So, I kicked off a Mordheim campaign a couple months back. Through word of mouth and a fist full of fliers we were able to generate a group of over twenty players. Not too shabby for a game that's technically been out of print for ten or more years. In contrast, the Magic: The Gathering league I was attempting to lift off the ground saw a lot of motion on facebook, was discussed by an already established M:TG community and only saw two people join. Not nearly enough to start a league. That's interesting.
Mordheim is one of Games Workshop's "specialist" games. Which means they don't love it anymore. They're not willing to support it's fan base by making new content. Magic: The Gathering is the leader in collectible card games, has a robust tournament circuit, and enough rules to answer almost any complex rules question during an organized event. So why the hell has Mordheim flourished where a Magic League has failed?
There's a couple potential answers gnawing at the back of my brain. Some of them are rude but quite funny; others more introspective and consequently rather dull. I feel the core problem lies in exactly WHY I chose to provide these forms of entertainment.
The Mordheim campaign was established for the war-gaming community as a whole. When I set out to start this campaign I wanted to do a number of things with it. First, I wanted to bring like-minded people together to play a game they all seemed to remember and enjoy. Second, I wanted to finish some kind of army, and a warband of fifteen models was the smallest army available to me. So fine, I'll finally paint an entire army! Third were the sales of Warhammer Fantasy models. They were always low at the store. Since Mordheim resides in the same setting as Warhammer Fantasy it would give the wargamer's an opportunity to make some purchases and paint some models they wouldn't normally get to touch. All said and done, the community was the key. It made me enthusiastic about the project, but hushed about its inner workings. I gave everyone just enough information to start building warbands, but not enough that they would know EXACTLY what to expect on the first day. I also made the mistake of trusting someone else to write a campaign for me, instead of taking it head on myself. But that's a different story.
The Magic: The Gathering league on the other hand was built out of a response from an already established community, and to be honest I was fully enveloped in Mordheim shenanigans when the idea of the league came around to me. I had chosen a newer format (Modern) that everyone was buzzing about. I figured this would be an opportunity for the Magic crowd to learn a new format and challenge each other to a new, refreshing style of play. What I got was bemoaning discontent over having to start a new format. What I didn't understand was that the Magic community already had a "league" in the Friday Night Magic events hosted at the store. The desire for something new wasn't just about another day to play. The community wanted more attention on a completely rogue format they were already playing. A month after the leagues fumble I had my Friday Night Magic Judge put together a Commander league, since most folks already had decks for that format. It's seen modest success.
At the end of the day I can only give this simple advice; stick to your guns! If the community can bare the burden on their own, let them. They'll know what they want best of all. Now I generally leave the Magic to my Friday Night Magic Judge because I have little enthusiasm for the game on a personal level (which makes me hard of hearing sometimes). I understand it from a financial stand point. I understand that it has a following, and is a staple in any good game retailers repertoire. for the life of me I don't know how a deck will play until I actually see it play a couple times; even then I get upset by the meta-game and wonder why my awesome looking zombies on this shiny card aren't eating the flesh of all your damn knights and elves.
Another update soon on too little and too much in campaigns and scenarios (at least within the war-gaming world).