a desire to reduce production costs ... but it becomes an iconic, creative thing about miniatures."
— Tomas Rawlings ([37:30]–[39:49]) -
On Alignment and Player Behavior:
"All players are chaotic, aren't they? ... Being lawful puts restrictions on yourself that may not be strategically beneficial."
— Blythe ([75:22])
Timestamps for Important Segments
| Time | Topic | |-----------|---------------------------------------------------------------------| | 00:00–01:00| Introduction, physical chaos in the den | | 03:39 | Start of main conversation, panel intros | | 04:29 | Tomas Rawlings' gaming background and industry trajectory | | 10:25 | Adapting tabletop IPs into video games; bridging the digital gap | | 14:24 | Games Workshop subcultures; Oldhammer, the role of lore, miniatures | | 18:15 | Beginnings of Warhammer, wargaming hybrid with RPGs | | 23:54 | Chaos as unique, evolving driver in Warhammer and British RPGs | | 27:44 | Kitbashing, creative/pragmatic use of minis, cross-system support | | 33:04 | What made Warhammer 40K succeed? | | 36:22 | Vertical integration, business decisions, and their cultural effect | | 42:22 | Where to play Warhammer 40K as an RPG today | | 43:48 | Jumping into Warhammer 40K—a guide to modern lore resources | | 51:00 | Sci-fi gaming & the visceral 'axe to the head' appeal | | 62:29 | Chaos as alignment, moral relativism in RPGs vs. rigid opposition | | 64:42 | Chaos as cosmic struggle—Stormbringer, DCC, Lovecraftian horror | | 82:25 | Importance of chaos as antagonist/adversary in RPG structure | | 86:00 | Fumbles and random tables as mechanical 'chaos' in gameplay | | 92:12 | Patron credits and closing remarks |
Segment: The Chaos Quiz Game
Time: 55:07–61:22
- Dirk runs a humorous quiz, challenging his panelists and guest to identify the faux Chaos God among a batch of bizarre, mostly “real” deities from various gaming/literary sources. The fake, "Entro," turns out to be one Dirk and friends invented as teenagers.
- Discussion highlights the creative liberty RPGs take in inventing mythologies, how players quickly internalize and reinvent these symbols, and the joy of thinking back to their own homemade pantheons.
Segment: Chaos in Alignment and Game Mechanics
Time: 62:29–89:16
- Deep dive into how “chaos” is used—sometimes as cosmic force, sometimes as moral license, sometimes as pure mechanical randomness.
- Alignments in D&D/RuneQuest/Warhammer/DCC compared; the group discusses how player characters often ‘game’ alignment for maximum freedom, and how different systems lend weight (or not) to the concept.
- The panel reflects on the entertaining and sometimes frustrating impact of fumbles, exploding dice, and randomized magic—especially in older games.
Segment: Chaos as Adversary & Narrative Device
Time: 78:18–83:24
- Contrasts cosmic indifference (Cthulhu) with more active, personalized ‘chaotic evil’ (RuneQuest, Warhammer).
- Chaos is both a narrative necessity (as adversary) and a tool for creative hybridization (scorpion men, beastmen, etc.).
- Returns to the perennial importance of memorable adversaries to the RPG experience.
Final Thoughts and Takeaways
- Chaos in RPGs is multifaceted: It is at once an aesthetic, a narrative frame, a mechanical ingredient, and a focal point for community identity.
- Perpetual entropy and British gaming: Warhammer’s emphasis on chaos evolved into a uniquely British mythos, less about balance and more about endless, catastrophic struggle.
- Business and culture interweave as much as law and chaos: Many of the most iconic features of Warhammer originated as pragmatic solutions, later reified as legend.
- Alignment is flexible, sometimes convenient: Depending on game and edition, chaos (and its opposite) can represent everything from mutant horror to political philosophy.
- Community engagement is key: Whether via shared lore, cross-media games, or subcultures (Oldhammer, Lore-tubers, kitbashers), the chaos of player interpretation keeps RPGs vibrant.
Links and Further Resources
- Tomas Rawlings' Substack: exploringwarhammer.substack.com
- Community lore channels: Arbiter Ian, Snipe and Wib (YouTube)
- Current Warhammer RPGs: Cubicle 7 (Warhammer Fantasy and 40K lines), Owlcat’s Rogue Trader (PC game)
- Discord/DCC/Savage Worlds fans: For further debate on game mechanics, fumbles, and more.
A big thanks to Tomas Rawlings for bringing history, wit, and insight into the nature of chaos as both a creative principle and a driving force in RPGs and culture.
Summary prepared for The GROGNARD Files listeners and all vintage and modern RPG aficionados seeking a deep dive into chaos—past, present, and dice-fueled.
